Heroquest WГјrfel

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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.

This spell can be cast on any one Hero. The Hero immediately rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.

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 will immediately try to defend themselves. Not used in corridors. The spell can be broken immediately or on a future turn by the Hero rolling one red die for each of his Mind Points.

If a 6 is rolled, the spell is broken. 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 turn by rolling one red die for each of his Mind Points. This spell puts any one Hero into a deep sleep.

A sleeping Hero is unable to move, attack, or defend himself. This spell creates a small whirlwind that envelops one Hero of your choice.

That Hero will then miss his next turn. This "safe place" is marked on the Quest Map. This spell conjures up a group of undead to surround and protect the spellcaster.

This spell conjures up a group of Orcs to surround and protect the spellcaster. These spells were already available in the game system, but only Chaos Warlocks in the expansion sets used them.

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 one red die for each of his Mind Points.

By rolling a 6, the Hero frees himself. 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. 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. The Chaos Sorcerer and defender both roll dice equal to their Mind points. If the Sorcerer scores two skulls or more, he may use the defender's combat piece for the duration of his turn.

The player who scores the most skulls inflicts Mind point damage equal to the number of skulls he has in excess of his opponent's score. The defender will be frozen for one turn for each skull scored by the Chaos Sorcerer.

High Mage Spells Wizards of Morcar. The Sorcerer may pick one spell-using character and force him to discard one of his spell cards at random.

That spell is than lost for the duration of the Quest. The Sorcerer may use this spell to move instantly to any unoccupied square on the gameboard.

Cast this spell on one figure to affect it with a frightening madness. The Evil Wizard player may then move that figure on his next turn, although the affected figure may not attack or cast spells.

This spell causes one item of equipment of the Evil Wizard player's choice to rust and become useless. That equipment card should be discarded.

The Sorcerer may fire magical threads from his fingers, which will entangle one target. The target may not move or attack until he destroys the Strands of Binding which have one Body point and roll four defense dice.

The target may defend against other attacks. The Sorcerer creates a magical wall of flame which covers two squares.

The wall has one Body point and rolls six defense dice. Keep this card to hand until the wall is destroyed and then discard it.

Necromancer Spells Wizards of Morcar. This spell summons two skeletons which appear immediately anywhere within sight of the Sorcerer.

They may move and attack at once. The Sorcerer may hurl his spell at one target in sight. That figure then automatically loses one Body point.

The target of this spell is filled with unreasonable terror, and may not attack or cast spells on his next turn, although he may move and defend. The monster is then replaced with a skeleton which can move and attack immediately.

This spell allows a Sorcerer to hurl a magical skull at any opponent in his line of sight. The skull explodes like a fireball and attacks the target with two combat dice which he may defend against normally.

This spell summons a mummy, which will appear in any square adjacent to the Sorcerer. It may move and attack at once. The Sorcerer may choose one Orc within his line of sight to be filled with immerse strength and vigor.

That Orc may then move twice and attack twice during that turn only. This spell allows all Orcs in the same room as the Sorcerer to roll an extra die in attack for that turn only.

May only be cast in a room. This spell allows the Sorcerer to send an invisible spirit to attack any one figure on the board.

The spirit attacks the figure once with four attack dice, which may be defended in the normal way and then vanishes. The spirit itself cannot be harmed.

The Sorcerer may immediately take four Goblin figures from anywhere on or off the gameboard and place them anywhere within his line of sight. The Goblins may move and attack immediately unless they have already done so during this turn.

The Sorcerer may immediately take two Orc figures from anywhere within his line of sight. The Orcs may move and attack immediately unless they have already done so during this turn.

The Sorcerer may fill a room with blinding sleet. No one in that room may move, make ranged attacks or cast spells until the beginning of the Evil Wizard's next turn.

Figures may only attack or defend if they are adjacent to another figure. The Sorcerer may split the ground asunder in a straight line of six squares.

Lay the Earthquake card piece on the board to determine who is affected. All those caught will suffer one Body point of damage as if they had fallen into a pit trap.

Sorcerer must cast this spell at one target who is in a straight line in front of him.

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