The Evil Wizard Reference Guide Book
The Evil Wizard Reference Guide Book
The Evil Wizard Reference Guide Book
Quest Treasures........................................................................................................................................... 22
Krysalis Spells.............................................................................................................................................. 31
Door Traps.................................................................................................................................................... 46
Traps .................................................................................................................................................................51
Gemm Stones...................................................................................................................................................65
Elven Background........................................................................................................................................ 73
Monbeasts..................................................................................................................................................... 106
Spell Cards.....................................................................................................................................................124
Section Three: Heroes & Von Darken Mercenaries
Amazon ..........................................................................................................................................................140
Avatar ...........................................................................................................................................................145
Barbarian ......................................................................................................................................................150
Cleric................................................................................................................................................................ 155
Dwarf.............................................................................................................................................................163
Wizard............................................................................................................................................................ 196
Acknowledgements ....................................................................................................................................257
A Word from Morcar
1
Only if a hero is carrying any.
2
Even if a healing potion is taken
3
If penniless the Sheriff confiscates all vials
4
If a hero has no gold, must go to jail for 1 quest adventure.
5
If penniless, must go to jail for 1 quest adventure.
Feeling a little bit sick or just under the weather, may be
that poisoned arrow got you after all? After a day of blood
thirsty work in the dungeons of death fighting my minions,
how about visiting the local doc to help cure your aliments?
Just give him a try I’m sure he’ll be more than happy to take
your gold.
Please Note: Treat healing the Mind and Body points separately. Also with the levels as indicated this denotes a three quest
adventure completion; i.e. level one: 1-3 quests, level two: 4-6 quests and level three: 9-12 quests.
It’s not enough that I have to put up with the heroes trying
to defeat me and my minions; but to have them purchase
weapons to help them do so is a laugh in itself. I guess they
need all the help they can get…poor fools.
Equipment Table
Weapon Price Attack Defence
Two-Handed Sword 1, 17 450 Gold coins 4 (+1) 18 Combat dice –
Long Sword 17 350 Gold coins 3 Combat dice –
Broad Sword 17 250 Gold coins 3 (+1) 19 Combat dice –
Short Sword 17 150 Gold coins 2 Combat dice –
War Hammer 1, 17 400 Gold coins 4 (+1) 20 Combat dice –
Hammer 17 350 Gold coins 3 (+1) 28 Combat dice –
Mace 17 250 Gold coins 3 Combat dice –
Morning Star 2, 17 200 Gold coins 2 Combat dice –
Club 3, 17 150 Gold coins 2 Combat dice –
Battle Axe 1, 17 400 Gold coins 4 (+1) 21 Combat dice –
Hand Axe 3, 17 150 Gold coins 2 Combat dice –
Double Crossbow 1, 4, 17 450 Gold coins 4 (+1) 22 Combat dice –
Crossbow 1, 4, 17 350 Gold coins 3 Combat dice –
Pistol Crossbow 2, 5, 6, 17 100 Gold coins 1 Combat die –
Composite Bow 1, 4, 17 350 Gold coins 3 (+ 1) 23 Combat Dice –
Long Bow 1, 4, 17 250 Gold coins 3 Combat dice –
Short Bow 1, 4, 17 150 Gold coins 2 Combat dice –
Halberd 1, 2, 17 350 Gold coins 3 Combat dice –
Spear 2, 3, 17 150 Gold coins 2 Combat dice –
Dagger 3, 7 25 Gold coins 1 Combat die –
Avatar’s Staff 1, 2 250 Gold coins 3 Combat dice –
Staff 1, 2 100 Gold coins 2 (+1) Combat dice –
Armour Price Attack Defence
Plate Armour 17 850 Gold coins – 4 (+1) 24 Combat dice
Chain Mail 17 450 Gold coins – 3 Combat dice
Ring Mail 17 350 Gold coins – 2 Combat dice
Studded Leather 8, 17 250 Gold coins – +1 (+1) 25 Combat die
Leather 8, 17 200 Gold coins – +1 Combat die
Armour Price Attack Defence
Large Shield 9, 17 200 Gold coins – +3 Combat dice
Medium Shield 10, 17 150 Gold coins – +2 Combat dice
Small Shield 8, 17 100 Gold coins – +1 (+1) 26 Combat die
Paladin’s Helmet 10, 16, 17 200 Gold coins – +2 Combat dice
Helmet 8, 11, 17 120 Gold coins – +1 Combat die
Gauntlets 8, 11, 17 100 Gold coins – +1 Combat die
8, 12
Cloak of Protection 350 Gold coins – +1 (+1) 27 Combat die
Avatar’s Bracers 8, 13 200 Gold coins – +1 Combat die
Mage’s Bracers 8, 14 200 Gold coins – +1 Combat die
Wizard’s Bracers 8, 15 200 Gold coins – +1 Combat die
Miscellaneous Price Attack Defence
Lock Pick Kit 250 Gold coins – –
Tool Kit 250 Gold coins – –
1
You may not use a shield when using this weapon.
2
This weapon can be used to attack diagonally.
3
You may throw this weapon, but if you do so, you lose it.
4
You may not use this weapon when you are adjacent to another opponent.
5
You may use a shield, but only if you are holding 1 pistol crossbow with the other hand.
6
You may purchase up to 2 pistol crossbows, so if you wish, hold 1 in each hand, when attacking.
7
You may purchase up to 4 daggers, so if you wish, hold 2 in each hand for throwing, when attacking.
8
Allows you to roll 1 extra combat die in defence.
9
Allows you to roll 3 extra combat dice in defence.
10
Allows you to roll 2 extra combat dice in defence.
11
Can not be worn by the Avatar, Cleric, Mage or Wizard.
12
Can only be worn by the Avatar, Cleric, Mage or Wizard.
13
Can only be worn by the Avatar.
14
Can only be worn by the Mage.
15
Can only be worn by the Wizard.
16
Can only be worn by the Paladin.
17
Can not be used by the Avatar, Cleric, Mage or Wizard.
18
Add 1 extra combat die in attack if you are the Barbarian.
19
Add 1 extra combat die in attack if you are the Amazon.
20
Add 1 extra combat die in attack if you are the Paladin.
21
Add 1 extra combat die in attack if you are the Dwarf.
22
Add 1 extra combat die in attack if you are the Ranger.
23
Add 1 extra combat die in attack if you are the Elven Archer.
24
Add 1 extra combat die in defence if you are the Paladin.
25
Add 1 extra combat die in defence if you are the Elven Archer or the Ranger.
26
Add 1 extra combat die in defence if you are the Dwarf.
27
Add 1 extra combat die in defence if you are the Avatar.
28
Add 1 extra combat die in attack if you are the Cleric.
Two-Handed Sword Long Sword Broad Sword
The Two-Handed Sword allows The Long Sword allows you to roll The Broad Sword allows you to
you to roll four combat dice in three combat dice in attack. roll three combat dice in attack.
attack. Cost 350 gold coins. Cost 250 gold coins.
Cost 450 gold coins. May not be used by Wizard. May not be used by Wizard.
May not be used by Wizard.
The Short Sword allows you to The War Hammer allows you to
roll two combat dice in attack. The roll four combat dice in attack. You The Hammer allows you to roll
Short Sword may be used to attack may not use a shield when using the three combat dice in attack.
diagonally. War Hammer. Cost 350 gold coins.
Cost 150 gold coins. Cost 400 gold coins. May not be used by Wizard.
May not be used by Wizard. May not be used by Wizard.
The Mace allows you to roll three The Morning Star allows you to The Club allows you to roll two
combat dice in attack. roll two combat dice in attack. The combat dice in attack. You may also
Cost 250 gold coins. Morning Star can be used to throw the Club but if you do so you
attack diagonally. lose it
May not be used by Wizard.
