• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Adding Extra spell decks to original quests?

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Adding Extra spell decks to original quests?

Postby wallydubbs » October 19th, 2018, 10:33 am

Thanks to this website I was able to print up extra spell decks from WoM and MotM. As mind points generally don't come into play much, I've tweaked the rules regarding such:
4 Mind Points let's you cast 1 set of spells
5 Mind Points let's you cast 2 sets of spells
6 MP = 3 Sets of spells
7 MP = 4 sets of spells.

So in Quest 5 and the Heroes find the Talisman of Lore it's supposed to enhance the wearers understanding of Magic, so I found it quite thematic to add the extra spells after this point.
Some might say this gives the Wizard or Elf an unfair advantage, so to counter this I also added to the treasure deck both good and bad from WoM and FH (Discarding Potions of Warmth, Charm and Alchemy), as well as the ones drathe made for KK and RotWL. So there are 2 Poisons in the deck (From FH) that effect mind points, if lost the Wizard or Elf would have to discard 1 set of spells and it doesn't have to be the one with the ToL.

Most teams will give Talisman of Lore to the Barbarian, as it aids his resistance to magic. However by adding the stipulation Mind Points = spells the characters would be at odds with who gets what.

When playing Melar's Maze with my crew the Dwarf found the Talisman of Lore so there was some argument whether the Dwarf with the ToL can cast spells having 4 MPs. I settled it with allowing him to ONLY cast Earth spells (it's thematic for a Dwarf).

The heroes decided that since the Wizard can't buy armor or weapons they would give it to him.
But then in Quest 6 the Barbarian died after succumbing to a Sleep spell from Grak. But the remaining heroes managed to pull it together and when the Elf killed Grak, I gave her the Wizard's Cloak and she bartered the ToL from the Wizard.
Since the sleep spell killed the Barbarian, the heroes had to rethink what to do with the ToL when facing other spell casters, such as the Fire Mage and Witch Lord.
(When they started playing the heroes never looked at the artifacts, so it's all a surprise for them.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1857
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Adding Extra spell decks to original quests?

Postby Anderas » October 22nd, 2018, 3:54 am

You could take a look at Mohawk's expanded Spellbook, too. He has a lot of choice added. Slev's system is also great!


I let my wizard choose 3 decks only, and randomly choose 3 per deck. Then, when he gains a Mind Point from somewhere, he may randomly choose 4 spells per deck. (I have four spells per deck currently, plan to make six per deck)


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Polar Warbear
Polar Warbear
 
Posts: 3397
Images: 73
Joined: September 20th, 2014, 7:02 am
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: Adding Extra spell decks to original quests?

Postby lestodante » October 23rd, 2018, 2:01 pm

it is nice you want to add extra spells to the player holding the Talisman of Lore, but please consider that he must be a Magic-User from the beginning. Otherwise, the Barbarian with the talisman could get a spell set, and the Dwarf even 2.
If the Elf will get the Talisman he will raise his mind to 6 and can have access to 3 spell sets exactly like the Wizard has, but he can still upgrade himself with all kind of weapons, while the Wizard can't. So I think it it is not a good idea, the Wizard will be frustrated.


Rewards:
Wizard of Zargon Group Member Participated in four (4) Miniature Exchanges. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Wrote an article for the Blog. Encountered a menacing Chaos Warlock!
User avatar
lestodante

Yeti
Yeti
 
Posts: 2837
Images: 5
Joined: January 7th, 2017, 9:40 am
Location: Italy
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberChampion Group Member

Re: Adding Extra spell decks to original quests?

Postby Anderas » October 24th, 2018, 8:04 am

Ah yes, no...
Only people who have the ability to cast, can cast and use spell scrolls...

And I allow the wizard to have more spells. No-one else, especially not the Elf as he is good enough already. The elf may choose the elf spell set (6 spells) or one elemental spell set (3 spells).

But I am currently changing my magic system a little bit, so all that can be, will be different tomorrow. :lol:

I am currently aiming for something to buy for the wizard, along the lines like
Wizard definition on the Hero card:

"The wizard has the ability to cast spells.
He has access to the following spell groups: Earth, Water, Air, Fire
He may choose 3 spell groups before the quest starts.
Choose 3 spells at random from each of those groups."

And then in the city, between the quests:

Study in the tower of the [fire, water, air, earth, control, protection, detection, darkness] master:

"Deepen your knowledge and choose one more spell from this group in the future, up to a maximum of your Mind Points."
"Widen your knowledge in this faculty. In the future, you have access to this new spell group, too."

It's not yet ripe, neither cost to study nor anything else, but it shall be some way to spend money when all your friends get to buy shiny new swords.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Polar Warbear
Polar Warbear
 
Posts: 3397
Images: 73
Joined: September 20th, 2014, 7:02 am
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: Adding Extra spell decks to original quests?

Postby wallydubbs » October 26th, 2018, 8:08 am

lestodante wrote:it is nice you want to add extra spells to the player holding the Talisman of Lore, but please consider that he must be a Magic-User from the beginning. Otherwise, the Barbarian with the talisman could get a spell set, and the Dwarf even 2.
If the Elf will get the Talisman he will raise his mind to 6 and can have access to 3 spell sets exactly like the Wizard has, but he can still upgrade himself with all kind of weapons, while the Wizard can't. So I think it it is not a good idea, the Wizard will be frustrated.


I get that, but the Barbarian, even with the Talisman of Lore will only reach 3 mind points. Even if by chance he makes it to Frozen Horror with it and obtains the Amulate of the North, they're not necessarily compatible. Although it's not specified I picture the ToL as something the hero wears around his neck, so much like Elven Boots and Rabbit Boots can't be worn by the same hero, neither can the ToL and AotN.
I don't think it would be entirely unreasonable for the Dwarf to cast Earth spells only if he gains a mind point. There aren't that many artifacts that influence MPs. The Elven Bracers may overpower the Elf, but MotM is way too difficult as is, but I trust my heroes would do the right thing and give the ToL back to the Wizard at this point.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1857
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Re: Adding Extra spell decks to original quests?

Postby lestodante » October 26th, 2018, 6:39 pm

Talisman of Lore adds 2 mind points in the European version, not 1 like in the NA.
Anyway I guess there is no problem if a barbarian wish to wear 2 necklaces at once (Talisman of Lore + Amulet of the North). If girls do, also a mighty Barbarian can! (but he is not a spell caster anyway)

Image


Rewards:
Wizard of Zargon Group Member Participated in four (4) Miniature Exchanges. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Wrote an article for the Blog. Encountered a menacing Chaos Warlock!
User avatar
lestodante

Yeti
Yeti
 
Posts: 2837
Images: 5
Joined: January 7th, 2017, 9:40 am
Location: Italy
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberChampion Group Member

Re: Adding Extra spell decks to original quests?

Postby wallydubbs » October 26th, 2018, 11:30 pm

Fair enough, but what I was going for was the awkwardness of two medallions clanking together around his neck (assuming you wear the Talisman of Lore around your neck).
This is also using North American standards, where ToL and AotN only grant the mind 1 extra point. This pretty much promises the Barbarian wouldn't reach spell casting abilities.

The Dwarf, is limited by comparison to the other characters, only surpassing them in disarming traps. I feel it would aid him, if he gets to 4MP, to cast Earth spells.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1857
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Previous

Return to Game Systems

Who is online

Users browsing this forum: No registered users and 0 guests