So, how I would make an official
Wizards of Zargon Quest Pack? Hummm....?
As a Wizard-themed Quest Pack, it should follow the tradition of being a "Wizard Quest" set. Not just having enemy Wizards, but also the Wizard Hero proper. There need to be a female Wizard figure. She don't need to look overly sexy of over-the-top, but she needs to look different than the default male Wizard, and not just a distaff version of him. (although, I'm still annoyed that the Game System only came with four fix-gander Heroes)
This set could be the opportunity to introduce the Scroll Deck! Much like the Alchemy Deck from RotDM, they are all the Spell Scroll Artifact cards, but now as their own deck with an image of a scroll or a stack of them labeled "Scrolls". It would be nice if it could cover all scrolls printed: All twelve Elemental spells, the nine new spells from this set, the Elf spells and Treasure without Doom from MotM, the six Ice Spells from TFH, and the Lightning Bolt Dread spell. With this, two Treasure cards: One for finding a random scroll from the Spell Scroll Deck; the other for finding a random potion from the Alchemy Deck.
There should be Alchemy Cards for the new potions in this set. One mistake from the original WoM set that should be cleared is that one of the two "Potion of Magic Resistance" -- the one with the burning elf -- should be called "Potion of Fire Resistance" and work on any fire-based spell, trap or hazard (beyond just this set and the core game system). Although, I do like the idea of Potion of Magic Resistance being able to counter any spell inflicted upon them; not just damaging spells. The Potion of Magic would be perfect for this set.
I can see an Artifact akin to the Warlock's Wand, but allows for the Wizard to make ranged attacks. An artifact that one must place on the ground that protects anyone in the eight adjacent squares from attacks and spells, but they cant attack or cast offensive spells from within, allowing for a healer to mend near-dead Heroes. In keeping with the "Wizard Quest" tradition, there needs to be a Wizard-only Artifact that raises the Wizard's Body and Mind Points. Maybe a cute pointy wizard's hat? You know... to go with the Wizard's Cloak and Wizard's Staff?
I hope they don't do what they did with the the Spells from Against the Ogre Horde and create proprietary cards, with their own special backings, for each of the new evil wizard monsters. I would like them to be general purpose Dread Spells, with the normal Dread Spell card back. While the temptation to make the Dread Spells like their old counterparts, they were originally made to the baddies magic spells of their own as they were not part of the UK Game System. The US Game System have Spells that set the standard for the new line so putting them in, as-is, makes them feel out of place. On top of that, there are going to be repeats, like Lighting Bolt, Escape, Fear, Rust, and Summon Orcs, with Call Skeleton and Summon Mummy being less powerful versions of Summon Undead. So those are not needed.
I would not mind a reprint of Dispell from MotM and Ice Wall from TFH. Wall of Stone can work like TFH Ice Wall but blocks line-of-sight. Wall of Flame could be moved though, and not on, but doing so could result in taking fire damage. Raise the Dead could work by bring all dead Goblins, Orcs and Abominations in a room back as Zombies (
"BRAAAINS!!"). Death Bolt and Skulls of Doom seems like necrotic versions of Fire of Wrath and Ball of Flames, but they are a great way to get around fire-resistance effects. Orc Berserker, Sharpen Blades and Shield of Protection all make for great buffs for green monsters (not just orcs), where they might even last for more than just one turn, while Spirit of Vengeance is an Orc Shaman's (or Goblin Warlock's) answer to the Hero's Genie spell. Summon Goblin should work like the US Summon Orcs in that a random number of Goblins appear. The rest are good. More cards can be invented to fill out the 24 new Dread Spells. For example, a spell called Summon Beast that would summon a monster as noted in the Questbook. This spell can be used in any homebrew Quest or set just to drop something big and nasty in the middle of a battle. Also...
Summon Mummy? Yeah, more like Summon Yo' Mama!
*frying-pan wack*
The new Wizard Spells are good. Although, Chains of Darkness is a nurfed Tempest spell. I can see that spell requiring some roll to brake free. Likewise, I can see Invisibility lasting until the Hero performs an action, so they can move around but not do anything. I see the option for the Wizard to be able to dispell Cloak of Darkness at will.
The Magic Reference Card is not needed as it can be printed in the Questbook, just like any Special Quest Rules. I can see a greater expansion of Magic Traps and Tricks -- more so, things to keep players from huddling around open doors.
I don't mind having more Mercenary figures. As I like to have them as monsters, the more the merrier. Maybe some hired spell casters? Four of them -- one for each hero. They start with three random spells (draw from Scrolls Deck) and armed with a quarterstaff. They are not good in combat and serve as backup casters.
The Quest Pack could use more Quests. Maybe the players can vote on which evil Wizard they face first? Each Quest could have a theme, with monsters traps and hazards, that reflect each evil Wizard.