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How Magic Works |
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Magic and spells are part and parcel of a high fantasy world, but how do you role-play this? In HeroQuest, both spells (magic) and invocations (power) require you to use some imagination. For simplicity please assume the following descriptions apply to invocations as well as spells. There are two types of spell:
Apart from a couple of specific spells (such as "magic missile" or "ice javelin") there is no need for you to throw anything physical at your opponent, but you do need to make your target aware that they've been affected by shouting out the name of the spell. The person hit by the spell will react appropriately, depending on the name of the spell shouted at him/her. For example, "freeze" would cause a monster to stand unmoving for 10 seconds. "Lightning bolt" might cause a monster to yell out in pain as the electricity charges through his body. In addition to calling out the spell name, spells must be cast in the following ways: Battle Magic Spells
The least powerful of all spells may be delivered after some suitable chanting, (at least five words per each level of the spell). For example, a drow mage might cast a firebolt spell using the following words: Strength through chaos, fire from the dark She then has five seconds to locate a suitable target and unleash her spell upon him, shouting the name of the spell and any damage to the monster (in this case "Firebolt, 16 hits") at the person in question. The same drow mage might also cast a non-damaging spell such as "bind", by chanting: Depths of the earth, rocks under the ground and then yell "Bind!" at the monster. There are no set words for spells, you are entirely at liberty to come up with spell vocals that are appropriate to your character. If you like rhyming spells (you may find them easier to remember) then check out rhymezone.com for assistance. High Magic Spells (Wizardry)
As spells become more powerful, so the length of time and effort to perform them increases. For wizardry, you need:
The ceremony will take anywhere 5 to 15 minutes to perform, depending on the capabilities of the character. During this ceremony, this caster is oblivious to the world around him/her and thus may wish to find a place of safety before starting to cast the spell. Once the ceremony is complete, the caster has 30 seconds to unleash the spell (again from empty hands) and must perform a suitable chant of at least five words per spell level. A black magic caster might for example call: I call on the dark, I call on the night Arcane Spells (Sorcery)
These are the most powerful spells to cast, and the ceremony takes 15-20 minutes, needs a larger casting kit and can only take place under special circumstances (e.g. a red magic ceremony being held next to a large fire). At the conclusion of the ceremony, the caster must again chant the words to the spell to unleash it. PowerThe underlying forces behind power (the Spheres, a spiritual dimension as opposed to the elemental forces responsible for shaping mana) are entirely different from magic, but the game mechanics are roughly the same as described for spells. The names used for power-related casting are:
Additionally, Priests can "invoke" their invocation which means they do not need to unleash it immediately, as Wizards do with their spells. A Priest can potentially wait upto 15 minutes before casting his invocation. A full description of how magic and power works at each level can be found in the Rules section of this website.
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