Cost 200 gold coins. Cost 150 gold coins.
May not be used by Wizard. May not be used by Wizard.
The Battle Axe allows you to The Hand Axe allows you to roll The Double Crossbow allows you
roll four combat dice in attack. You two combat dice in attack. You may to roll four combat dice in attack.
may not use a shield when using the also throw the Hand Axe but if You may not use the Double
Battle Axe you do so you lose it. Crossbow against an opponent who
Cost 400 gold coins. Cost 150 gold coins. is adjacent to you.
May not be used by Wizard. May not be used by Wizard. Cost 450 gold coins.
May not be used by Wizard.
WEAPON WEAPON WEAPON
The Crossbow allows you to roll The Crossbow Pistol allows you to The Composite Bow allows you to
three combat dice in attack. You roll one combat die in attack. The roll three combat dice in attack.
may not use the Crossbow against Crossbow Pistol can be used to You may not use the Composite
an opponent who is adjacent to you. attack diagonally. Bow against an opponent who is
Cost 350 gold coins. Cost 100 gold coins. adjacent to you.
May not be used by Wizard. Cost 350 gold coins.
May not be used by Wizard.
WEAPON WEAPON WEAPON
The Long Bow allows you to roll The Short Bow allows you to roll The Halberd allows you to roll
three combat dice in attack. You two combat dice in attack. You may three combat dice in attack. It can
may not use the Long Bow against not use the Short Bow against an be used to attack diagonally. You
an opponent who is adjacent to you. opponent who is adjacent to you. may not use a shield when using the
Cost 250 gold coins. Cost 150 gold coins. Halberd.
May not be used by Wizard. May not be used by Wizard. Cost 350 gold coins.
May not be used by Wizard.
WEAPON WEAPON WEAPON
Spear Dagger Avatar’s Staff
The Staff allows you to roll two Plate Armour allows you to roll
combat dice in attack. The Staff four combat dice in defence, BUT
maybe used to attack diagonally. you may only roll one die for Chain Mail Amour allows you to
Cost 100 gold coins. movement whilst wearing Plate roll three combat dice in defence.
Armour. Cost 450 gold coins.
Cost 850 gold coins. May not be used by Wizard.
May not be used by Wizard.
WEAPON ARMOUR ARMOUR
Ring Mail Armour allows you to Studded Leather Armour allows Leather Amour allows you to roll
roll two combat dice in defence. you to roll one extra combat die in one extra combat die in defence.
Cost 350 gold coins. defence. Cost 200 gold coins.
May not be used by Wizard. Cost 250 gold coins. May not be used by Wizard.
May not be used by Wizard.
ARMOUR ARMOUR ARMOUR
Large Shield Medium Shield Small Shield
The Paladin’s Helmet allows you The Helmet allows you one extra
two extra combat dice in defence. combat die in defence.
Cost 200 gold coins. Cost 120 gold coins. The Gauntlets gives you one extra
combat die in defence.
May not be used by Wizard. May not be used by Wizard.
Cost 250 gold coins.
May not be used by Wizard.
The Avatar’s Bracers allows you The Mage’s Bracers allows you to
The Cloak allows you one extra to roll one extra combat die in roll one extra combat die in defence.
combat die in defence. defence. Cost 200 gold coins.
Cost 350 gold coins. Cost 200 gold coins. May only be used by Mage.
May only be used by Wizard. May only be used by Avatar.
Quest Treasures
Anti-poison Quill The Quill restores any of the owner’s Body points lost by poisoning if used immediately. May only be
used once per Quest.
Arm Band of Healing The Arm Band restores two lost Body points once per Quest. If the wearer’s Body
points are reduced to zero, use immediately to restore two Body points.
Borin’s Armour Borin’s Armour allows you to roll four combat dice in defence.
Dust of Disappearance If the Dust is tossed on any Hero, it will allow that Hero to move past any monsters
encountered on his next turn. May only be used once per Quest.
Elixir of Life This small bottle of pearly liquid will bring a dead Hero back to life, restoring all of his Body and
Mind points. This potion can only be used once.
Emerald Bracelets Gives you the power that allows you to roll two combat dice in attack. You may attack
twice if you are fighting Goblins.
Falcon Shield The Shield gives you two extra combat dice in defence.
Fire Ring Protects the wearer from any two Chaos ‘Fire’ spells. The Ring disappears after the wearer has
been protected from the second ‘Fire’ spell.
Jewel of Korinne Allows you to increase your Body points by two as long as you have the Jewel in your
possession.
Kira Coronet The Kira Coronet allows you to cast three spells instead of one during your turn.
Magic Bracers These Enchanted Magic Bracers allows you to roll two extra combat die in defence.
Magical Throwing Dagger The Magical Throwing Dagger always inflicts one Body point of damage when
thrown at a monster a Hero can ‘see’. The monster can not defend this attack. Once the Dagger is thrown in
combat it returns to the owner. The Dagger can be used once per Quest.
Orcs Bane The sword, Orcs Bane allows you to roll two combat dice in attack. You may attack twice if you are
fighting Orcs.
Rabbit Boots Allows you to jump over one discovered trap per turn, roll anything but a black shield on one
combat die.
Ring of Return When invoked, this magical ring will return all Heroes that the ring wearer can ‘see’ to the
starting point of the quest. It can only be used once per Quest.
Silver Bird Shield The Shield gives you three extra combat dice in defence.
Spell Ring The Ring enables the Wizard or Elf to cast one spell two times (not simultaneously). At the
beginning of a Quest, the wearer of this ring must declare which of his spells he is storing in the Ring.
Spirit Blade Spirit Blade allows you to roll three combat dice in attack or four dice in attack against undead
creatures: Skeletons, Zombies and Mummies.
Talisman of Lore The Talisman allows you to increase your Mind points by two as long as you have the
Talisman in your possession.
Wand of Magic The Magical Wand allows the Elf or Wizard to cast two separate and different spells on his
turn instead of one single spell.
Wand of Recall The Wand of Recall allows you to cast two spells instead of one during your turn.
Wizard’s Cloak This magical cloak made of shimmery fabric is covered with mystical runes. It can be worn
only by the Wizard, giving him one extra combat die in defence.
Wizard’s Staff This long ancient Staff glows with a soft blue light. It can be used only by the Wizard, giving
him the attack strength of two combat dice and the ability to strike diagonally.
Xerox Ring This ring allows you to attack diagonally and move diagonally.
Anti-Poison Quill Armband of Healing Borin’s Armour
If the Dust is tossed on any Hero, it will This small bottle of pearly liquid will bring a Protects the wearer from any two Chaos
allow that Hero to move past any monsters dead Hero back to life, restoring all of his ‘Fire’ spells. The Ring disappears after the
encountered on his next turn. May only be Body and Mind points. This potion can only wearer has been protected from the second
used once per Quest. be used once. ‘Fire’ spell.
ARTIFACT ARTIFACT ARTIFACT
The Talisman allows you to increase your The Magical Wand allows the Elf or Wizard to
Mind points by two as long as you have the cast two separate and different spells on The Wand of Recall allows you to cast two
Talisman in your possession. his turn instead of one single spell. spells instead of one during your turn.
ARTIFACT ARTIFACT ARTIFACT
This ring allows you to attack diagonally and The Silver Bird Shield gives you three extra These Enchanted Magic Bracers allows you
move diagonally. combat dice in defence. to roll two extra combat die in defence.
ARTIFACT ARMOUR ARMOUR
Here are three special Quest Treasures that may be
useful to the heroes (and to yourself perhaps) if you wish
to let the heroes use them my bold Apprentice. But be
aware these Quest Treasures are not to be taken and or
given lightly, as they are very precious and dangerous; so
prepare well, think twice, act once.
