Quest for Heroes P'n'P
Fire of Wrath
This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage, unless the monster can immediately roll a 5 or 6 using one red die.
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 when the Hero can no longer see a monster.
Ball of Flame
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 two red dice. Fore each 5 or 6 rolled the damage is reduced by 1 point.
This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time he moves.
This spell creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.
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.
Water of Healing
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.
This spell puts one 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 the monster rolling one red die for each of its Mind Points. If a 6 is rolled the spell is broken.. May not be used against Mummies, Zombies, or Skeletons.
Veil of Mist
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.
This spell may be cast on any one Hero, including yourself. Its magical power will immediately restore up to 4 lost Body Points, but does not give a hero more than his starting number.
This spell may be cast on any one Hero, including yourself. The Hero may throw one extra combat die when defending. The spell is broken when the Hero suffers one point of Body damage.
Pass Through Rock
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! If a Hero ends his move in solid rock he is trapped forever!
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.
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, 10, 11, or 12 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.
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 1 red die. 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.
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.
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 1 red die. 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.
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.
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.
This spell causes any wooden weapon, such as a staff, bow, or crossbow, to become warped into uselessness.