Spells for the Heroes of
HeroQuest
Air Spells
Tempest
by: MB
Cost to learn: 125 gold coins
This spell creates a small whirlwind that envelops
one monster of your choice. That monster will then miss its next turn.
Swift Wind
by: MB
Cost to learn: 100 gold coins
This spell may be cast on any one Hero, including
yourself. Its powerful burst of energy enables that Hero to roll twice as
many movement dice as normal the next time he moves.
Genie
by: MB
Cost to learn: 600 gold coins
This spell conjures up a Genie who will do one of
the following: open any door on the board (revealing what lies beyond), or uses
5 combat dice to attack any monster within your line of sight.
*Whirlwind by: Lord Chaos
Cost to learn: 1000 gold coins
This spell deals 6 combat dice of damage (rolled
once) to all characters in the same room or corridor. The skulls rolled
are tallied each affected character rolls defense dice against the total
skulls.
Fly
by: Lord Chaos
Cost to learn: 150 gold coins
This spell may be cast on any one Hero, including
yourself. For the next three turns, this Hero may move through any space
occupied by a monster. He also doesn’t spring traps he moves over, but he
will spring any on the space he stops his move on.
Wind Wall
by: Lord Chaos (variation on Ice Wall by MB)
Cost to learn: 450 gold coins
This spell creates up to 4 squares of blustering
wind. These squares don’t block movement or line of sight, but they do
block long range weapons from being fired through the squares. Anyone
trying to pass through a wind square ends their turn on that space. The
squares need not be adjacent, but they all must be within the line of sight of
the spellcaster. Each wind square lasts until the spellcaster dies,
cancels the spell, or can no longer see the square.
Lightning Bolt by: MB
Cost to learn: 350 gold coins
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.
Lightning Blast by: Lord Chaos
Cost to learn: 275 gold coins
This spell may be cast on any monster in your line
of sight, blasting it with lightning. The chosen monster is attacked with
3 dice in damage.
Gust of Wind by: Lord Chaos
Cost to learn: 400 gold coins
This spell affects all Heroes in your line of
sight, including yourself. During the next turn all affected Heroes roll
an additional movement die.
Poison Cloud by: Lord Chaos
Cost to learn: 500 gold coins
This spell creates up to 6 squares of poison
gas. The first square may be placed anywhere in the caster’s line of sight.
Each remaining square must be placed adjacently (not diagonally adjacent) to a
previously placed square. The squares do not block movement or line of
sight. Any character within or passing through a square suffers 2 combat
dice in damage for each square passed through. Each poison square lasts
until the spellcaster dies, cancels the spell, or can no longer see the square.
Wind Burst
by: Lord Chaos
Cost to learn: 500 gold coins
This spell may be cast in a horizontal, vertical,
or diagonal direction. This spell affects a path one square wide and up
to 10 squares long, stopping only because of a wall or closed door. All
models in the spell’s affect must roll 3D6, starting with the model furthest
from the spellcaster. For each 5 or 6 not rolled, the model is moved one
square. If the model collides with an immovable object, it suffers one
die of damage for each square of movement left. If the model collides
with another model, each suffers half damage for each square of movement left.
*Summon Elemental by: Lord Chaos
Cost to learn: 1000 gold coins
This spell conjures up an element of air to serve
and protect the spellcaster. This air elemental is immune to any air
attack and takes double damage from earth attacks. The elemental lasts
until slain, or when the caster dies, cancels the spell, or can no longer see
the elemental. The elemental has the following stats:
Movement |
Attack |
Defend |
Body |
Mind |
10 |
1 |
5 |
3 |
0 |
Earth Spells
Pass Through Rock by: MB
Cost to learn: 125 gold coins
This spell may be cast on any one Hero, including
yourself. That Hero may then move through walls on his next move.
He may move through as many walls as his dice roll allows. Caution!
There are shaded areas on each Quest Map which indicate solid rock. If a
Hero ends his move in one of these areas, he is trapped forever!
Heal Body
by: MB
Cost to learn: 100 gold coins
The spell may be cast on any one Hero, including
yourself. Its magical power will restore up to 4 lost Body Points, but
does not give a Hero more than his starting number.
Rock Skin
by: MB
Cost to learn: 150 gold coins
This spell may be cast on any one Hero, including
yourself. That Hero may throw one extra defend die when defending.
The spell is broken when the Hero suffers 1 Body Point of damage.