You may have noticed that the Krysalis Blade is also listed as a Quest Treasure; please note that that Amazon and Barbarian can
use the Krysalis Blade as stated on the Quest Treasure Card. If the two Krysalis Blades are used in the same quest adventure, they
are of different properties, but both serve the same function against the Krysalis Orb and Medallion, even against each other
Krysalis Blade Krysalis Blade Krysalis Medallion
1 Have 5 extra Mind points.
2 Have 5 extra Body points.
3 Have 5 extra combat dice in attack.
4 have 5 extra combat dice in defence.
5 Attack twice if you are fighting Fimirs.
6 Attack twice if you are fighting Dwarves.
7 Defence against ‘Fire’ magic.
8 Immune against Pit traps.
9 Can move diagonally.
Krysalis Orb
ARTIFACT
There are five sets of spells associated with the Krysalis
Quest Treasures: ‘Twilight’, ‘Light’, ‘Dark’, ‘Grey’ and
‘Klear’. The ‘Twilight’ spells can also be used by the Cleric,
the ‘Light’ spells can be used by the Elf, and the ‘Grey’
spells can be used by the Paladin as separate sets for these
heroes to use. The ‘Dark’ and ‘Klear’ spells can only be
used if the Krysalis Orb and Medallion are used in a quest
adventure.
Krysalis Spells
Dark Spells
Black Mist The Enchanter can use this spell to summon up a Black mist Spirit who will attack any one
monster or hero and drain all of his/her mind point.
Death The Enchanter can use this spell to eliminate any one monster or hero.
Todgeist The Enchanter can use this spell to summon up the Dark Genie who will attack any one
monster or hero. (Throw 10 combat dice for attack)
Grey Spells
Ablegen When cast, the spellcaster forces another spellcaster to discard all of their unused
spells.
Frieven When cast, the spellcaster freezes everyone and/or everything in a room or
passageway; for one turn only. (This spell can be used once per 3 turns)
Verbiden When cast, it allows all of your mind and body points to be combined for your attack or
defence. (Deduct 1 mind and body point after use)
Klear Spells
Esrever The spellcaster can use this spell to reverse the ‘Stein’ Spell from the ‘Light’ Spell of the
Krysalis Orb.
Golem The spellcaster can summon up the Krysalis Golem who will fight for you for 2 turns only,
then disappear. (Use Mummy figure) Move: 6, Attack: 5, Defend: 5, Mind: 5, Body: 5
Invisavision The spellcaster can use this spell to see anyone or anything that is invisible including the
‘Invisibility’ Spell from the ‘Light’ Spell of the Krysalis Orb.
Light Spells
Invisibility The Enchanter can use this spell to make him or herself invisible, as well as a monster or
hero.
Shieldforce The Enchanter can use this spell to surround him/herself with a force field that can not be
penetrated by any spell or physical attack, and can also be cast on a monster or hero.
Stein The Enchanter can use this spell to turn anyone monster or hero into stone.
Twilight Spells
All Binding The Enchanter can use all the remaining or selected spells at once.
Rejuvenation The Enchanter can use this spell to replenish both his/her mind and body points by one, as
well as a monster’s and hero’s mind and body points.
Zwein The Enchanter can use the same spell twice.
All spells naturally can only be used once per Quest; except the Grey Spell ‘Frieven’.
Black Mist Death Todgeist
The Enchanter can use this The Enchanter can use this The Enchanter can use this
spell to summon up a Black spell to eliminate any one spell to summon up the
Mist Spirit who will attack monster or hero. Dark Genie who can attack
any one monster or hero and any monster or hero. And
drain all of their Mind then disappear. (Throw 10
points. combat dice for attack)
Move: 6 Squares
Attack: 5 Dice
Defend: 5 Dice
Mind: 5 Points
Body: 5 Points
Invisavision Invisavision Invisibility
The spellcaster can use this The spellcaster can use this The Enchanter can use this
spell to see anyone or spell to see anyone or spell to make him/herself
anything that is invisible anything that is invisible; invisible, as well as a
including the ‘Invisibility’ for two turns only. monster or hero.
spell from the ‘Light’ spell of
the Krysalis Orb.
Rejuvenation Zwein
The Enchanter can use this The Enchanter can use the The Enchanter can use the
spell to replenish both same spell twice. same spell twice.
his/her mind and body points
by one, as well as a
monster’s and a hero’s mind
and body points.
To help you my fair Apprentice to understand the effects
of potions and vials I have given you this list. Study it well
and remember; it is important to know so you can help the
poor heroes achieve their goal. Be merciful-to a point. But
don’t abuse your generosity, understand?
Alchemy Pore the contents of this potion onto an item of equipment; it will then turn to gold worth 100 gold
coins. That equipment card is then lost, discarded.
Attus-Dulbane This potion gives the hero 1 extra combat die in attack and defence.
Battle Rage This potion allows the drinker to make 2 attacks each round. The effect lasts until there are no
enemies within line-of sight.
Battle Skill This potion allows one re-roll of 1 combat die, when engaged in combat.
Berserker’s-Brew The hero can attack twice by rolling 4 extra combat dice in attack; however the brew
greatly exhausts the hero who loses 2 body points to reflect this.
Chaos Resistance After the hero drinks this potion, he/she is immune to the effects of the next Chaos Spell
cast on him/her.
Charm Drink this entire potion between quests when you want to hire Men-at-Arms and you will then be able to
hire up to three Men-at-Arms for 25 gold coins less than normal for each.
Command When this potion is thrown at any monster, it will cause that monster to betray its allies and come
over to your side for 2 turns. Does not affect the Elite Guard.
Decimation When this potion is thrown at a Chaos Warrior or a Gargoyle, it will kill that monster completely.
Defence This potion allows the hero to roll 2 extra dice in defence.
Dexterity This potion allows the drinker to jump 1 pit trap successfully without recourse to a die roll, or to
add 5 to their movement points for 1 turn.
Disguise Once per quest adventure, the hero can take the appearance of any monster. They will not be
attacked by any monster or spell. The disguise disappears once the hero attacks any monster, casts a spell,
searches for treasure and traps and disarms traps.
Potion Description
Dragon’s Wing This potion if drunk, will teleport the hero back to any explored room. The hero is allowed to
place him/herself on any tile in that room; however, if the hero is placed on a trap tile, he/she must suffer the
damage caused. Monsters must not be in the target room; using this potion counts as an action.
Elixir Capsule Heals all lost mind and body points of the hero to their starting numbers.
Elixir of Life The liquid within this bottle will bring a dead hero back to life, restoring all of his mind and body
points.
Fire Resistance If you drink this potion you will be completely unharmed by the next magical ‘Fire’ attack to
hit you, be it spell or a ‘Fireburst’ trap. Potion wears off after a ‘Fire’ attack has been resisted.
Flash Powder When thrown to the ground, two chemicals react violently to produce a blinding flash! Blinds
all opponents for one turn. They cannot move, attack or cast spells. May only be used as a means to escape–not
with an attack.
Giants This potion gives the hero 3 extra combat dice in attack and defence for one turn.
Greek Fire Greek Fire can be thrown at a target up to 4 squares away; and does 5 combat dice worth of
damage. The square stays alight for 3 turns before it goes out.
Healing You may drink the Healing potion at any time. It will restore up to four lost body points.
Heroic Brew The potion may be taken just before you are about to attack. Any player who drinks the potion
will be able to make two attacks instead of one, for one turn only.
Holy Water The water in this potion has been blessed; it can be thrown at any Undead monster in your line-
of-sight and will do 1D4 body points of damage. There is no defence die roll. The Elite Guard are immune to Holy
Water.
Immunity When this potion is drunk, no hero or monster may hurt you physically or spell wise for 2 turns.
