Spells for the forces of evil in HeroQuest
Chaos Spells from HeroQuest
Ball of Flame by: MB
This spell can be cast on any one Hero. It will inflict 2 Body Points of
damage. The Hero immediately rolls 2D6. For each 5 or 6 rolled, the
damage is reduced by 1 point.
Firestorm by: MB
This spell creates a roomful of fire that inflicts 3 Body Points of damage on
all Heroes and monsters in the same room with the spellcaster. The
spellcaster is unaffected. All victims immediately roll 2D6. For
each 5 or 6 rolled, the damage is reduced by 1 point. Not used in
corridors.
Lightning Bolt by: MB
This spell may be cast in a horizontal, vertical, or diagonal direction.
The bolt will travel in a straight line until it strikes a wall or closed door.
It will inflict 2 points of Body damage on all Heroes or monsters that stand in
its path.
Command by: MB
This spell puts any one Hero under Zargon’s control. The spell can be
broken immediately or on a future turn by the Hero rolling 1D6 for each of his
Mind Points. If a 6 is rolled, the spell is broken. However, until
the spell is broken, Zargon, on his turn, can move the Hero as a monster and
attack other Heroes.
Fear by: MB
This spell causes any one Hero to become so fearful that his attacks are
reduced to one combat die. The spell can be broken by the Hero on a
future by rolling 1D6 for each of his Mind Points. If a 6 is rolled, the
spell is broken.
Sleep by: MB
This spell puts any one Hero into a deep sleep. A sleeping Hero is unable
to move, attack, or defend himself. The spell can be broken at once or on
a future turn by rolling a D6 for each of its Mind Points. If a 6 is
rolled, the spell is broken.
Cloud of Chaos by: MB
This spell paralyzes all Heroes located in the same room or corridor. A
paralyzed Hero is unable to move,
attack, or defend himself. The spell can be broken at once or on a future
turn by each victim rolling 1D6
for each of his Mind Points. By rolling a 6, the Hero frees himself.
Tempest by: MB
This spell creates a small whirlwind that envelops one Hero of your
choice. That Hero will then miss its next turn.
Rust by: MB
This spell causes any one metal sword or helmet to become so thin, brittle and
useless that it can never be used again. Not effective against Artifacts.
Escape by: MB
This spell allows the spellcaster to disappear and instantly teleport to a
secret destination known only to Zargon. This “safe place” is marked on
the Quest Map.
Summon Orcs by: MB
This spell conjures up a group of Orcs to surround and protect the
spellcaster. Roll 1D6:
Roll a 1, 2, or 3 |
4 Orcs |
Roll a 4 or 5 |
5 Orcs |
Roll a 6 |
6 Orcs |
Summon Undead by: MB
This spell conjures up a group of undead to surround and protect the
spellcaster. Roll 1D6:
Roll a 1 or 2 |
4 Skeletons |
Roll a 3 or 4 |
3 Skeletons, 2 Zombies |
Roll a 5 or 6 |
2 Zombies, 2 Mummies |
Arctic Spells
Chill
by: MB
This spell causes 1 Body Point of damage to any one
Hero or monster adjacent to the spellcaster (though not diagonally
adjacent). The victim cannot defend against the attack.
Ice Wall
by: MB
This spell creates up to 4 squares of solid
ice. These squares block movement, but not line of sight. The
squares need not be adjacent, but they all must be within the line of sight of
the spellcaster. Each ice square lasts until the spellcaster dies,
cancels the spell, or can no longer see the square, or until a cumulative total
of 5 skulls are rolled in attacks on the ice square.
Ice Storm
by: MB
This spell creates a blizzard of ice that affects
an area 2 squares wide by 2 squares long. Each monster and Hero in that
area is attacked separately by the spellcaster with 3 combat dice. There
is no chance to defend. Cannot be used in corridors.
Soothe
by: MB
The healing coolness of this spell restores up to 3
lost Body Points to the spellcaster or any one monster.