*Earthquake by: Lord Chaos
Cost to learn: 1000 gold coins
This spell deals 6 combat dice of damage (rolled
once) to all characters in the same room or corridor. The skulls rolled are
tallied each affected character rolls defense dice against the total skulls.
Stone Fist
by: Lord Chaos
Cost to learn: 250 gold coins
This spell may only be cast on the
spellcaster. Any non-weapon attack has 3 attack dice. This spell
lasts until the spellcaster suffers one Body Point of damage.
Earth Wall
by: Lord Chaos (variation on Ice Wall by MB)
Cost to learn: 450 gold coins
This spell creates up to 4 squares of solid
stone. These squares block movement and line of sight. The squares
need not be adjacent, but they all must be within the line of sight of the
spellcaster. Each stone square lasts until the spellcaster dies, cancels
the spell, or can no longer see the square, or until a cumulative total of 8
skulls are rolled in attacks on the stone square.
Stone Fortitude by: Lord Chaos
Cost to learn: 500 gold coins
This spell may be cast on any one Hero, including
yourself. That Hero gains 3 combat dice that may be divided between and added
to his attack and defend dice values in any combination. The spell is
broken when the Hero suffers 2 Body Points of damage or the moment the Hero can
no longer ‘see’ a monster.
Dao
by: Lord Chaos (variation on Genie by MB)
Cost to learn: 600 gold coins
This spell conjures up a Dao who will do one of the
following: gives any Hero in your line of sight 5 combat dice divided
between attack and defense in any combination for the next two turns, or uses 5
combat dice to attack any monster within your line of sight.
Stone Speak by: Lord Chaos
Cost to learn: 300 gold coins
This spell may only be cast upon the
spellcaster. The spell enables the caster to see any trap marked in
orange on the Quest Map. This spell lasts until the caster suffers 1 Body
Point of damage.
Tunnel
by: Lord Chaos
Cost to learn: 250 gold coins
This spell creates a door on any section of wall
within your line of sight. The door is treated as a normal door. If
an open room or corridor lies behind it, reveal what lies beyond as
normal. If no open room or corridor lies beyond, the door fails to open.
Tremor
by: Lord Chaos
Cost to learn: 300 gold coins
This spell may be cast in a horizontal, vertical,
or diagonal direction. The tremor will travel in a straight line until it
hits a wall or closed door. It will inflict 2 dice of damage on any Hero
or monster that stand in its path. All affected characters (whether
damaged or not) miss their next turn.
*Summon Elemental by: Lord Chaos
Cost to learn: 1000 gold coins
This spell conjures up an element of earth to serve
and protect the spellcaster. This earth elemental is immune to any earth
attack and takes double damage from air attacks. The elemental lasts
until slain, or when the caster dies, cancels the spell, or can no longer see
the elemental. The elemental has the following stats:
Movement |
Attack |
Defend |
Body |
Mind |
4 |
5 |
3 |
3 |
0 |
Fire Spells
Ball of Flame
by: MB
Cost to learn: 150 gold coins
This spell may be cast on any one monster, enveloping
it in a ball of fire. It will inflict 2 Body Points of damage. The
monster then rolls 2D6. For each 5 or 6 rolled, the damage is reduced by
1 point.
Fire of Wrath
by: MB
Cost to learn: 125 gold coins
This spell may be cast on any one monster, blasting it
with flames. It will inflict 1 Body Point of damage, unless the monster
can immediately roll a 5 or 6 using 1D6.
Courage by: MB
Cost to learn: 100 gold coins
This spell may be cast on any one Hero, including
yourself. The next time that Hero attacks, he may roll 2 extra combat
dice. The spell is broken the moment the Hero can no longer ‘see’ a monster.
*Inferno by: Lord Chaos
Cost to learn: 1000 gold coins
This spell deals 6 combat dice of damage (rolled once)
to all characters in the same room or corridor. The skulls rolled are
tallied each affected character rolls defense dice against the total skulls.
Fireball by:
Lord Chaos
Cost to learn: 500 gold coins
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.
Flame Wall by:
Lord Chaos (variation on Ice Wall by MB)
Cost to learn: 450 gold coins
This spell creates up to 4 squares of pillaring
fire. These squares don’t block movement or line of sight. The
squares need not be adjacent, but they all must be within the line of sight of
the spellcaster. Each fire square lasts until the spellcaster dies,
cancels the spell, or can no longer see the square, or until a cumulative total
of 6 skulls are rolled in attacks on the fire square. Any Hero or monster
who tries to pass through a fire square suffers 2 damage dice from the flame.