Invisibility Turns the hero invisible for 1D6 turns, the hero cannot be attacked or targeted by magic, if the
hero makes an attack or casts a spell, he/she becomes visible again.
Magic Resistance The hero can drink this potion when a spell is cast on you; the hero ignores the effects of
that spell for 1 turn.
Magical Aptitude If a spellcaster drinks this potion at the beginning of his/her turn, that spellcaster will
then be able to cast 2 spells in that turn instead of 1.
Major Restoration This potion restores 3 Mind and 3 Body points.
Mana Any spellcaster may cast one extra spell of his/her choice.
Mana-Fold A hero’s body points are doubled for one turn.
Mind You may drink the Mind potion at any time. It will restore up to four lost mind points.
Minor Restoration When this potion is drunk it restores 1 body and 1 mind point.
Potion Description
Paladin’s Lyte This potion will permit a hero to roll with 5 combat dice the next time the hero attacks a
monster.
Poisoned Blade This potion is used to coat a sword, axe or arrow. The first monster hit by these weapons
looses 1 extra body point in damage due to the poison. This potion allows the drinker to recover 1 cast spell.
Rejuvenation This potion heals 1D6 worth of body points up to their starting number.
Recall This potion allows the drinker to recover 1 cast spell
Resilience Vial The vial of Resilience may be taken at any time. You may then roll two extra combat dice in
defence when you next defend.
Revealing For one turn, any hero can mentally “see” the contents of any adjacent room. If not a spellcaster,
the hero loses 1 mind point due to the mental strain of the vision.
Speed When this potion is drunk, the hero no longer rolls dice for movement. Movement is always 12. This effect
lasts until the hero takes 1 or more points in damage.
Strength This potion ensures that all damage dealt this turn is doubled; damage is before defence dice are
rolled.
Venom Antidote This potion will heal up to 2 body points of poison damage.
Vision The hero automatically searches for secret doors and traps without needing to spend an action doing
so. This effect lasts until the hero takes 1 or more points in damage.
It’s not enough that the heroes have to purchase weapons
to defeat me; now they can buy potions and vials too. No
matter, I will make sure my minions will do whatever it
takes so that these heroes use up these potions and vials
before they can really put them to good use.
1
Heals up to 4 body points.
2
Heals up to 4 mind points.
3
Heals all mind and body points that the hero lost, to their starting numbers.
???: The Evil Wizard can set any price for the purchase of Monbeast Vials within reason, players may ask to purchase them, but the
Evil Wizard has the right to refuse-his word is final.
The price of the potions and vials named below will vary
according to the quests that you, my fair Apprentice will
set when preparing a quest adventure for the heroes to
play in. This cost sheet here is provided to write down the
current price of the potions for the heroes to purchase in
between quests.
Pore the contents of this potion This potion gives the hero 1 extra This potion allows the drinker to
onto an item of equipment; it will combat die in attack and defence. make 2 attacks each round. The
then turn to gold worth 100 gold effect lasts until there are no
coins. That equipment card is then enemies within line-of sight.
lost, discarded.
This potion allows one re-roll of 1 The hero can attack twice by After the hero drinks this potion,
combat die, when engaged in rolling 4 extra combat dice in he/she is immune to the effects of
combat. attack; however the brew greatly the next Chaos Spell cast on
exhausts the hero who loses 2 him/her.
body points to reflect this.
Drink this entire potion between When this potion is thrown at any When this potion is thrown at a
quests when you want to hire Men- monster, it will cause that monster Chaos Warrior or a Gargoyle, it will
at-Arms and you will then be able to betray its allies and come over kill that monster completely.
to hire up to three Men-at-Arms to your side for 2 turns. Does not
for 25 gold coins less than normal affect the Elite Guard.
for each.
This potion allows the hero to roll 2 This potion allows the drinker to Once per quest adventure, the
extra dice in defence. jump 1 pit trap successfully without hero can take the appearance of
recourse to a die roll, or to add 5 any monster. They will not be
to their movement points for 1 attacked by any monster or spell.
turn. The disguise disappears once the
hero attacks any monster, casts a
spell, searches for treasure and
traps and disarms traps.
This potion if drunk, will teleport Heals all lost mind and body points The liquid within this bottle will
the hero back to any explored of the hero to their starting bring a dead hero back to life,
room. The hero is allowed to place numbers. restoring all of his mind and body
him/herself on any tile in that points.
room; however, if the hero is
placed on a trap tile, he/she must
suffer the damage caused.
Monsters must not be in the target
room; using this potion counts as
an action.
POTION POTION POTION
If you drink this potion you will be When thrown to the ground, two This potion gives the hero 3 extra
completely unharmed by the next chemicals react violently to combat dice in attack and defence
magical ‘Fire’ attack to hit you, be produce a blinding flash! Blinds all for one turn.
it spell or a ‘Fireburst’ trap. Potion opponents for one turn. They
wears off after a ‘Fire’ attack has cannot move, attack or cast spells.
been resisted. May only be used as a means to
escape–not with an attack.
Greek Fire can be thrown at a You may drink the Healing potion at The potion may be taken just
target up to 4 squares away; and any time. It will restore up to four before you are about to attack. Any
does 5 combat dice worth of lost body points. player who drinks the potion will be
damage. The square stays alight able to make two attacks instead of
for 3 turns before it goes out. one, for one turn only.
The water in this potion has been When this potion is drunk, no hero Turns the hero invisible for 1D6
blessed; it can be thrown at any or monster may hurt you turns, the hero cannot be attacked
Undead monster in your line-of- physically or spell wise for 2 turns. or targeted by magic, if the hero
sight and will do 1D4 body points of makes an attack or casts a spell,
damage. There is no defence die he/she becomes visible again.
roll. The Elite Guard are immune to
Holy Water.
The hero can drink this potion If a spellcaster drinks this potion This potion restores 3 Mind and 3
when a spell is cast on you; the at the beginning of his/her turn, Body points.
hero ignores the effects of that that spellcaster will then be able to
spell for 1 turn. cast 2 spells in that turn instead of
1.
Any spellcaster may cast one extra A hero’s body points are doubled You may drink the Mind potion at
spell of his/her choice. for one turn. any time. It will restore up to four
lost mind points.
When this potion is drunk it This potion will permit a hero to This potion is used to coat a sword,
restores 1 body and 1 mind point. roll with 5 combat dice the next axe or arrow. The first monster hit
time the hero attacks a monster. by these weapons looses 1 extra
body point in damage due to the
poison.
This potion allows the drinker to This potion heals 1D6 worth of body The vial of Resilience may be taken
recover 1 cast spell. points up to their starting number. at any time. You may then roll two
extra combat dice in defence when
you next defend.
For one turn, any hero can When this potion is drunk, the hero This potion ensures that all
mentally “see” the contents of any no longer rolls dice for movement. damage dealt this turn is doubled;
adjacent room. If not a spellcaster, Movement is always 12. This effect damage is before defence dice are
the hero loses 1 mind point due to lasts until the hero takes 1 or more rolled.
the mental strain of the vision. points in damage.
This potion will cure any poison but The hero automatically searches
will not restore any lost mind and for secret doors and traps without
body points already lost. needing to spend an action doing
so. This effect lasts until the hero
takes 1 or more points in damage.
The effects of the door trap only happen to the first hero who tries to
open it, unless otherwise stated.
Door Traps
R ol l Door Trap
1 Death Doors.
4 Wood Golem.
11 Swinging Blade.
14 Pit of Darkness.
15 Screaming Door.
18 Chaos Void.
19 Elemental Door.
20 Magic.
Roll a 1D20 to find out which Door Trap has been found.
Door Trap Descriptions
Chaos Void – The door instantly transports the hero who has discovered the void of chaos; the hero
disappears and stays in the void for 2 turns. The hero is unharmed in the void but he/she is removed from game
play during this time. When he/she reappears the Evil Wizard can place him/her anywhere he chooses within 3
squares on the other side of the door from his/her previous position.
