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This modification kit was designed for Milton Bradley's board game "Hero Quest". If you found this kit then you probably know full well what "Hero Quest" (HeroQuest) is. I'm going to assume that you're well versed in all of the base rules and probably have played quite a few games like myself.

Q & A

What do you mean by a Mod Kit?
I decided that this was the best way to explain all my additions and show how they all interrelate. This kit is an assembly of new monsters, heroes and abilities. There are no new quests in here as of now but rest assured, I hope to add them as soon as I come up with them.

What's in this Mod Kit?
Right now, I have 4 new heroes that are designed to be balanced with the 4 original heroes but are all unique in their own ways. The heroes are the Psionicist, Obsidian Knight, Nemesis Knight, and Shade Warrior. They are mirrors of the Wizard, Dwarf, Barbarian, and Elf respectively. I have also introduced Psionic Abilities for the exclusive use of the Psionicist, a method to help the psionicist become gradually more powerful, a series of "combat moves" for the non-psionic/magical characters.

What do you mean "School of the Umbra"?
The School is the glue that holds my new heroes together in the storyline. The School is an organization dedicated to the development of non-magical, psionic skills. The School is governed by a council of powerful Psions and their retainers.
Roles in the School:
Psionicists - Leaders and privileged elite
Nemesis Knights - Sworn bodyguards of the Psionicists
Obsidian Knights - Regulars in the School's Army
Shade Warriors - Assassins and Couriers for the School

Why Psionics?
I looked around the 'net and found that there seemed to be a void in a certain type of character. There doesn't seem to be many ideas (I haven't found any) for Psionic characters. Some people say that this can be simply resolved by a group of spells. I decided that instead of making a spell group that there could be a more interesting approach than just glorified wizards. I created the psionicist first, then I considered the possibilities of the astral plane, created the other characters and then got into the division of the "grounded" and "ungrounded".

What are Psionic Abilities?
The Psionicist is the equivalent of the Wizard in this Mod Kit. He starts out with 3 abilities and may purchase others. Each ability that the psionicist has comes with a cost in "Psi Points". While the abilities are printed on cards for ease of use, unlike spells they are not discarded after each use, The more powerful the ability, the higher the "Psi Point" cost. The 3 starting abilities of the Psionicist are Detect Evil, Mind Blast, and Astral Projection. The first two are fairly straightforward but Astral Projection is a pretty complicated concept most akin to the hero having a "controlled out-of-body experience". While in this state, the Psionicist can perform a number of specific actions.

How do Psi Points work?
The Psionicist starts out the quest with Psi Points equal to his number of Mind Points. If a spell or effect lowers his mind points during the duration of the quest, his psi points are unaffected. The only way that a Psionicist can become truly effective is to increase his mind points. This is done through potions that can be purchased from the School as described in the advancement section or through the methods in the original game (Talisman of Lore) and any other ways that you want to use. Just keep in mind that this whole system gives Mind Points a whole lot more impact on the game than they had previously.

What do you mean by "Realms"
There are 2 realms: the Astral (aka. Ethereal) and the Physical (aka. grounded) The Physical realm is represented by the gameboard and everything that is placed on it...traps, furniture, heroes, monsters, etc. The astral realm is the spirit world that co-exists with the physical realm and is not tangible by most heroes or monsters. The psionicist (through Astral Projection) can move through the Astral realm and through expenditure of Psi, can even effect the physical realm.

What's a "Foci"
The Foci is a physical object that the Psionicist may or may not have. It allows him to more efficiently focus his Psi. Some Psionic abilities have greater effect when the psionicist is in possession of a foci. A foci a mundane object to other heroes and monsters. It can be stolen, destroyed, or sold, but it can only be used for anything other a paperweight by it's original owner.

Are there different types of Psionicists like with the Wizard?
There are 2 distinct paths that the Psionicist can follow. That's not to say that the Psionicist can't gain abilities from either path. The "Ungrounded" path has more to do with the Astral Realm while the "Grounded" path has more to do with manifesting psychic powers in the Physical Realm.