Pyroblast by:
Lord Chaos
Cost to learn: 275 gold coins
This spell may be cast on any monster in your line of
sight, blasting it with a cyclone of fire. The chosen monster is attacked
with 3 dice in damage.
Scorching Wind
by: Lord Chaos
Cost to learn: 350 gold coins
This spell deals 2 Body Points of damage to all
characters in the same room or corridor. Each affected character rolls
2D6. For each 5 or 6 rolled, the damage is reduced by one point.
Burning Fist
by: Lord Chaos
Cost to learn: 300 gold coins
This spell may only be cast on the spellcaster.
The next attack the caster performs deals 1D6 Body Points of damage. The
monster defends as normal, the damage reduced by one point for each black
shield rolled. The spell ends after that attack.
Dragon Armor
by: Lord Chaos
Cost to learn: 200 gold coins
This spell may be cast on any one Hero, including
yourself. The Hero gains an additional defend die and immunity to any
fire spell. The spell is broken when the Hero suffers 1 Body Point of damage.
Efreeti by:
Lord Chaos (variation on Genie by MB)
Cost to learn: 600 gold coins
This spell conjures up an Efreeti who will do one of
the following: use 5 combat dice divided any way you wish to attack up to 5
monsters in your line of sight, or uses 5 combat dice to attack any monster
within your line of sight.
*Summon Elemental by: Lord Chaos
Cost to learn: 1000 gold coins
This spell conjures up an element of fire to serve and
protect the spellcaster. This fire elemental is immune to any fire attack
and takes double damage from water attacks. The elemental lasts until
slain, or when the caster dies, cancels the spell, or can no longer see the
elemental. The elemental has the following stats:
Movement |
Attack |
Defend |
Body |
Mind |
8 |
4 |
3 |
3 |
0 |
Water Spells
Sleep
by: MB
Cost to learn: 150 gold coins
This spell puts a monster into a deep sleep so it
cannot move, attack, or defend itself. 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. This spell may not be used against creatures
with 0 Mind Points.
Veil of Mist by: MB
Cost to learn: 125 gold coins
This spell may be cast on any one Hero, including
yourself. On the Hero’s next move, he may move unseen through spaces that
are occupied by monsters.
Water of Healing by: MB
Cost to learn: 100 gold coins
This spell may be cast on any one Hero, including
yourself. Contact with this revitalizing water will restore up to 4 lost
Body Points, but will not give a Hero more than his starting number.
*Tsunami by: Lord Chaos
Cost to learn: 1000 gold coins
This spell deals 6 combat dice of damage (rolled
once) to all characters in the same room or corridor. The skulls rolled
are tallied each affected character rolls defense dice against the total
skulls.
Ice Storm
by: MB
Cost to learn: 500 gold coins
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.
Ice Wall
by: MB
Cost to learn: 450 gold coins
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.
Soothe
by: MB
Cost to learn: 200 gold coins
The healing coolness of this spell restores up to 3
lost Body Points to the spellcaster or any one Hero.
Hydroblast
by: Lord Chaos
Cost to learn: 275 gold coins
This spell may be cast on any monster in your line
of sight, blasting it with a vortex of water. The chosen monster is
attacked with 3 dice in damage.
Marid
by: Lord Chaos (variation on Genie by MB)
Cost to learn: 600 gold coins
This spell conjures up a Marid who will do one of
the following: restores up to 5 lost Body Points on any one Hero, including
yourself, or uses 5 combat dice to attack any monster within your line of
sight.
Acid Storm
by: Lord Chaos
Cost to learn: 500 gold coins
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.
Acidic Vapors by: Lord Chaos
Cost to learn: 500 gold coins
This spell creates up to 6 squares of acidic
vapors. The first square may be placed anywhere in the caster’s line of
sight. Each remaining square must be placed adjacently (not diagonally
adjacent) to a previously placed square. The squares do not block
movement or line of sight. Any character within or passing through a
square suffers 2 combat dice in damage for each square passed through.
Each vapor square lasts until the spellcaster dies, cancels the spell, or can
no longer see the square.