Chaotic Gas – A cloud of reddish gas is expelled from the door; the hero who set this off will be at the centre
of this cloud. Anyone in the adjacent squares, including diagonals will be affected also. Heroes caught in the
affected area must roll a 1D12 if this number is equal to or less than their current mind points the gas has no
effect. Those in adjacent squares must add 1 from the die roll; those on diagonal squares add 2 from their die
roll.
8 Nausea The hero suffers bouts of vomiting and dizziness; the hero loses 1 mind
point and 1 combat die in attack and defence for 2 turns.
9 Madness The hero loses control of his/her mind for 2 turns; the Evil Wizard takes
control of the hero and uses him/her as he sees fit.
10 Strong Poison The hero loses 2 body points.
12 Deadly Poison The hero must take a healing potion immediately or he/she dies.
If the gas affects anyone roll a 1D12 on the following table above.
Death Doors – These doors are magically see-through doorways that emit different translucent colours.
Some doors represent life, while others represent death. The hero must walk through the doorway first to see if
he/she lives or dies. Roll a 1D6, 1 death; the hero dies, 2-6 life; the hero lives.
Doorknobs of Doom – The door attacks by firing solid iron doorknobs at the heroes up to 4 squares away,
including diagonals. The door is rendered useless when a hero uses a tool kit to disarm it.
S qu a r e s Damage
0 4 body points.
1 3 body points.
4 1 body point.
Door Swings – When the door is opened it immediately flies right back into the face of the hero who opened it,
causing 1 body point of damage. The door will continue to hit any hero who goes through it causing 1 body point of
damage until the Cleric renders it useless by closing the door then opening it again.
Elemental Door – An Elemental is a magical creature that has made its home within the actual door, it will not
let any hero through unless it is dispelled or given payment. If a hero has no spells the Elemental will accept 1
piece of any hero’s equipment or if no equipment 50 gold coins. If the Elemental is attacked all mind, spells,
money and equipment are doubled. To dispel the Door Elemental the spell caster surrenders any 2 spells of
his/her choice. See Elemental Door Table.
Lightning Bolt – The door discharges powerful bolts of lightning into the hero who set off this trap. Roll 5
combat dice for damage, 10 if the hero is wearing any metal armour.
Magical Lock – This door is magically sealed and cannot be opened by normal means; only the Cleric can open
this door or a Dwarf with a tool kit on a roll of a 1 using a 1D6.
Magic – This door has been enchanted by magic. The hero who set off this trap and those adjacent to him/her
including diagonally are affected. See Magic Spell Table.
Pit of Darkness – The hero who sets off this trap falls down a dark foreboding pit and loses 1 body point in the
process. This pit is occupied by several hellish creatures, which the hero must fight off before climbing out next
turn. See Pit of Darkness Table.
Screaming Door – The door utters a piercing shriek when it is opened. The Evil Wizard should immediately
place a wandering monster or monsters anywhere within the hero’s line-of-sight, as far away as possible, which
will then rush and attack the heroes. If there are monsters inside the room when the door is opened they will
attack too. Do not place wandering monster inside the room they must be placed outside in the passageway.
Swinging Blade – A blade sweeps down on the hero who activated this trap, causing 3 body points of damage.
The blade keeps on swinging back and forth across the doorway until the Dwarf disarms it.
Wood Golem – The door turns into a wood Golem and attacks the hero who awakened him. It will not move but
it will protect the entrance to the room or passageway. It will not let any hero go through until it is killed. The
Wood Golem is immune to all ‘Fire Spells’ and any throwing, missile weapons. It has 4 combat dice in attack and 5
in defence, and has 2 mind points and 8 body points.
Roll a 1D10 on the above table to find out what kind of ‘Door Elemental’ it is.
3 Warp Spell The next spell you cast against a monster or hero will turn back on
itself and affect the caster. If it is a good spell minus the effects, if it
is an evil spell double the effects.
4 Body Lock The hero cannot move, attack, defend, cast or receive spells for 3
turns.
5 Door Genie A Genie will appear and attack the hero with 7 combat dice, and then
it will disappear.
6 Mind Bolt Lose 1 mind point.
Roll a 1D12 on the table above to see which creature occupies the pit, then roll a 1D6 to see how many there are in it.
Talking about traps, herewith are some common traps that
you my scheming Apprentice may use to your hearts
content; but don’t over do it. My personal favourite is the
Falling Block; I just love the sound of crushed bone.
Traps
Type Description
Spear Any hero who triggers a spear trap will lose 1 body point if he rolls a skull on a combat die.
The spear trap will only affect the first hero to enter the square; subsequent heroes who
move through this square will be unaffected.
Pit The pit remains on the board as an obstacle; any hero who stumbles into a pit trap will
automatically lose 1 body point. Characters in a pit may attack and defend, but roll 1 less
die than normal. They may not search whilst in the pit. The hero may move normally next
turn.
Falling Block When a hero moves through a square containing a falling block symbol, a block will fall. It
will land into the adjacent square marked with the arrow on the quest map’ blocking the
way. Any hero or monster in the square into which the block falls must roll 3 combat dice.
The victim must lose 1 body point for each skull rolled, and then move to an adjacent
unoccupied square. If the victim cannot move to an adjacent square, he/she is eliminated.
Swinging Blade The trap is tripped when a hero lands on a space marked with a black blade symbol. The
blade swings down attacking any hero in any one of the three spaces marked with a white
or black blade symbol. These heroes will be attacked with 2 combat dice, which they may
defend against normally. Any hero with a tool kit may attempt to disarm a swinging blade
trap when found by searching. To do this they must roll any shield, using only 1 combat die.
If they roll a skull, they will set off the trap. The Dwarf may disarm a swinging blade trap
automatically once it has been discovered.
Pit of Darkness Follow the same instructions as the pit trap but with these exceptions. If a hero crossing a
pit of darkness space rolls a skull he/she will fall down 30 ft onto a hard floor. If the hero
is wearing any armour extra damage may result; those wearing leather lose 1 body point,
those wearing chain mail or Lederin’s leather lose 2 body points, those wearing plate
armour lose 3 body points, those wearing Borin’s armour lose 4 body points. The hero can
climb out of the pit next turn. These pits cannot be disarmed or removed, but the heroes
can jump over them.
Spring Blade A trip wire causes a blade to swing across a corridor from the side of the wall when a
hero steps on the spring blade symbol. It will do 2 body points of damage unless the hero
can immediately roll a white shield on 1 combat die. The Dwarf may disarm the spring blade
trap automatically once it has been discovered or use a tool kit.
Pit of Spikes This is a pit filled with sharp spikes on its floor. This is the same as a pit trap but with
these exceptions. When a hero falls in he/she takes a 1D6 points of damage, with he/she is
wearing any chain mail, plate or Borin’s armour deduct 2 body points of damage. The hero
can climb out of the pit next turn. These pits cannot be disarmed or removed, but the
heroes can jump over them.
Another surprise you could give the heroes my cunning
Apprentice are mystery potions and scrolls when they are
searching for treasure. Never let it be said that I don’t
show my gratitude by not giving gifts to those who are
worthy…of death.
Potion Table
Roll Potion Description
1 Stone The hero turns into a stone statue1 for 2 turns and can do nothing
else.
2 Silence Become speechless for 2 turns, the hero cannot ask the Evil
Wizard or fellow heroes any questions.
3 Weakness Minus 1 combat die in your next defence.
6/7 The Unknown This flask is empty; you look pretty stupid drinking nothing.
11 Keltan For the next 2 turns, if a monster or hero attacks you, you may
defend twice.
