Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Heroquest Superchest (Over 1000+ Pieces)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="sorcerersapprentice" data-source="post: 6694532" data-attributes="member: 6798481"><p><strong>Heroquest Spell Expansion Pack (90+ Spells)</strong></p><p></p><p>I have recently completed a new & giant Spellpack expansion for Heroquest with 10 new types of magic with 9 spells each, available to order here: <a href="http://gametilewarehouse.wix.com/rpgtilesupply#!card-packs/cf8n" target="_blank">http://gametilewarehouse.wix.com/rpgtilesupply#!card-packs/cf8n</a> </p><p></p><p><img src="http://static.wixstatic.com/media/89d7c0_f5f379c7367a4271b888e289782f4dca.png_srz_p_600_150_75_22_0.50_1.20_0.00_png_srz" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p>The Ten Magic Types are: </p><p></p><p><strong>Ice Magic </strong>engages the element of Ice to control weather and summon forth caustic coldness and fashion it into shapes and forces inc. ice-based beasts. Ice magic allows the caster to resist heat. </p><p></p><p><strong>Auric (or Gilded) Magic</strong> taps into the deep reservoir of intuitive knowing of the operation of world forces deep inside the earth and deep inside the mind. It involves Detection Spells and power of Metals. The Auric Sorcerer relies on stores of gold to enact many spells inc. the ability to turn a creature to gold, superheat gold to act as an explosive grenade or weapon enhancement or tear through walls with molten torrents. </p><p></p><p><strong>Weedcraft</strong> engages the ability to tap into the physics of plantlife and exercise control over greenery to manipulate the harmful and helpful aspects of plants. Weedcraft involves rapid growth of tangling, toxic weeds, toxins and poisons, bountiful food sources and healing herbs, as well as the growth and command of giant ferocious plants. </p><p></p><p><strong>Ember Magic</strong> engages intense destructive fire spells from sources of fire such as torches, fireplaces or firegems. It also taps into the red wavelength of light allowing infra red vision, allows the caster to resist cold, and use fire for explosive, guiding or protective purposes. </p><p></p><p><strong>Tempest Magic</strong> engages the elements of Strong Wind and Destructive Invisible Forces. Using a wide range of powerful currents to teleport, create confusing fog, travel safely over traps, blast through doors, levitate creatures or objects or summon a ferocious elemental. </p><p></p><p><strong>Chthonic Magic</strong> engages the Undead both Evoking and Dispelling. This powerful darker set of arts allows a magician to weild a powerful two-handed sword by calling on their primal ancestor, stitch together corpses to create an abomination, restore lifefore or cause the dead to expel their treasures from the grave, divine secrets, plant suggestions, harm from great distances, and summon a powerful skeletal gaunt. </p><p></p><p><strong>Waftcraft</strong> engages the subtle elements of Breeze, Draughts, Smoke, Air currents and Stealth. The magician has the power to clear the clouds above to read the stars and gain benefits for the whole party, to turn themselves or a group invisible and remain so even when acting on the environment, to exploit cracks to gain access to sealed sections of map, convince creatures through whispers to abandon their weapons and other subtle arts that employ gentle wind. </p><p></p><p><strong>Tectonic Magic</strong> engages the elements of Hardened Earth, Raising/Lowering Land & Quakes to manipulate ground and stone to devastating effect, cause or cure petrification and cast on themselves or others a range of strong protections. </p><p></p><p><strong>Aegis Magic</strong> solidifies Auric currents to create immensely powerful protective shields and wards from plants, animals, evil, spirits/ghosts and elements as well as the ability to permanently sharpen weapons and confuse with illusion. </p><p></p><p><strong>Psyche Magic</strong> exploits the tapped power of the mind allowing shape-changing, telekinesis and powerful tricks of the mind such as ESP and hypnosis and impenetrable energetic wards. </p><p></p><p>However, I've also made the Back Template + Artwork for the Ember, Ice, Tectonic & Wind Magic types available as free downloadable images from <a href="http://gametilewarehouse.wix.com/rpgtilesupply#!heroquest-fun--freebies/c111s" target="_blank">http://gametilewarehouse.wix.com/rpgtilesupply#!heroquest-fun--freebies/c111s</a> for anyone wishing to make their own private sets using my cover artwork but their own reverse art and spells. </p><p></p><p>As long as it is not used commercially please feel free to make use of the resources supplied in your private collection. </p><p></p><p>Cheers,</p><p>SA</p></blockquote><p></p>