*Summon Elemental by: Lord Chaos
Cost to learn: 1000 gold coins
This spell conjures up an element of water to serve
and protect the spellcaster. This water elemental is immune to any water
attack and takes double damage from fire attacks. The elemental lasts
until slain, or when the caster dies, cancels the spell, or can no longer see
the elemental. The elemental has the following stats:
Movement |
Attack |
Defend |
Body |
Mind |
6 |
3 |
2 |
3 |
0 |
Priest Spells
Cure Light Wounds by: Lord Chaos
Cost to learn: 150 gold coins
This spell may be cast on any one Hero, including
yourself. Its curing powers restore up to 1D4 lost Body Points, but will not
give a Hero more than his starting number.
Cure Serious Wounds by: Lord Chaos
Cost to learn: 250 gold coins
This spell may be cast on any one Hero, including
yourself. Its curing powers restores up to 1D4+2 lost Body Points, but will not
give a Hero more than his starting number.
Cure Critical Wounds by: Lord Chaos
Cost to learn: 350 gold coins
This spell may be cast on any one Hero, including
yourself. Its curing powers restores up to 1D4+4 lost Body Points, but will not
give a Hero more than his starting number.
Group Heal
by: Lord Chaos
Cost to learn: 500 gold coins
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.
Sphere of Elemental Protection by: Lord Chaos
Cost to learn: 400 gold coins
This spell may only be cast upon the
spellcaster. When the spell is cast choose one of the following:
air, earth, fire, or water. Any damage dealt to you from a source of the
element type you choose is reduced by half (rounding fractions down). This
spell lasts the entire Quest and at no point during the Quest may the priest
have two spheres on himself.
Resurrection by: Lord Chaos
Cost to learn: 750 gold coins
This spell may be cast in any room where a Hero
died. That Hero is restored to full Body and Mind Points. He also
retains all his equipment only if another Hero was able to retrieve it.
Tranquility by: Lord Chaos
Cost to learn: 500 gold coins
This spell invokes a protective barrier around the
spellcaster influencing enemy attacks. Any monster within four spaces of
the spellcaster who attacks does so with one less attack die unless the monster
is attacking the spellcaster, it does so with two less attack dice. The
spell lasts until the caster can no longer ‘see’ a monster or the caster is
slain.
Bless
by: Lord Chaos
Cost to learn: 350 gold coins
This spell affects all Heroes within the
spellcaster’s line of sight, including yourself. All affected Heroes gain
an additional attack and defend die. A Hero loses these bonuses when he
can no longer ‘see’ a monster.
Pacifism
by: Lord Chaos
Cost to learn: 250 gold coins
This spell may be cast on any one monster, calming
its actions. The monster may not attack or cast spells until it is
wounded.
Regenerate
by: Lord Chaos
Cost to learn: 600 gold coins
This spell may be cast on any one Hero, including
yourself. Until the Hero is killed, he regenerates 1 Body Point at the
beginning of each of his turns.
Neutralize Poison by: Lord Chaos
Cost to learn: 400 gold coins
This spell may be cast on any one Hero, including
yourself, who has suffered damage from any type of poison. The spell
removes the poison and restores all Body Points lost through poison. This
spell will restore lost Body Points afflicted by numerous poisonous sources.
Hold Person by: Lord Chaos
Cost to learn: 500 gold coins
This spell may be cast on up to 4 monsters within
your line of sight. This spell can be broken once or on a future turn by
rolling a D6 for each of its Body Points. If a 6 is rolled, the spell is
broken. As long as the spell is in effect the monster cannot attack but
can defend and cast spells.
Nature Spells
Twist Wood
by: MB
Cost to learn: 300 gold coins
This spell causes any wooden weapon, such as a
staff, bow, or crossbow, to become warped into uselessness.
Deep Sleep
by: MB
Cost to learn: 200 gold coins
This spell may be cast on any monster within your
line of sight, as long as the monster has from 1 to 3 Mind Points. The
monster falls asleep immediately. It stays asleep until Zargon’s next
turn. The monster cannot defend against a Hero’s attack while it is
asleep.
Veil of Mist by: MB
Cost to learn: 125 gold coins
This spell may be cast on any one Hero, including
yourself. On the Hero’s next move, he may move unseen through spaces that
are occupied by monsters.
Swift Wind
by: MB
Cost to learn: 100 gold coins
This spell may be cast on any one Hero, including
yourself. Its powerful burst of energy enables that Hero to roll twice as
many movement dice as normal the next time he moves.
Herb Lore
by: Lord Chaos
Cost to learn: 150 gold coins
This spell may be cast on any one Hero, including
yourself. Its healing powers restore up to 4 lost Body Points, but does
not give a Hero more than his starting number.