12 Deflection The hero does not lose any mind and body points when walking
into traps for the next 2 turns.
Please Note: Roll a D12 to find out what they are and what Potions do; when a hero drinks a Potion.
Potions must be drunk first and take effect immediately and Potions cannot be drunk in-between quests. Potions
that are found but not drunk can be saved for later use to be identified by the Evil Wizard in-between quests for
50 Gold coins. If it is a ‘cursed’ Potion there is no penalty.
1
While the hero is a stone statue he is not affected by any spells and/or attacks of any kind.
Scroll Table
Roll Scroll Description
1 Morcar The Evil Wizard controls the hero for 2 turns.
2 The Undead Become Undead1, the Evil Wizard controls the hero for 2 turns.
4 Deep Sleep The hero falls into a deep sleep for 2 turns, if attacked, minus 1
combat die in defence.
7 The Unknown This scroll has been here for so long that it crumbles to dust as
you unfurl it.
9 Vision You may look at the top treasure card from the deck at any time,
but only once.
11 Alchemy You may turn any object into 50 coins worth of gold, but only
once.
12 The Golem Give the Klear Spell of the Golem to the hero.
Please Note: Roll a D12 to find out which Scroll has been found.
Scrolls can be read first to find out what they are; they can not be used in-between quests. The Scrolls can be
saved for later use, if the Scroll is a ‘cursed’ Scroll it takes effect immediately.
The ‘Luck’ Scroll is a cursed Scroll.
Special Note: If the Evil Wizard wishes Scrolls that are found but not read, can be saved for later use to be
identified by the Evil Wizard in-between quests for 50 Gold coins. If it is a ‘cursed’ Scroll there is no penalty.
1
The Evil Wizard chooses which Undead monster a hero becomes.
2
If there is more than 1 hero to give the gold too, the Evil Wizard chooses who gets to be rich.
Min-Dor Hercules Defiance
Gain 1 mind point. Gain 1 body point. Add 1 combat die in your next
defence.
For the next 2 turns, if a The hero does not lose any This is a Mystery Potion; if you
monster or hero attacks you, mind and body points when wish to know what this potion is
you may defend twice. walking into traps for the ask the Evil Wizard by paying 50
next 2 turns. gold coins in-between quests.
You may turn any object Add 1 combat die in your Summon a Golem; the
into 50 coins worth of next attack. Evil Wizard must give
gold, but only once. the ‘Klear’ spell of the
Golem to the hero.
Reuse 1 discarded spell You may look at the top This is a Mystery Scroll; if
of your choice. treasure card from the you wish to know what this
deck at any time, but scroll is ask the Evil
only once. Wizard by paying 50 gold
coins in-between quests.
SCROLL SCROLL SCROLL
Magical Darkness
When a hero opens a door or steps through a secret door in a room that contains the
Magical Darkness; he/she will be immediately sucked into that room.
Any hero wishing to pass the Magical Darkness room must roll a white shield on 1
combat die, to walk safely across or be sucked in as well.
Magical Darkness is a force that is very strong and its effects last for 1 quest level;
taking potions and/or using spells will not restore/cancel its power.
To exit the room where the Magical Darkness resides the hero must roll a white shield to
escape, or roll again on the table to see what else he/she has to give up until next turn.
Table 1 is for the heroes Amazon, Barbarian, Dwarf, Elven Archer and the Ranger.
Table 2 is for the heroes Cleric, Elf, Mage, Paladin, Wizard and the Avatar.
Use a 1D12 on both tables to determine the outcome of what is lost from the heroes.
Table 2
Roll Effect
1 Lose 3 spells6.
2 Lose 2 spells.
3 Lose 1 spell and 1 equipment1. (weapon)
4 Lose 3 body points.
5 Lose 2 body points.
6 Lose 1 body point and 1 equipment2 . (weapon)
7 Lose 3 attack dice.
8 Lose 2 defence dice.
9 Lose 1 defence die and 1 equipment3. (weapon)
10 Lose 3 mind points.
11 Lose 2 mind points.
12 Lose 1 mind point and 1 equipment4. (weapon)
1
If the hero has no equipment lose 100 gold coins.
2
As above but lose 200 gold coins.
3
As above but lose 300 gold coins.
4
As above but lose 400 gold coins.
5
As above but lose 500 gold coins.
6
Evil Wizard’s choice.
There can never be too much of a bad thing when you’re up
against the forces of good my dutiful Apprentice.
R ol l Monster
1 Mummy
2 Ghoul
3-4 Zombie
5-6 Skeleton
Weakness – All the heroes who enter the zone lose 1 body point.
Roll Character/Monster
1 Roll Again or choose your own Special Character
2 Captain Skulmar
3 Bellthor the Gargoyle
4 Kessandria the witch Queen
5 Petrokk the Chaos Sorcerer
6 Balur the Fire Mage
7 Nexael the Chaos Sorcerer
8 Xenloth the Chaos Mage
9 Festral the Chaos Sorcerer
10 The Witchlord
Gemm Stones
Heals up to 2 Body points. Heals up to 2 Mind points. Brings back to life a monster or
hero who has just died, to full mind
and body points.
May move diagonally. May move up to than extra 4 May move a monster or hero up to
squares per turn. 6 squares in any direction, but not
diagonally.
Teleport up to any number of Negate 1 spell just cast during Reverse 1 spell just cast back to
squares away from your present anyone’s turn, including yours. the original caster during anyone’s
position. (roll 3D6 for movement) turn, even yours.
May control a Goblin for 2 turns. May control a Hobgoblin for 1 turn. Put to sleep an Elite Guard for 1
turn.
Create a tempest, which envelops Increase your possession of gold Cancels out the effects of any
a monster or hero; thus missing by 1D20 worth of coins. Gemm Stone cast during the last
their next 2 turns. turn.
Zircon
Chaos Sorcerers and Mind Mages may only cast one spell a turn. A spell can be cast at
any character to which the Chaos Sorcerer has a clear line of sight. A Chaos Sorcerer and
or a Mind Mage who casts a spell may also move but may not engage in hand to hand
combat in that turn. If a Chaos Sorcerer and or a Mind Mage casts a spell and is killed,
that spell stops working at once.
If a character has the Talisman of Lore, he receives an extra two Mind points. These
Mind points count towards that character’s Mind control total, as long as that character
has the Talisman.
You maybe familiar with the Elemental Spells, but there are certain guilds that practice
just one area of magic that their mentality can handle. That is to say Mages; there are
different types of Mages: Earth, Air, Fire, Water and even a Byndor Mage plus a
Mind Mage at that.
An Elemental (Earth, Air, Fire and Water) Mage practices just one of the Elements
and knows all the spells there is to know. When using these Mages in quests choose 6
first level Elemental spells, or you may choose 6 other spells from the other levels if you
want a harder quest adventure. You can have a mix from different levels with a minimum
of 2 spells from any level.
A Byndor Mage knows the magical arts of two Elements. When using this Mage in
quests choose 3 first level Elemental spells from 2 Elements, or you may choose 3 other
spells from the other levels if you want a harder quest adventure.
While a Mind Mage concentrates on the spells associated with the mind; and herewith are
the descriptions of the various Mind spells that could be handy if you decide to use a Chaos
Mind Mage.
Mind Spells
Dominate
This spell allows a Chaos Sorcerer and or the Mind Mage to take control of a hero for a turn. The Chaos Sorcerer
or the Mind Mage must attack his target by rolling a number of combat dice equal to his Mind points while the
defender does the same to defend himself. The Chaos Sorcerer or the Mind Mage must score at least two skulls
in his Mind Attack. If he is successful, the Chaos Sorcerer or the Mind Mage places a Dominate token on the
character’s board and may move that character immediately. He may move, cast spells and fight with the
character as normal and may attack the other players with him. A character is only Dominated for the duration
of the Chaos Sorcerer’s or the Mind Mage’s turn. If the attack is unsuccessful, nothing happens.
