Spells

#### Genie

Effects: This spell conjures up a Genie who will do one of the following: open any door on the board (revealing what lies beyond), OR use 5 combat dice to attack any one figure on the board. The Genie then vanishes.

#### Swift Wind

Effects: This spell may be cast on any one figure, including the spellcaster. Its powerful burst of energy enables that figure to move immediately to any revealed (and unoccupied) square on the board.

#### Tempest

Effects: This spell creates a small whirlwind that envelopes any one figure so they cannot move or perform an action. The spell can be broken immediately or on a future turn by the figure rolling one red die for each of their Mind Points. If a 6 is rolled, the spell is broken. *May not be used against Skeletons, Zombies, Mummies, Ghosts, or Vampires.*

### Earth Spells

#### Heal Body

Effects: This spell may be cast on any one figure, including the spellcaster. Its magical power will immediately restore up to 4 lost Body Points, but does not give a figure more than their starting number.

#### Pass Through Rock

Effects: This spell may be cast on any one figure, including the spellcaster. That figure may then move through as many walls, blocked squares, and searched-for-and-found traps as their movement allows. Caution! There are shaded areas on each Quest Map which indicate solid rock. If a figure ends their move in one of these areas, they are trapped forever!

#### Rock Skin

Effects: This spell may be cast on any one figure, including the spellcaster. That figure may roll two extra combat dice when defending. The spell is broken the moment the figure suffers 1 point of Body damage.

### Fire Spells

#### Ball of Flame

Effects: This spell may be cast on any one figure, enveloping them in a ball of fire. It will inflict 2 Body Points of damage. The figure then rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.

#### Courage

Effects: This spell may be cast on any one figure, including the spellcaster. That figure may roll two extra combat dice when attacking. The spell is broken the moment the figure can no longer “see” an enemy figure.

#### Fire of Wrath

Effects: This spell may be cast on any one figure, anywhere on the board. It will seek out that figure, and blast them with flames. This inflicts 1 Body Point of damage, unless the figure can immediately roll a 5 or 6 using one red die.

### Water Spells

#### Water of Healing

Effects: This spell may be cast on any one figure, including the spellcaster. Contact with this revitalizing water will restore up to 4 lost Body Points and 4 lost Mind Points, but will not give a figure more than their starting numbers.

#### Veil of Mist

Effects: This spell conjures up a Veil of Mist that will do one of the following until the end of the spellcaster’s next turn: fill the same room or corridor as the spellcaster, enabling friendly figures to move through squares in that area that are occupied by enemy figures, OR make any one figure (including the spellcaster) invisible so that they may move about unseen by enemy figures, but they cannot perform an action, be affected by spells or harmed in any way.

#### Sleep

Effects: This spell puts any one figure into a deep sleep so they cannot move, perform an action, or defend. The spell can be broken at once or on a future turn by the figure rolling one red die for each of their Mind Points. If a 6 is rolled, or the figure suffers any kind of damage, the spell is broken. May not be used against Skeletons, Zombies, Mummies, Ghosts, or Vampires.

### Light Spells

#### Admonishing Light

Effects: This spell may be cast on any one figure, blasting them with a beam of light that attacks with 3 combat dice. The victim rolls one red die for each of their Mind Points. For each 5 or 6 rolled, the damage is reduced by 1 point. Skeletons, Zombies, Mummies, Ghosts, and Vampires cannot defend.

#### Circle of Protection

Effects: This spell creates a protective aura that affect an area 2 squares wide by 2 squares long anywhere on the board. Each figure in that area may roll one extra combat die when they defend. The spell is broken at the end of the spellcaster’s next turn.

#### Hand of Glory

Effects: This spell conjures up a Hand of Glory that will do one of the following: open any door you can “see” (revealing what lies beyond), OR hypnotize any one figure you can “see” so that they will miss their next turn. The Hand of Glory then vanishes.

### Darkness Spells

#### Serpent

Effects: This spell conjures up a Serpent who will do one of the following: immediately restore up to 2 lost Mind Points to any one figure, but will not give a figure more than their starting number, OR use 3 combat dice to attack any one figure, however each hit results in 1 Mind Point of damage instead of 1 Body Point of damage. The Serpent then vanishes.

#### Spectral Blades

Effects: This spell conjures up a number of phantom swords that attack an area 2 squares wide by 2 squares long anywhere on the board. Each figure in that area is attacked separately with one combat die. Each victim immediately rolls one red die. For each 5 or 6 rolled, the damage is reduced by 1 point.

#### Touch of Darkness

Effects: This spell may be cast on any one figure. It inflicts 1 Body Point of damage and restores one of the spellcaster's lost Body Points. The victim immediately rolls one red die for each of their Mind Points. If a 6 is rolled, the spell has no effect. May not be used against Skeletons, Zombies, Mummies, Ghosts, or Vampires.

### Star Spells

#### Astral Projection

Effects: This spell may be cast on any friendly figure, anywhere on the board. The spellcaster’s willpower is sent across time and space to offer temporary guidance. The spellcaster may immediately move that figure as their own, and perform an action. This does not count as that figure’s turn.

#### Centaur

Effects: This spell conjures up a Centaur who will do one of the following: close any door on the board, keeping it closed until the end of the spellcaster’s next turn, OR use 3 combat dice to attack any one figure on the board. The Centaur then vanishes.

#### Slow

Effects: This spell may be cast on any one figure. Their attack and defense are reduced by 1 combat die, and their movement is reduced to 1 square. The spell can be broken at once or on a future turn by the figure rolling one red die for each of their Mind Points. If a 6 is rolled, the spell is broken. May not be used against Skeletons, Zombies, Mummies, Ghosts, or Vampires.

### Moon Spells

#### Hunter's Moon

Effects: This spell may be cast on any one figure, including the spellcaster. When that figure rolls any number of dice, they may choose to reroll one of those die. The spell is broken at the end of the spellcaster’s next turn.

Polymorph

Effects: This spell may be cast on any one figure, including the spellcaster. Its strange power transforms the figure, replacing them with a piece of furniture. A polymorphed figure cannot move, perform an action, be affected by spells or harmed in any way until the end of the spellcaster’s next turn. The furniture is then removed, and the figure returns to the board.

#### Unicorn

Effects: This spell conjures up a Unicorn who will do one of the following: immediately restore up to 2 lost Body Point to any one figure (but will not give that figure more than their starting number), OR use 4 combat dice to attack any one figure. The Unicorn then vanishes.