Camouflage
by: Lord Chaos
Cost to learn: 375 gold coins
This spell may only be cast upon the
spellcaster. As long as the spellcaster does not move or attack, he may
not be attacked by monsters. If he attacks, he may only be attacked by
whom he attacked. If he moves, the spell is broken.
Savagery
by: Lord Chaos
Cost to learn: 450 gold coins
This spell may be cast on any one Hero, including
yourself. The Hero gains an extra attack every turn. The spell is
broken the moment the Hero can no longer ‘see’ a monster.
Thorn Wall
by: Lord Chaos (variation on Ice Wall by MB)
Cost to learn: 450 gold coins
This spell creates up to 4 waist high squares of
twisting thorns. These squares don’t block movement or line of sight.
The squares need not be adjacent, but they all must be within the line of sight
of the spellcaster. Anyone passing through a thorn square suffers 1
combat die of damage. Moving through a thorn square counts as moving
through 3 spaces. Each thorn square lasts until the spellcaster dies,
cancels the spell, or can no longer see the square, until a cumulative total of
5 skulls are rolled in attacks on the thorn square, or when a fire spell is
cast on a thorn square which destroys it.
Shapechange by: Lord Chaos
Cost to learn: 500 gold coins
This spell may only be cast upon the
spellcaster. The caster may assume the form of any creature on the Animal
list. While in this form, the caster has the move, attack, and defense of
the animal while retaining his Body and Mind Points. He may not use any
items or spells while in this form. The spell lasts until the caster is
slain or cancels the spell.
Regenerate
by: Lord Chaos
Cost to learn: 600 gold coins
This spell may be cast on any one Hero, including yourself.
Until the Hero is killed, he regenerates 1 Body Point at the beginning of each
of his turns.
Summon Beast by: Lord Chaos
Cost to learn: 600 gold coins
This spell summons a creature of nature to come to
the aid of the spellcaster. Roll 1D8:
Roll a 1 |
Bear |
Roll a 5 |
Wolf |
Roll a 2 |
Giant Rat |
Roll a 6 |
Giant Bat |
Roll a 3 |
Wild Hound |
Roll a 7 |
Wild Cat |
Roll a 4 |
Giant Spider |
Roll a 8 |
Roll twice on this chart, choose one of the results |
Stone Speak by: Lord Chaos
Cost to learn: 300 gold coins
This spell may only be cast upon the
spellcaster. The spell enables the caster to see any trap marked in
orange on the Quest Map. This spell lasts until the caster suffers 1 Body
Point of damage.
Elf Spells
Hypnotic Blaze by: MB
Cost to learn: 400 gold coins
When this spell is cast, an illusion of a huge,
animated flame appears. Every figure in the room or corridor (except for
the spellcaster) must roll 1D6. A figure that rolls equal to or less than
its Mind Points is unaffected by the illusion. Rolling a number greater
than its Mind Points means that the figure is paralyzed for 3 turns – unable to
move, attack, or defend.
Slow
by: MB
Cost to learn: 200 gold coins
This spell reduces any one monster’s movement to 1
square per turn. The monster also rolls 1 less combat die when it attacks
or defends. The monster’s movement and combat dice cannot be less than
1. These effects last until the monster is killed or is out of your line
of sight.
Twist Wood
by: MB
Cost to learn: 300 gold coins
This spell causes any wooden weapon, such as a
staff, bow, or crossbow, to become warped into uselessness.
Deep Sleep
by: MB
Cost to learn: 200 gold coins
This spell may be cast on any monster within your
line of sight, as long as the monster has from 1 to 3 Mind Points. The
monster falls asleep immediately. It stays asleep until Zargon’s next
turn. The monster cannot defend against a Hero’s attack while it is asleep.
Double Image by: MB
Cost to learn: 400 gold coins
This spell may be cast on the spellcaster or on any
one Hero the spellcaster chooses. It causes a life-like image of the Hero
to appear. If an attack against the Hero is successful, he rolls 1D6.
On a 1, 2, or 3, the image was attacked and the Hero suffers no damage.
The spell is broken the moment the Hero can no longer see a monster.
Disappear
by: MB
Cost to learn: 300 gold coins
This spell may be cast on the spellcaster or on any
one Hero he chooses. The Hero moves unseen as long as he rolls an 8 or
lower on his movement dice. If a 9 or more is rolled, the spell
ends. The Hero can only move and open doors. He cannot attack,
search, disarm, cast spells, spring traps, or be affected by attacks or spells,
unless he chooses to cancel the spell.