Mind Blast
This spell allows a Chaos Sorcerer or the Mind Mage to inflict Mind point damage on another character without
having to be next to him or physically attacking him. A Chaos Sorcerer or the Mind Mage with this spell receives
the number of Mind Blast tokens specified in the Quest. Each time he attacks, he must discard one of the tokens.
He may only use as many Mind Blasts as he has tokens.
To attack with a Mind Blast, both characters roll a number of combat dice equal to their Mind point score and add
up the number of skulls they have. The one with most skulls, be it attacker or defender, then inflicts Mind point
damage on his opponent equal to the number of skulls he has in excess of his opponent’s score. If both scores
are equal, neither character inflicts any damage. If a character or a monster loses all his Mind points as a result
of a Mind Blast, he is knocked unconscious and remains out of play for the rest of that Quest. Mind points are
recovered between Quests in the same way as Body points.
Mind Bolt
The Chaos Sorcerer and or the Mind Mage casts a bolt of pure dark energy upon any one hero. Mid Bolt causes
the hero to lose consciousness; the hero rolls as many combat dice as he has Mind points. For every skull rolled
the hero loses that many turns. While unconscious the hero can not move, attack or defend, but he can be
attacked with possible fatal results.
Mind Freeze
This spell ravages the mind of any hero. The hero rolls 1 combat die for every Mind point he possessed before the
attack. If one or more white shields are rolled, the hero has Mind point left. If no white shields are rolled, the
hero has been reduced to zero Mind points and goes into “shock”
(see Mind Points below)
Mind Fright
The Chaos Sorcerer and or the Mind Mage can cast this spell on any one hero to become so fearful that his
attacks are reduced to 1combat die. The spell can be broken by the hero on a future turn by rolling 1 red die for
each of his Mind points. If a 6 is rolled, the spell is broken.
Mind Lock
This spell allows a servant of Chaos to freeze a hero’s mind and prevent him from taking any action. The Chaos
Sorcerer or the Mind Mage makes a Mind Attack against his target by rolling a number of combat dice equal to
his Mind points. His target defends with as many combat dice as he has Mind points. The defender is frozen for
one turn for each skull scored by the attacker. If no skulls are scored against the target, the spell has no effect.
A Mind Locked character places one Mind Lock token on his character board for each turn he is affected,
removing one on each of his turns. Having removed a token, a frozen character may attempt to break the Chaos
Sorcerer’s or the Mind Mage’s hold by rolling one combat die for each Mind point. If he manages to roll three
skulls or more, he may remove all remaining Mind Lock tokens on his character board. A frozen character may
not move, attack or perform any other action, but he may defend against other attacks using only 1 defence die.
Mind Madness
The Chaos Sorcerer and or the Mind Mage casts a psychic beam to any hero and may immediately move that
hero their normal movement distance, (squares) or the total number rolled on a 2D6. The hero misses his next
turn while they recover their senses from the psychic beam.
Mind Sleep
The Chaos Sorcerer and or the Mind Mage can cast this spell on any one hero who falls asleep immediately; and
stays asleep until the hero can roll a 6 on 1 red die or until the Chaos Sorcerer and or the Mind Mage are no
longer present (in a room or passage) or killed, in which case the spell is broken. The hero can not defend
against a monster’s attack while asleep and thus may die.
Mind Points
When a hero reaches zero Mind points, he is not dead but in “shock”. (A hero can not go below zero Mind points)
He rolls only 1 red die to move, attacks with only 1 combat die, and defends with only 2 combat dice. (Armour,
weapons and most quest treasures and artefacts do not increase the attack of defend dice when a hero is in
shock) The hero’s attack and defend dice can be temporarily increased by some spells.
The extra Mind points gained from certain artefacts (such as the Talisman of Lore), can be lost in battle. For
example, a Barbarian with the Talisman of Lore (for a total of 3 Mind points) goes into shock after he
accumulates 3 Mind points of damage.
In this and other quests, it is important to keep track of heroes’ current Mind points. Perhaps somewhere on a
character sheet to record Mind point damage.
Elven Background
The Elven race are a mystery to me; there are many different types of Elves–Desert
Elves, Forest Elves, Mountain Elves, Sea Elves, there could be more but as yet my
information is limited, but the Four I like are the Chaos Elves, Dark Elves, Blood Elf
Mages and Dark Elf Druids.
There are four types of Elves that practice the chaotic arts of dark magic, the Chaos Elf,
Dark Elf, Blood Elf Mage and to a lesser extent the Dark Elf Druid. These four
groups would be suitable to employ against the forces of Mentor and his like.
The Chaos Elf can only cast level 1 Chaos spells; if he is to be used choose 6 first level
Chaos spells. But you are allowed to choose level 2 spells as well if the heroquest
adventure you wish to create is harder for the heroes to participate in. You can even mix
levels 1 and 2 together, if this is the case three spells from each level is advised; or you
may go for any combination totalling no more than 6 spells.
The Dark Elf however is different; he uses his own spells, regardless of the level of
difficulty. But again my crafty Apprentice you can add level 3 Chaos spells if things
become predictable. Therefore you can choose four level 3 Chaos spells and 4 Dark Elf
spells to make a different deck of spells that total eight. Remember, you may go for any
combination totalling no more than 8 spells if you wish just to make things interesting. The
choice is yours.
The Blood Elf Mages are a group of spellcasters dedicated to Elemental Fire magic and
are recognized by their red coloured garments. The Blood Elves can cast levels 1, 2 and 3
in Elemental Fire magic. You my calculating Apprentice must choose 8 spells from any
level in any combination you wish; the only limitation, there must be at least 1 spell
minimum representing any one Elemental Fire level.
The Dark Elf Druid is a priest with powerful religious overtones and very dangerous. If
a Dark Elf Druid is present in a group; that group receives a plus 1 in defence and attack
until the Druid is killed.
Dark Elf Spells
Chillwind
When this spell is cast the Dark Elf unleashes a freezing wind against his enemy. Chillwind is a magic missile with
a range of up to 10 squares (including diagonally) and causes variable Body point damage depending on how
close the victim is.
1-2 squares: Lose 5 Body points
3-4 squares: Lose 4 Body points
5-6 squares: Lose 3 Body points
7-8 squares: Lose 2 Body points
9-10 squares: Lose 1 Body point
Flashback
By casting this spell, the Dark Elf or any hero or monster the Dark Elf chooses can replay his entire turn. All
results of the Dark Elf, hero or monster’s first turn are cancelled. You can cast this after the Dark Elf, any hero
or monster’s turn. Casting this spell does not count as your action for the turn.
Hypnotic Blaze
When this spell is cast, an illusion of a huge, animated flame appears. Every figure in the room or corridor
(except for the Dark Elf) must roll 1 red die. A figure that rolls equal to or less than it’s Mind points is unaffected
by the illusion. Rolling a number greater than its Mind points means that the figure is paralysed for 3 turns –
unable to move, attack, or defend.
Mind Bolt
The Dark Elf casts a bolt of pure dark energy upon any one hero. Mind Bolt causes the hero to lose
consciousness; the hero rolls as many combat dice as he has Mind points. For every skull rolled the hero loses
that many turns. While unconscious the hero can not move, attack or defend, but can be attacked with possible
fatal results.
Mirror Magic
When cast by the Dark Elf during a Hero’s turn. This will enable the Dark Elf to reflect any hero’s spell back to
him. Mirror Magic is cast immediately after the hero casts a spell at the Dark Elf. The hero then suffers the
effect of the spell that was intended for the Dark Elf.