How does a psionicist use the astral realm?
The astral realm is a mirror universe to the physical realm. Monsters in the physical realm are generally unaware of the astral realm. Most heroes are also unaware of the astral realm. Psionicists and those trained by the School of the Umbra are the exception to this rule. When a psionicist enters the astral realm, their body enters a trance-like state. In this state, the psionicist may not move, perform any actions, or roll any defend dice. For this reason, it is vital that the psionicist's body is defend from monsters by the other heroes. While in the astral realm, the psionicist may move around the board ignoring walls, rock, furniture, monsters, traps, and doors. The psionicist may attack using his psionic abilities, he may not search for anything or interact with the physical realm except by using his psionic abilities. A psionicist will remain in the astral realm until he choses to leave or until his Psi Points reaches zero, whichever comes first.
In rare cases, the psionicist may encounter enemies in the astral realm. The psionicist may use mind blast in the astral realm at no psi point cost if he is attacking an enemy in the astral realm, if he uses mind blast to attack in the physical realm, it costs 1 psi point.


Psionicist Advancement
Some of the abilities (Grounded) require to lose permanent mind points. The psionicist may want to balance this out carefully, mind points spent are psi points lost. Some abilities require a "quest wait". This means that the psionicist must pay all other costs first, after a number of quests have passed, the power will manifest and become available to the psionicist. The psionicist may also purchase a Foci to augment their psionic abilities.

Grounded Psionics:

Psi Blade
Cost: 1 Mind Point, 1 quest wait
This creates an ethereal blade that is with the psionicist at all times. It may not be taken from him or destroyed, it is a manifestation of energies rather than a physical object. The blade does 2 combat dice worth of damage when attacking but cannot damage undead creatures.

Ether Armor
Cost: 3 Mind Points, 2 quest wait
This creates ethereal mail that is with the psionicist at all times. It may not be taken from him or destroyed, it is a manifestation of energies rather than a physical object. The mail adds 2 combat dice when defending. It does not impede movement in any way.

Essence Bind
Cost: 1 Mind Point, 1 quest wait
This binds essences from the Astral Realm to the Psi Blade, infusing it with one additional combat die to attack permanently. This ability may be purchased multiple times but only once after each quest.

Psychic Construct
Cost: 1 Mind Point, 3 quest wait
This ability may only be purchased after both the Psi Blade and Ether Armor have been purchased. The psionicist spends 2 Psi points to summon spirits from the Astral Realm into his body. A glowing blue construct forms around the body of the psionicist giving him 3d6 for movement, 7 attack dice and 5 defend dice for the next 3 turns. The combat dice bonuses do not apply when battling undead creatures.

Ungrounded Psionics:

Astral Tide
Cost: 400 gold, 1 quest wait
ONLY USED IN ASTRAL REALM
The psionicist may spend 2 psi points. All monsters in the physical realm that are adjacent to the psionicist's astral location suffer 2 points of damage. They defend with their mind points rather than defend dice. Undead are unaffected.

Soul Absorb
Cost: 500 gold, 1 quest wait
ONLY USED IN ASTRAL REALM
The psionicist may spend 2 psi points. All of the body points (max 3) of a monster adjacent to the astral location of the psionicist are absorbed into the psionicist and added to his body points. The psionicist cannot exceed his starting body points. Undead are unaffected.

Astral Traverse
Cost: 1000 gold, 2 quest wait
When the psionicist uses astral projection, he may bring his body! The physical body will be transported through the astral realm and will emerge at the end of the projection in the physical realm at the same spot that the psionicist is in the astral realm. (Basically this allows the psionicist to teleport).

Essence Tap
Cost: 400 gold, 2 quest wait
This skill allows the psion to draw psi points from his surroundings. He spends 1 psi point and rolls a combat die. If he rolls a white shield, he regains 2 psi (net gain 1). If he rolls a black shield he regains 3 psi (net gain 2). If he rolls a skull, he regains 0 psi (net loss 1). The psionicist cannot exceed his starting amount of psi points for this quest.

Ghost Form
Cost: 200 gold, 1 quest wait
This skill allows the psion to pass unseen by monsters. He spends 1 psi point and may move this next turn unseen by monsters but may not search, attack, or use any other psionic abilities. The Undead are unaffected by this ability, they will still sense the psionicist.

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