Skate
by: MB
This spell enables the spellcaster to move quickly
through icy caverns and corridors. The spellcaster may skate for up to 12
squares and may pass through Heroes and monsters during movement. The
spell lasts only one turn.
Mind Freeze by: MB
This spell ravages the mind of any Hero. The
Hero rolls 1 combat die for every Mind Point he possessed before the
attack. If 1 or more white shields are rolled, the Hero has 1 Mind Point
left. If no white shields are rolled, the Hero has been reduced to zero
Mind Points and goes into “shock”.
Elf Spells
Dispell
by: MB
This special spell may be cast by a Chaos
spellcaster during a Hero’s turn. It is used to try to cancel a spell
cast by a Hero. The Dispell is cast immediately after the Hero casts a
spell. First the Chaos spellcaster rolls 1D6 and adds the result to his
Mind Points. Then the Hero does the same. If the Chaos
spellcaster’s total is higher, the Hero’s spell has been canceled.
Mirror Magic by: MB
This spell may be cast by a Chaos spellcaster
during a Hero’s turn. This enables the spellcaster to reflect any Hero’s
spell back at him. Mirror Magic is cast immediately after the Hero casts
a spell at the Chaos spellcaster. The Hero then suffers the effect of the
spell that was intended for the spellcaster.
Mind Blast
by: MB
This spell paralyzes one Hero within the
spellcaster’s line of sight. This Hero cannot move or attack. The
Hero defends with 1 combat die. To break free of the spell, the Hero, on
his turn, rolls 1D6 for every Mind Point he currently has. If a 6 is
rolled on any die, the spell is broken and the Hero can move attack normally
again on future turns.
Restore Chaos by: MB
This spell may be cast only on monsters. It
restores up to 6 lost Body Points to either the spellcaster or any monster
within the spellcaster’s line of sight.
Reanimation by: MB
This spell enables the spellcaster to reanimate all
defeated skeletons, zombies, or mummies in the same room as the
spellcaster. These monsters rise up from the floor, with all lost Body
Points restored, and attack the Heroes again.
Summon Wolves by: MB
This spell conjures up a number of Giant Wolves to
attack the spellcaster’s enemies. (Place the Giant Wolves adjacent to the
spellcaster.) Roll 1D6:
Roll a 1 or 2 |
1 Giant Wolf |
Roll a 3 or 4 |
2 Giant Wolves |
Roll a 5 or 6 |
3 Giant Wolves |
Werewolf’s Curse by: MB
This spell may be cast on any Hero. The Hero
rolls a D6. A roll of 6 means the spell has no effect. Any other
result means the Hero is now afflicted with the Werewolf’s Curse.
Orc Spells
Brain Bursta by: GW with revisions by Lord Chaos
This spell may be cast on any Hero in the
spellcaster’s line of sight. The Hero struck by the spell must roll 1D6
for each of his Mind Points. If he fails to roll a 6 on any die, he is
killed by having his head explode.
Da Krunch
by: GW with revisions by Lord Chaos
This spell creates a crushing force that affects an
area 2 squares wide by 3 squares long. Each monster and Hero in that area
is attacked separately by the spellcaster with 3 combat dice. There is no
chance to defend. Cannot be used in corridors.
‘Ere We Go! by: GW with revisions by Lord Chaos
The spellcaster unleashes a wave of energy that
affects all orcs and goblins in the same room or corridor. By means of
this spell, all orcs and goblins gain an additional attack and defend die until
the caster is killed.
Fists of Gork by: GW with revisions by Lord Chaos
The spellcaster unleashes a fury of energy.
The caster can inflict 1D6 hits divided evenly between all the Heroes in the
same room or corridor. Each hit causes 3 damage dice each. If the
caster rolls a 6, roll an extra 1D6 hits. This process continues until
the caster fails to roll a 6.
‘Eadbutt
by: GW with revisions by Lord Chaos
The spellcaster surges his mind with a blast to
strike the mind of a wizard in his line of sight. Both the spellcaster
and the target roll 1D6 and add their Mind Points. If the spellcaster’s total
is higher, the Hero suffers 2 Body Points of unblockable damage.