Timestop
by: MB
Cost to learn: 500 gold coins
This spell may be cast on the spellcaster or any
one Hero the spellcaster chooses. It temporarily stops time for everyone else on
the gameboard, enabling the Hero to take another turn immediately after his
current turn.
Flashback
by: MB
Cost to learn: 500 gold coins
By casting this spell, the spellcaster or any one
Hero the spellcaster chooses can replay his entire turn. All results of
the Hero’s first turn are canceled. You can cast this after any Hero’s
turn. Casting this spell does not count as your action for the turn.
Song Spells
Song of Slumber by: Lord Chaos (variation on Sleep by MB)
Cost to learn: 150 gold coins
This spell puts a monster into a deep sleep so it
cannot move, attack, or defend itself. 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. This spell may not be used against creatures
with 0 Mind Points.
Song of Rest by: Lord Chaos
Cost to learn: 500 gold coins
Huddling in a group, the spellcaster utters the
incantation of this powerful spell (to receive benefits from this spell,
recipients must be within earshot). 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.
Song of Tranquility by: Lord Chaos
Cost to learn: 500 gold coins
This spell invokes a protective barrier around the
spellcaster influencing all attacks. Any character within four spaces of
the spellcaster who attacks does so with one less attack die unless the
character is attacking the spellcaster, it does so with two less attack
dice. The spell lasts until the caster can no longer ‘see’ a monster or
the caster is slain.
Song of Battle by: Lord Chaos
Cost to learn: 350 gold coins
This spell affects all Heroes within earshot,
excluding yourself. All affected Heroes gain an additional attack and
defend die. A Hero loses these bonuses when he can no longer ‘see’ a
monster.
Song of Peace by: Lord Chaos
Cost to learn: 250 gold coins
This spell may be cast on any one monster, calming
its actions. The monster may not attack or cast spells until it is
wounded.
Song of Fury by: Lord Chaos
Cost to learn: 450 gold coins
This spell may be cast on any one Hero, excluding
yourself. The Hero gains an extra attack every turn. The spell is
broken the moment the Hero can no longer ‘see’ a monster.
Song of Protection by: Lord Chaos
Cost to learn: 250 gold coins
This spell may be cast on any one Hero, excluding
yourself. The next time that Hero defends, he may roll 2 extra combat
dice. The spell is broken the moment the Hero can no longer ‘see’ a
monster.
Song of Bravery by: Lord Chaos (variation on Courage by MB)
Cost to learn: 100 gold coins
This spell may be cast on any one Hero, excluding
yourself. The next time that Hero attacks, he may roll 2 extra combat
dice. The spell is broken the moment the Hero can no longer ‘see’ a monster.
Song of Restoration by: Lord Chaos (variation on Heal Body by MB)
Cost to learn: 100 gold coins
The spell may be cast on any one Hero, including
yourself. Its magical power will restore up to 4 lost Body Points, but
does not give a Hero more than his starting number.
Song of Persuasion by: Lord Chaos (variation on Command by MB)
Cost to learn: 650 gold coins
This spell puts any one monster under the Hero’s control.
The spell can be broken immediately or on a future turn by the monster rolling
1D6 for each of his Mind Points. If a 6 is rolled, the spell is
broken. However, until the spell is broken, the Hero, on his turn, can
move the monster as a Hero and attack other monsters. This spell does not
affect monsters with 3 or more Mind Points.
Song of Pain by: Lord Chaos
Cost to learn: 350 gold coins
This spell deals 2 Body Points of damage to all
characters in the same room or corridor. Each affected character rolls
2D6. For each 5 or 6 rolled, the damage is reduced by one point.
*Song of the Banshee by: Lord Chaos
Cost to learn: 1000 gold coins
This spell deals 6 combat dice of damage (rolled
once) to all characters in the same room or corridor. The skulls rolled
are tallied each affected character rolls defense dice against the total
skulls.
Special Rules
* - All spells marked with this star are considered two slot spells.
If one of these spells is chosen for a starting spell it is treated as two
spells instead of one. For example, your Air Mage picks Whirlwind as his
first spell, he can then choose four more.
If this spell is purchased, then it can not be used until the Quest after the
next. For example, your Fire Mage has just completed Quest 6 and wants to
purchase Inferno, he must now go onto Quest 7 and if he survives he may then
use Inferno in Quest 8.