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 

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.
 
 

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