This spell allows the caster to float on a cushion of air. He may pass over any pits, trpas, or icy squares. This spell lasts only one turn. If the Hero ends his turn on a pit or trap, he is immediately affected by it.
This spell paralyzes all monsters in the same room or corridor. A paralyzed monster cannot move, attack, or defend. 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 monster frees itself. Does not effect undead.
This spell inflicts up to 3 points of damage against any monster. The monster rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.
This spell instantly slays one Hero. If this spell is reflected back to the caster, it is merely cancelled. The Hero may avoid this spell by rolling one red die for each mind poin he currently has. If a 6 is rolled, this spell has no effect.
This spell permanently removes any one rune from a weapon or piece of armor. The Hero rolls one red die: a normal rune is unaffected on a roll of 6, while a master rune is unaffected on a roll of 5 or 6.
When this spell is cast, every monster in the same room or corridor as the caster attacks with one extra combat die until the caster is slain.
This spell may be cast on any one Hero. The Hero loses half his remaining of all his remaining body points (round up). The Hero may roll one red die for each mind point remaining. Damage is reduced by one for each 6 rolled. If the damage is reduced below 1 Body Point, the Hero escapes the effects of the spell.
When this spell is cast, Zargon may move one Hero to any unoccupied square on the game board. He may not move the Hero into solid rock, or onto a square which contains a trap. There is no chance to defend.
This spell is cast one one Hero. The Hero may not attack any monster with weapons or spells. He may still defend normally. This spell last until the Hero rolls a 6 on one red die during his turn, or until the caster dies.
When this spell is cast, the caster regains one lost Body Point on each of Zargon's turns until the caster is slain.
This spell may be cast on any one Hero. The Hero instantly turns into stone, and may not move or take any actions for the rest of the Quest. Other Heroes cannot take his items, and monsters cannot harm him. The Hero is restored once the Quest is completed. The Hero rolls one red die for each Mind Point he currently possesses. If a 6 is rolled, the Hero avoids the spell.
This spell may be cast on any Hero, including yourself. All lost Body Points are restored.
The cleric casts this spell on himself. While it lasts, monsters may not attack him. The spell ends when the cleric can no longer "see" any monsters.
This spell can counteract the effects of poison. If this spell is cast on a Hero within a turn of being poisoned, all damage from the poison is negated.
This spell may be cast one any one Hero including yourself. The Hero gains three extra defense dice in combat. If the Hero loses 1 Body Point, the spell ends.
This spell restores all lost Mind Points to the spell caster or any one Hero the caster chooses.
This spell restores a dead Hero to life. The Hero has 1 Body Point and 0 Mind Points. You cannot cast this spell on yourself.
This spell can remove the effects of one of the following Chaos spells: Fear, Sleep, Command, Mind Freeze, Mind Blast, Pacify, Stone, and Werewolf's Curse.
This spell may be cast on any one Hero or monster. The target becomes unable to use spells. The spell may be broken at one or on a later turn by rolling one red die for each Mind Point the target currently has. If a 6 is rolled, the spell is broken.
The cleric can cast this spell to inflict one Body Point of damage on every monster in the same room or corridor. Heroes are not affected. The cleric does not have to "see" the monsters to hurt them.
This spell destroys all traps in a single room or corridor. It does not affect sprung pit traps or falling blocks. It cannot destroy wandering monster traps or other traps for which the Heroes cannot search.
This spell conjures up to 6 magical stones which the caster can throw at monsters. The stones cause two points of damage each. Monsters may defend. The number of stones which appear is determined by rollinf one red die.
This spell causes any one metal weapon or armor to become so thin, brittle and useless that it can never be used again.
This spell creates a permanent bridge of Magic Stone tiles that enables the Heroes to cross over any pit, trap, chasm, crevasse or icy square.
This spell conjures up a magical aura of fire to protect the caster. Any Hero or monster adjacent to the caster at the beginning of the caster's turn suffers one Body Point of damage. The spell ends if the caster suffers at least one Body Point of damage.
This spell creates a roomful of fire that inflicts 3 Body Poinst of damage on all Heroes and monsters in the same room as the spellcaster. The spellcaster is unaffected. All victims roll two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point. Not used in corridors.
Wall of Fire
This spell creates up to four squares of Magic Fire. These squares block movement, but not line of sight. The need not be adjacent, but the caster must be able to "see" them. Each square lasts until the caster dies, cancels the spell, or can no longer "see" the square.
The caster may attack any one monster he "sees". The monster takes 1 Body Point of damage, and an additional point of damage on the caster's next turn. There is no chance to defend.
This spell dries up the body fluids of any one monster the caster can "see", causing 1 Body Point of damage. There is no chance to defend.
This spell creates a storm that inflicts 2 points of damage on all Heroes and monsters in the same room as the caster. The caster is unaffected. All victims roll two red dice. For each 5 or 6 rolled, the damage is reduced by one point. Cannot be used in corridors.
This spell inflicts 1 Body Point of damage on any one Hero or Monster adjacent to the spellcaster (although not diagonally adjacent). The victim cannot defend against the attack.
This special spell may be used by the Wizard during Zargon's turn. It is used to try to cancel a Chaos spell. Dispell is cast immediately after the Chaos spell is cast. The Chaos spellcaster and wizard roll one red die and add the result to his Mind Points. If the Wizard's total is higher, the Chaos spell is cancelled.
This spell creates a permanent bridge of Magic Ice tiles that enables Heroes to cross over any pit, trap, chasm, crevasse, or icy square.
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 separatly with 3 combat dice. THere is no chance to defend. Cannot be used in corridors.
This spell creates up to 4 squares of Magic Ice. These squares block movement, but not line of sight. The suares need not be adjacent, but the wizard must be able to "see" them. Each square lasts until the wizard dies, cancels the spell, or can no longer "see" the square, or until 5 points of damage are inflicted on the square.
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 door. It will inflict 2 points of damage on all monsters or Heroes that stand in its path.
This spell may be cast by the Wizard during Zargon's turn. It enables the Wizard to reflect any Chaos Spell back to the caster. Mirror Magic is cast immediately after a Chaos spell is cast at the Wizard. The spellcaster then suffers the effects intended for the Wizard.
This spell enables the Wizard to move quickly through icy caverns and corridors. The Wizard may move up to 12 squares and may pass through Heroes and monsters. The spell only lasts one turn.
This spell enables the Wizard to move immediately to any square on the game board. Caution! If he moves into an area of solid rock, he is lost forever!