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Kurgan wrote:Depends. As written the Rust spell used (twice) in Wizards of Zargon/Morcar is much more powerful... applies to any piece of metal Equipment (evil wizard GM decides how that applies.. does shield have metal parts? crossbow?). I interpret "Equipment" to mean any item on an Equipment card (Armory board in NA version). So no Artifacts. The weapon is unusable once the spell hits, no questions asked!
The NA Game System (used twice in Kellar's Keep) Rust spell explicitly applies to "Helmets" and "Swords" only (and no Artifacts). So much less powerful.
According to the basic rules, it reduces the Hero to their base attack (with no weapon) which means 1 white die. If they get another weapon (or have a spare weapon) they can switch to that one.
If we look at the various rules for the quest packs from EU to NA, there's no need to invent any house rules to handle the situation, but of course this is Hero Quest, so if you want to add new rules, you are free to do so!
Second Edition: Rust Spell Card wrote:Rust
This spell causes one item of equipment of the Evil Wizard player’s choice to rust and become useless. That equipment card should be discarded. Discard after use.
#From Wizards of Morcar: Treasure Cards wrote:Potion of Magic Resistance
You find a small bottle hidden beneath a rusty shield. You can drink the potion when a spell is cast on you and you may then ignore the effects of that spell. Discard after use.
= one hit
= one hit & pushback
= cancels one hit



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