by Parzival » March 2nd, 2026, 12:29 am
Having been exposed to some of the original spell text thanks to this site, I think the Wizard as presented in the current game is far too weak a hero. Consider that the other heroes will quickly develop the ability to do at a minimum 3 dice worth of attacks, (and potentially 4), and at diagonal and a distance as well, and can have 5 or even 6 dice for defense, plus a host of potions to expand these abilities. The Wizard, however, maxes at 2 attack dice diagonal, and 4 defense (temporarily 5 with a Rock Skin spell), and even his spells don’t top 2 damage— which can be resisted. Genie, at least, has some attack power, but each spell is gone when cast, so they’re all one-shots. And of course, there’s nothing which will boost his measly 4 Body Points.
The big flaw in 2021 is that *all* spells are line-of-sight (except sending the Genie to open a door, which is a waste of the spell, in my humble opinion). Plus, all spells affect only one target.
Where’s the “slap everybody” spells like Fireball? The guaranteed hit-and-damage spell, like Magic Missile? Charm Monster to get a beast on your side (temporarily)?
As a Hero, this Wizard is wimpy.
If you’re gonna have the spells be “fire and forget,” then at least make ‘em halfway worth firing. I play solo versus the App, and in many quests the Wizard never looses a spell, aside from the Rock Skin early on. Or of a spell lands, the monster rolls a spell break and the whole thing is a waste. And thanks to the line-of-sight rule, the Wizard has to be vulnerable to a subsequent monster attack to pull off the shot. Consider also that only ONE of his spells has a shot of taking out any of the foes with more than 2 Body Points (Genie), and only one spell can take out a 2 Body Point enemy (Ball of Fire). What’s “powerful” about that?
NOTHING.
Yeah, the Wizard is supposed to be a “glass cannon,” but all I see is a glass pop-gun.
How about this—
AIR
Genie does not require line of sight; it can strike ANY monster on the board.
Tempest is unchanged.
Swift Wind is unchanged.
EARTH
Heal Body is unchanged.
Pass Through Rock is unchanged.
Rock Skin is unchanged.
FIRE
Ball of Fire is fired at an exact square, and does damage to everything within one square of its target location (except through a wall of closed door). 2 BP to all in the blast radius, but the Save remains in effect, with each being rolling individually.
Courage remains in effect, boosting multiple attacks, until no monsters are visible to the boosted hero.
Fire of Wrath does not require line of sight and can strike any monster on the board, and gets no save. 1 BP damage still, but now it’s guaranteed to work.
WATER
All unchanged. A Sleeping monster can be slain instantly by any adjacent Hero who has no other monsters adjacent to him. No matter what, the monster gets a Save roll, first when the spell is cast, and at the start of every Zargon turn afterwards.
The Wizard still remains a glass cannon, but at least for a couple of spells he is a cannon.
Last edited by
Parzival on March 2nd, 2026, 5:53 pm, edited 1 time in total.