[QUOTE="sorcerersapprentice, post: 6694532, member: 6798481"] [b]Heroquest Spell Expansion Pack (90+ Spells)[/b] I have recently completed a new & giant Spellpack expansion for Heroquest with 10 new types of magic with 9 spells each, available to order here: [url]http://gametilewarehouse.wix.com/rpgtilesupply#!card-packs/cf8n[/url] [img]http://static.wixstatic.com/media/89d7c0_f5f379c7367a4271b888e289782f4dca.png_srz_p_600_150_75_22_0.50_1.20_0.00_png_srz[/img] The Ten Magic Types are: [B]Ice Magic [/B]engages the element of Ice to control weather and summon forth caustic coldness and fashion it into shapes and forces inc. ice-based beasts. Ice magic allows the caster to resist heat. [B]Auric (or Gilded) Magic[/B] taps into the deep reservoir of intuitive knowing of the operation of world forces deep inside the earth and deep inside the mind. It involves Detection Spells and power of Metals. The Auric Sorcerer relies on stores of gold to enact many spells inc. the ability to turn a creature to gold, superheat gold to act as an explosive grenade or weapon enhancement or tear through walls with molten torrents. [B]Weedcraft[/B] engages the ability to tap into the physics of plantlife and exercise control over greenery to manipulate the harmful and helpful aspects of plants. Weedcraft involves rapid growth of tangling, toxic weeds, toxins and poisons, bountiful food sources and healing herbs, as well as the growth and command of giant ferocious plants. [B]Ember Magic[/B] engages intense destructive fire spells from sources of fire such as torches, fireplaces or firegems. It also taps into the red wavelength of light allowing infra red vision, allows the caster to resist cold, and use fire for explosive, guiding or protective purposes. [B]Tempest Magic[/B] engages the elements of Strong Wind and Destructive Invisible Forces. Using a wide range of powerful currents to teleport, create confusing fog, travel safely over traps, blast through doors, levitate creatures or objects or summon a ferocious elemental. [B]Chthonic Magic[/B] engages the Undead both Evoking and Dispelling. This powerful darker set of arts allows a magician to weild a powerful two-handed sword by calling on their primal ancestor, stitch together corpses to create an abomination, restore lifefore or cause the dead to expel their treasures from the grave, divine secrets, plant suggestions, harm from great distances, and summon a powerful skeletal gaunt. [B]Waftcraft[/B] engages the subtle elements of Breeze, Draughts, Smoke, Air currents and Stealth. The magician has the power to clear the clouds above to read the stars and gain benefits for the whole party, to turn themselves or a group invisible and remain so even when acting on the environment, to exploit cracks to gain access to sealed sections of map, convince creatures through whispers to abandon their weapons and other subtle arts that employ gentle wind. [B]Tectonic Magic[/B] engages the elements of Hardened Earth, Raising/Lowering Land & Quakes to manipulate ground and stone to devastating effect, cause or cure petrification and cast on themselves or others a range of strong protections. [B]Aegis Magic[/B] solidifies Auric currents to create immensely powerful protective shields and wards from plants, animals, evil, spirits/ghosts and elements as well as the ability to permanently sharpen weapons and confuse with illusion. [B]Psyche Magic[/B] exploits the tapped power of the mind allowing shape-changing, telekinesis and powerful tricks of the mind such as ESP and hypnosis and impenetrable energetic wards. However, I've also made the Back Template + Artwork for the Ember, Ice, Tectonic & Wind Magic types available as free downloadable images from [url]http://gametilewarehouse.wix.com/rpgtilesupply#!heroquest-fun--freebies/c111s[/url] for anyone wishing to make their own private sets using my cover artwork but their own reverse art and spells. As long as it is not used commercially please feel free to make use of the resources supplied in your private collection. Cheers, SA [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Heroquest Superchest (Over 1000+ Pieces)
Top