The Hand of Gork by: GW with revisions by Lord Chaos
The spellcaster creates a field of energy that
surrounds him and clouds his appearance. The caster may teleport to
anywhere within any Heroes line of sight.
Mork Save Us! by: GW with revisions by Lord Chaos
The spellcaster surrounds all monsters in his line
of sight with protective energy. This spell stops all magic (including
friendly magic) that would effect them. It also automatically dispels any
spells currently affecting them. This spell lasts until the spellcaster
dies.
Mork Wants Ya! by: GW with revisions by Lord Chaos
The spellcaster grips a Hero in his line of sight
with immovable energy. The Hero is grabbed and held by a giant, invisible
hand. To escape, the Hero must roll a D6 for each Body Point. If he
rolls a 6, he breaks free. While held, the Hero cannot move, attack, or
defend.
Undead Spells
Drain Life
by: GW with revisions by Lord Chaos
The spellcaster unleashes a pulse of energy that
strikes all Heroes in his line of sight. Make one attack roll against the
average defense dice of the targeted Heroes. If the attack roll reveals
skulls, one Hero rolls the average defense dice. If any damage is
successful, all Heroes lose that many Body Points and the caster gains those
Body Points.
Hand of Dust by: GW with revisions by Lord Chaos
The spellcaster whips out a bolt of energy that
strikes a Hero in his line of sight. Make an attack roll on the target
Hero using 5 damage dice, with the Hero defending as normal. If 3 or more
Body Points of damage are inflicted, the victim is killed and transformed into
a Ghost.
Raise the Dead by: GW with revisions by Lord Chaos
This spell enables the spellcaster to reanimate all
defeated undead in the same room as the spellcaster. These monsters rise
up from the floor, with all lost Body Points restored, and attack the Heroes
again.
Summon Dead by: GW with revisions by Lord Chaos
The spellcaster utters a shout that carries into
the grave. With this spell, the caster may summon a group of undead
minions to surround him. Roll a D6:
Roll a 1 or 2 |
3 Skeletons, 3 Zombies |
Roll a 3 or 4 |
4 Zombies, 2 Mummies |
Roll a 5 or 6 |
4 Skeletons, 2 Zombies, 2 Mummies |
Summon Undead Horde by: GW with revisions by Lord Chaos
The spellcaster utters a shout that surges through
the realm of the dead. With this spell, the caster may summon a group of
powerful undead to protect him. Roll a D6:
Roll a 1, 2, or 3 |
4 Skeletons, 2 Zombies, 2 Wights |
Roll a 4 or 5 |
2 Zombies, 2 Wights, 2 Mummies |
Roll a 6 |
2 Wights, 2 Mummies, 2 Ghosts |
The Dark Mist by: GW with revisions by Lord Chaos
The spellcaster’s body begins to dissolve into
smoke. That caster may then move through walls on his next move as if they weren’t
there. If the caster ends his movement in a solid object or wall, he is
instantly destroyed. In this form he may not attack or be harmed, but he
can cast spells. He remains in this form until he cancels the spell.
The Curse of Years by: GW with revisions by Lord Chaos
The spellcaster ends the incantation and targets
one Hero. The targeted Hero must roll 1D6 per Mind Point until the caster
is slain. If he fails to roll a 6 on any die, he loses one Body and Mind
Point. If either attribute reaches zero, the Hero dies and can never be
raised. After the caster is slain, if any Body or Mind Points lost
through this spell are restored when no monsters are in the targeted Hero’s
line of sight.
Danse Macabre by: GW with revisions by Lord Chaos
The spellcaster enables the horde of undead with a
surge of energy. The spell allows the caster to speed up 1D6 undead
monsters in his line of sight. The sped up monsters may perform two
actions instead of one until the caster is killed.
