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Spells cost $?

Discuss new Rules for HeroQuest.

Spells cost $?

Postby burglekutt » January 24th, 2025, 1:00 pm

Its overwhelming how many spells fans have made over the years and rarely is it brought up how having to many cards in your hand to sift through would be a nuisance, especially for a 8 or 12 year old kid trying to play.

So I suggest no more than 12 or 15 cards that can be duplicated with cash ie $30 - $50 for a token you place on that card indicating you can use that spell a second time.
You can buy as many tokens as you can afford per quest & any unused tokens disappear at the end of that quest forcing the hero to buy more tokens each game. (Money sink)

These spells would be different than the originals & a lot less powerful in most cases.
Here's a basic list I came up with:

Courage = Gives a hero a plus +1 Att Die with melee weapons for two rounds.
Rock Skin = Gives a plus +1 Def Die for two rounds.
Swift Wind = plus +1 Movement Die.
Command = Control monster for two rounds.
Pass through rock = See & shoot through a wall for two rounds.
Tempest, Genie = these spells need some work.
Fire of Wrath = $30
Ball of Flame = $50
Sleep = $75?

The Wizard really only needs 3 spells that cover these categories if you were trying to be minimalist.

Give/ Take Movement =
Give/ Take Att or Def =
Give/ Take Health =

Just saying that no matter how exotic of a name you give your spells, they really could simply be narrowed down to just these three lol.


Just thought this would make an interesting conversation about a money sink. Someone years ago thought this up so I thought I'd bring the subject up again.
Last edited by burglekutt on January 13th, 2026, 1:17 pm, edited 26 times in total.
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Re: Spells cost $?

Postby mukami » January 26th, 2025, 3:26 pm

Maybe instead of them being actual spells, they are scrolls the wizard has to spend gold to make. For example, A scroll of magic missile would cost roughly 50-100g and would do 1bp of damage or the Courage spell you described would cost 100g to create the scroll and work the same way as you described. The scrolls wouldn't disappear at the end of each quest, but you could limit the number carried, make them destructible (fire damage), and able to be stolen. This way it is a sound investment for the wizard player and gives them a little bit of a boost in later games without making the player op'd.


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Re: Spells cost $?

Postby burglekutt » January 27th, 2025, 11:37 am

mukami wrote:Maybe instead of them being actual spells, they are scrolls the wizard has to spend gold to make.
Absolutely agree that scrolls work good as spells. Small scrolls that he has copies of that burn up after use.

Would love for the Wizard to use at least one spell per room, occasionally two!
He could shoot off one Fire of Wrath spell per room and it wouldn't change the game much.
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