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Enchanting daggers

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Enchanting daggers

Postby kyrrahn » November 28th, 2018, 10:25 pm

I'd advise against it. Every game I've run the heroes have kept their daggers for the named monsters and then butchered them with them.
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Re: Enchanting daggers

Postby benvoliothefirst » November 29th, 2018, 9:57 am

Stoner81 wrote:In my rules I changed the artefact of Magical Throwing Dagger (I named it Return to Sender)...


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Re: Enchanting daggers

Postby Anderas » June 3rd, 2019, 1:35 pm

Now I imagine a complete spell deck. I have 8 spells per deck. This would be one...

The second could be a spell to store any one other spell in an equipment item. You can play it later or in another quest like a potion. The equipment item is then lost. (I have very cheap equipment cards)


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Re: Enchanting daggers

Postby Anderas » June 5th, 2019, 4:24 am

Some of my cheap equipment cards.
Maybe they give ideas for further enchantment spells.
The gold price is not on the card as I want the ability to change the price if one piece of equipment is totally overused or underused.

35 Gold
Image

30 Gold
Image

20 Gold
Image

30 Gold
Image

50 Gold
Image

Some ideas to throw around, open for any remark about "too weak" "too strong" "too boring" or whatever :-)

* Enchant a dagger to become magical throwing dagger. Advantage: You can hand it to someone else.
* Enchant any item with a spell. Advantage: Use like a potion. Equipment is lost.
* Make a spell scroll from a spell. Both spells count as "used". No equipment is lost, but you have to use it like a spell when you use it.
* Enchant any item with a one-time-reroll. Advantage: scales with hero advancement
* Enchant an item to give an extra action of some sort (Sword of two attacks, Talisman of extra cast, shoes of extra movement) - works once. Well, basically you give your action to someone else.
* Enchant one item to make a search more thourough: Trap search finds magic traps, too; treasure search discards the first bad card...
* Increase the range of a weapon for one attack (adjacent -> diagonal, diagonal-> like the whip)
* Enchant a fellow hero so that he is able to cast one spell, one time. Give that hero that spell from your pool.
* Make alchemic gold: One equipment is lost and becomes 50 or 70 gold coins. (yes that ties well with my equipment cards above... no matter, it's once per quest only)


In contradiction to normal buff spells, those nearly all enchant some equipment so that the bearer can trigger the effect later when he wants. That's somewhat stronger than normal spells like courage, which you have to play the right moment exactly. On the other hand they shall have a cost, too, which is not normal.

Also it would be interesting to take a look at Mohawk's Alchemy spells in his expanded wizard spellbook. Take a look.

He has spells like:
Transmute: Convert a potion into a potion of healing.
Amplify Magic: Next time you cast a spell, roll a white die. If you roll :skull: : cast that spell twice. On :whiteshield: cast it three times. on :blackshield: cast it four times.
Note that his spells have some cost other than just the card and the cast action; they cost Mana. A Spell with four points like Amplify magic is not easy to cast in his system.


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