Skaven Spells
Cracks Call by: GW with revisions by Lord Chaos
The spellcaster draws a massive surge of grim
energy into his fist and then strikes the ground creating a large crack in the
earth. This crack travels from the caster in a straight line until it
hits a wall. Any models in its path must roll a D6 for each Body Point he
has remaining. If none of the dice comes up a 6, the model falls in the
crack and dies.
Death Frenzy by: GW with revisions by Lord Chaos
The spellcaster gives all allies that are in his
line of sight a burst of hyperactivity (himself included). The affected
models have double movement and have two actions per turn until the caster
dies. In each turn after the spell is cast, all models affected by the
spell roll a combat die. If the result is a skull, it takes a Body Point
of damage from over exertion.
Pestilent Breath by: GW with revisions by Lord Chaos
The spellcaster takes a deep breath and exhales a
foul, black vapor. All adjacent models (diagonally adjacent included)
suffer 4 dice of damage.
Poison Cloud by: GW with revisions by Lord Chaos
The spellcaster exhales a green cloud of smoke that
fills the room or corridor with poison gas. All Heroes in the same room
or corridor suffer 6 dice of damage.
Warp Lightning by: GW with revisions by Lord Chaos
The spellcaster begins to draw in a surge of
electrical energy and unleashes it at the Heroes. This spell blasts an
area 3 squares wide by 3 squares long with lightning. Each monster and
Hero in that area is attacked separately by the spellcaster with 5 combat
dice. There is no chance to defend. Cannot be used in corridors.
Skitterleap by: GW with revisions by Lord Chaos
The caster creates a field of energy that pulls him
into the warp. The caster may teleport to anywhere within any Heroes line
of sight.
Scorch
by: GW with revisions by Lord Chaos
The spellcaster pulls power from the earth’s core.
This spell affects a 2 by 2-square area. Any character in this area
suffers 4 Body Points of damage. All affected characters roll 2D6 and for
each 5 or 6 rolled, the damage is reduced by 1 point. The fire continues
to burn, roll 1D6 on each following turn until the next exploration turn.
Anyone who tries to pass through a burning square suffers 4 Body Points of
damage from the fire.
1D6 |
Result |
1-2 |
Fire goes out. |
3 |
Fire shrinks by one row on each side (4 by 4 area becomes 2 by 2 area, and so on). |
4-5 |
Fire continues. |
6 |
Fire expands by one row on each side (2 by 2 area becomes 4 by 4 area, and so on). |
Curse of the Horned One by: GW with revisions by Lord Chaos
The spellcaster’s whips out energy around a Hero in
his line of sight. The caster rolls 2D6 for the chosen Hero while the Hero
rolls 1D6 and adds his remaining Body Points. If the caster’s total is
higher, the chosen Hero is transformed into a Skaven permanently under the
control of the caster.
Additional Spells
Fireball by: Lord Chaos
This spell affects a 2 by 2-square area. Any character in this area
suffers 4 Body Points of damage. All affected characters roll 2D6 and for
each 5 or 6 rolled, the damage is reduced by 1 point.
Lightning Arc by: Lord Chaos
The spellcaster draws in a great surge of energy. He then discharges a
powerful bolt of electricity at a Hero up to 3 squares away. Roll 3
damage dice for the effect and carry the bolt up to 3 more squares. If
the bolt has already hit all the Heroes or no Hero is in range the bolt
stops. None of the targets for this spell need to be in the line of sight
of any other.
Acid Storm by: Lord Chaos
This spell affects a 2 by 2-square area. Any character in this area
suffers 4 Body Points of damage. All affected characters roll 2D6 and for
each 5 or 6 rolled, the damage is reduced by 1 point.
Confusion by: Lord Chaos
The caster lets his mind leave his body to strike all the Heroes minds.
Each Hero must roll a D6 for each Mind Point they have. If the Hero rolls
a 6 on any die, the spell has no effect on him. If he fails, roll a D6
and apply the following result. The Heroes don’t have to be in the
spellcaster’s line of sight.
