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ADVANCING YOUR HEROES


The Heroes can advance in between quests by visiting the Heroes Guild. For a cost of 2000 gold coins, the Barbarian, Dwarf, and Elf can train here and raise their body Points, Mind Points, starting Attack Dice, or Starting Defense Dice by one.

Wizards can study and raise their Mind Points by one for a cost of 2000 gold coins. They may also raise their body Points, starting Attack Dice, and Starting Defense Dice by one, but at a cost of 4000 gold coins. This extra cost is because their frailer bodies must have much more extensive training to raise these stats.

Raising a Hero's stats is permanent. If a Hero raises either his body or Mind Points and looses some in combat, a potion or spell of Healing will raise them back to this new level. Raising a Hero's Attack or Defense Dice raises the number of dice by one before any Weapon or Armor modifiers are added on. If a Hero looses his Weapon or Armor, the Attack/Defense Dice will still be at this new level.

Spellcasters (Elf and Wizard) can learn new spells by studying at one of the Colleges of Magic. For 6000 gold coins a Hero can enroll to study at the college. This enables the spellcaster to learn the 4 basic spells offered by the college. A Hero can also study at the college and learn any of the additional spells offered for another 2000 gold coins per spell. Each of the Spell College files has a list that the spellcaster can use to check off the spells as he learns them.

Spellcasters start out knowing the spells from the Earth College, Wind College, Fire College, and Air College. At the start of the quest, the Wizard can pick one set of cards from any of the colleges he knows, including the cards from the new colleges. The Elf then picks a set of cards from any of the colleges that he knows, and then the Wizard picks three more sets of cards from his remaining colleges. Each spellcaster can only choose four cards from the chosen set, even if he has learned more than four spells from that college.



Other Magic Rules

These are some alternates to the rules stated in the paragraphs above. You may want to give them a try.


A Wizard may cast an extra spell for every two Mind Points he gains through training. An Elf may cast an extra spell for every four Mind Points he gains through training. The Wizard starts off knowing 12 spells and the Elf knows 4.

The Wizard chooses four spells from any of the colleges that he knows. The spells do not have to be from the same college. The Elf then chooses all of his spells from any of the colleges he knows, once again the spells do not have to be from the same college. Finally the Wizard chooses the rest of his spells.

Print two full sets of each of the spell cards from the colleges. This would allow the Wizard and the Elf to choose the same spell during a quest.