

On the Hero's next move, he may move unseen through spaces that are occupied by monsters. Veil of Mist This spell may be cast on any one Hero, including yourself. May not be used against Mummies, Zombies, or Skeletons. The spell can be broken at once or on a future turn by the monster rolling one red die for each of its Mind Points. Sleep This spell puts one monster into a deep sleep so it cannot move, attack, or defend itself. Contact with this revitalizing water will restore up to 4 lost Body Points, but will not give a Hero more than his starting number. Water of Healing This spell may be cast on any one Hero, including yourself. Genie This spell conjures up a Genie who will do one of the following: open any door revealing what lies beyond, OR use 5 combat dice to attack any monster within your line of sight. That monster will then miss its next turn. Tempest This spell creates a small whirlwind that envelops one monster of your choice. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time he moves. Swift Wind This spell may be cast on any one Hero, including yourself. Fore each 5 or 6 rolled the damage is reduced by 1 point. Ball of Flame This spell may be cast on any one monster, enveloping it in a ball of fire. The spell is broken when the Hero can no longer see a monster. The next time that Hero attacks, he may roll 2 extra combat dice. Courage This spell may be cast on any one Hero, including yourself. It will inflict 1 Body Point of damage, unless the monster can immediately roll a 5 or 6 using one red die. In the North American version, Chaos Spells were added for Morcar/Zargon.įire of Wrath This spell may be cast on any one monster, blasting it into flames. Air, Earth, Fire and Water are the Heroes' spells. In the original, all the monsters had 1 Body Point, and none could use more than 4 dice in defense. In the North American version of Hero Quest, some monsters were upgraded. Therefore he must cast spells wisely and avoid physical combat. He cannot wear armor or use large weapons. The Wizard has the power to cast many spells. The four heroes in HeroQuest are Barbarian, Dwarf, Elf and Wizard.
HEROQUEST WIZARDS OF MORCAR FULL
In that set I’ve started to dry-brush from time to time and overal I’m discovering a more and more steady hand (and thus less having to repair mistakes which actually is the task that takes the most time)įor my next ‘staying mindful by painting’-project I’ve started the humongous task of painting my full Conan the boardgame which I kickstarted and contains over a hundred minis (including several expansions). I’ve finished all the Gloomhaven minis, including some very trippy ones, which I’ll definitely show here once I’ve gathered them all for a photoshoot.
HEROQUEST WIZARDS OF MORCAR SKIN
I used different skin tones for the soldiers (but I now discovered that I also should’ve gone for more dark/brown tones as well…fixing this in my next project 😉 ) They really fit into the overal HQ set where most monsters wear flashy, cartoonlike clothes (compared to my Gloomhaven set that has more earthy tones) and it did! 🙂 Very happy with the result! I really like how the vibrant colors came out.

The weapons of the soldiers are interchangeable so I had to paint each tiny weapon by itself and pray that it would fit in nicely with the figurines. This expansion consists of 4 awesome wizards and 10 soldiers. Recently I finished my full HeroQuest set (except for the Gargoyle that is getting some new wings) and I then started painting the Wizards of Morcar expansion. I’ve found my new hobby, and it’s painting minis.