1D6 |
Result |
1 |
Hero breaks the spell. |
2-4 |
Hero acts as affected by the Command spell. |
5 |
Hero wanders away (move Hero away from caster at full movement). |
6 |
Hero stands still (roll a D6 on for each Mind Point on all following turns, on a roll of 6 the spell is broken). |
Chaos by: Lord Chaos
The caster lets his mind leave his body to strike all the Heroes minds.
Each Hero must roll a D6 for each Mind Point they have. If the Hero rolls
a 6 on any die, the spell has no effect on him. If he fails, roll a D6
and apply the following result. The Heroes don’t have to be in the
spellcaster’s line of sight.
1D6 |
Result |
1 |
Hero breaks the spell. |
2-5 |
Hero acts as affected by the Command spell. |
6 |
Hero attacks a random adjacent model (roll a D6 on for each Mind Point on all following turns, on a roll of 6 the spell is broken). |
Summon Chaos Warriors by:
This spell conjures up a group of Chaos Warriors to surround and protect the
spellcaster. Roll 1D6:
Roll a 1 or 2 |
2 Chaos Warriors |
Roll a 3 or 4 |
3 Chaos Warriors |
Roll a 5 or 6 |
4 Chaos Warriors |
Group Heal by: Lord Chaos
Huddling in a group, the spellcaster utters the incantation of this powerful
spell (to receive benefits from this spell, recipients must be adjacent, but not
diagonally adjacent). Roll 2D6 to see how many Body Points are restored
from the spell. The spellcaster is free to distribute these Body Points
to himself and his adjacent comrades as he sees fit.
Regenerate by: Lord Chaos
The spellcaster binds a purple energy to himself or a monster in his line of
sight. Until the monster is killed, it regenerates 1 Body Point at the
beginning of each of its turns.
Strength by: Lord Chaos
The spellcaster’s muscles begin to bulge and flex. Until he is slain, he gains
1 additional attack die.
Ogre Strength by: Lord Chaos
The spellcaster’s muscles begin to bulge and flex. Until he is slain, he
gains 2 additional attack dice.
Giant Strength by: Lord Chaos
The spellcaster’s muscles begin to bulge and flex. Until he is slain, he
gains 3 additional attack dice.
Shield by: Lord Chaos
A barrier of force surrounds and protects the spellcaster’s body. Until
he is slain, he gains 1 additional defend die.
Iron Shield by: Lord Chaos
A barrier of force surrounds and protects the spellcaster’s body. Until
he is slain, he gains 2 additional defend dice.
Titanium Shield by: Lord Chaos
A barrier of force surrounds and protects the spellcaster’s body. Until
he is slain, he gains 3 additional defend dice.
Chaotic Aura by: Lord Chaos
The spellcaster seems to grow horns and fangs as his fingers lengthen into
great talons and huge scales fall over his eyes. Until he is slain, the
spellcaster gains 2 attack and defend dice, and 3 Body and Mind Points (all
added to his current totals).
Choke by: Lord Chaos
A Hero in the spellcaster’s line of sight suddenly clutches his throat and has
great trouble breathing. The target may only stagger one square per turn
for the next 3 turns. Unless the spellcaster has been killed in the
meantime, the victim dies at the end of the third turn from asphyxiation.
Vortex by: Lord Chaos
The spellcaster ends the incantation to this lengthy spell and out of nowhere a
cloud of swirling smoke appears. The 2 square wide by 2 square long
vortex may be placed within 12 squares of the caster. Anyone in the
vortex at the end of the turn or anyone the vortex moves over suffers 5 dice of
damage. If the caster is slain, the vortex vanishes. On the
spellcaster’s turn roll 2D6 to see how the vortex moves.
2D6 |
Result |
2-3 |
The vortex dies down and disappears. |
4-5 |
The vortex moves towards the caster 1D4 spaces. |
6-7 |
The vortex moves left 1D4 spaces. |
8-9 |
The vortex moves right 1D4 spaces. |
10-11 |
The vortex moves away from the caster 1D4 spaces. |
12 |
The vortex moves 1D4 spaces in the direction of the caster’s choice. |