S l ow
This spell reduces any one hero’s movement to 1 square per turn. The hero also rolls 1 less combat die when he
attacks or defends. The hero’s movement and combat dice cannot be less than one. These effects last until the
hero is killed or is out of sight of the Dark Elf.
S o o th e
This spell maybe cast on any one hero or monster (including the Dark Elf) and can restore up to 3 lost Body
points.
Summon Wolves
This spell when cast, conjures up a number of Giant Wolves to help attack the Dark Elf’s enemies. (Place the Giant
Wolves adjacent to the Dark Elf) To see how many Giant Wolves materialize, roll 1D6 and check the results below:
This spell is then discarded.
1 or 2 = 1 Giant Wolf
3 - 5 = 2 Giant Wolves
6 = 3 Giant Wolves
Timestop
This spell may be cast on the Dark Elf, or on any one monster the Dark Elf chooses. It temporarily stops time for
everyone else on the gameboard, enabling the Dark Elf or monster to take another turn immediately after their
current turn.
Chains of Darkness
You may cast this spell on any hero or monster. The victim may not move or attack until the beginning of the
Dark Elf Druid’s next turn. Although the victim may defend or cast spells.
Clairvoyance
You may ask the Evil Wizard player to remove the contents of one room (Evil Wizard’s choice) anywhere on the
board at once; as long as it does not enable the heroes to finish the quest.
Cloak of Shadows
You may summon up a patch of darkness and place a Cloak of Shadows tile on the gameboard. Anyone in the
shadows may not attack, be attacked or cast spells while they are there. This piece may not be moved and lasts
until the end of the quest. Keep this card by the side of the gameboard for reference.
Dispell
You may pick one spellcaster and force him to discard one of his unused spell cards at random. That spell is then
lost for the duration of the quest.
Future Sight
Play this card at the end of your turn. You may re-roll any attack, defence or movement die rolls once until the
end of your next turn.
Invisibility
You may become invisible and move around unseen until the beginning of your next turn. While you are invisible,
you can not attack anyone, but neither will you be attacked or be affected by spells.
Treasure Horde
Cast this spell when a hero searches a room for treasure. When he picks a treasure card, ask the hero to tell
you what it is and if you do not like the treasure card, force the hero to discard it. The hero does not pick
another treasure card to replace the one that was discarded. This spell can be cast out of turn.
Twist Wood
This spell when cast causes any magical and non-magical shields and weapons made of wood, such as a staff,
bow and arrows, to become deformed and turned into twisted warped useless pieces of weaponry.
Wall of Stone.
You may create a magical wall of stone which covers two squares. This wall has 5 Body points and rolls six
combat dice in defence. Keep this card at hand until the wall is destroyed, then discard it.
Fimir Background
Fimirs live in a hive-like community (like Bees or ants) and there are four classes of
Fimir: Shearls, Fimm, Dirach, and Meargh. While they all had the basic Fimir
characteristics (1 eye, scaly skin, and tail), each where physically different from the others.
The Dirach are the wizards of the Fimirs, they are smooth-tailed, and have four horns on
their heads. They have a yellow to yellow-orange complexion. Each of the Noble factions
has at least one Dirach with them.
The Meargh, or Witch Queen, is the only female Fimir; she leads the colony and she is the
only Fimir with hair, and she has a smooth tail and her skin has a dark tan complexion.
The Fimir Shaman is another Fimir spellcaster, but is different to the Fimir wizard in
that the Shaman provides a more spiritual calling to the Fimir colony–almost a religious
aspect; and as such he has his own agenda and magical powers.
Marsh Gas
A smelly white misty fog begins to form around the Fimir Shaman; on the Shaman’s next turn, it erupts into a
brilliance of flames. Any heroes or monsters in the same room or corridor suffer two body points of damage.
Fimirs are not affected by this spell when cast.
Marsh Lights
When this spell is cast the Fimir Shaman conjures up bright blinding twinkling lights that dance around the heads
of the heroes in the same room or corridor disorienting them. Each hero affected must roll a 1D6. If a Hero rolls
anything besides a 5 or a 6, he is confused by the bright twinkling lights and misses his next turn. This spell may
be cast once every three turns.
Mystic Vapour
A dark, thick fog-like mist forms from the Fimir Shaman’s outstretched hand, filling the room or corridor
reducing visibility for every hero and non-Fimir creature in it. No hero or creature besides a Fimir can fire
missiles or cast any long-range spells all attacks are limited to adjacent squares. The spell when cast lasts for a
duration of ten turns, even if the Fimir Shaman is killed. Movement in the effected area is limited to one square
until the hero or the non-Fimir creature clears the effected area.
Slime
This spell when cast, produces a sticky greenish slime that engulfs a hero's entire body, causing him to be
paralysed where he stands until he rolls a 6. While stuck he may not attack, defend or move.
Summon Fimirs
This spell when cast, conjures up a number of Fimirs at the shaman’s command to help attack his enemies.
(Place the Fimirs adjacent to the shaman) To see how many Fimirs materialize, roll 1D6 and check the results
below:
1 or 2 = 1 Fimir,
3 - 5 = 2 Fimirs,
6 = 3 Fimirs.
S w am p
When cast on a hero, the ground beneath his feet becomes wet and boggy, and he begins to sink. He must
immediately roll two combat dice. If he rolls a white shield, he jumps away and avoids the spell. Otherwise he
sinks in over his head and loses two body points before he can dig his way out. The hero can not attack but can
still defend. This spell is then discarded.
Giant Cobra
The Fimir Shaman conjures a giant cobra that bursts up from the ground to attack a hero. The giant cobra
attacks with 6 combat dice if the hero loses two Body points in the snake’s attack, he has been bitten. Once the
hero has been bitten, he will lose one Body point per turn from the poison until an anti-venom potion is taken. The
cobra will disappear once it has succeeded in biting the hero. This spell is then discarded.
Ogre Background
Let’s turn our attention to another of my interesting creatures–the Ogre. For they are an
ancient race and very undisciplined, and their random nature make them an excellent tools
to use against my enemies if they are handled correctly. But the Ogres are dangerous as
allies and unreliable as servants of Chaos. So choose well my young Apprentice, for food is
the key to their greed and loyalty.
Ogres see the world as one long series of meals: enemies mean lunch or breakfast, depending
on the time of day. More often than not, Ogre duels are vast eating competitions –
although violent brawls make a good substitute.
As enemies, Ogres are ruthless foes who show no mercy once their appetite has been
whetted. Anyone brave enough to do battle with the Ogres must be sure of their own
fighting prowess. Otherwise they might not just end up dead…they’ll end up as someone’s
dinner!
Ogres are not evil as such; just permanently hungry and frighteningly violent. Often they
just wander about alone. At other times, they group together in clans led by an Ogre Lord
– whoever is the meanest, nastiest and hungriest at that particular time. It is possible for
both the Empire and the forces of Chaos to hire Ogres as mercenaries, so long as they are
guaranteed a good time – a brawl and plenty to eat (usually as a result of the fighting).
But their habits make them unpredictable and horribly dangerous even as allies, so the only
way to win them over is to fill their bellies with food, ale, and a lot of promises on
feasting on their enemies when victory and glory is due.
You already know of the Ogre Warrior, Champion, Chieftain and Lord, but here’s a new
addition; the Ogre Shaman, every Ogre Clan has one. Their mystic ability to cast spells and
to help protect their clan is almost legendary do not underestimate their power or you may
certainly end up as dinner.
Destroy Weapon
This spell may be cast at any one hero or monster. When cast it causes any non-magical weapon or armour
(Ogre Shaman’s choice) to disintegrate. The player must discard any weapon or armour card he has.
Flame of Power
This spell may be cast at any one hero or monster. It will invoke a flame of power that will seek out its victim and
inflict two body points of damage. The victim may roll two dice. For each shield rolled he may reduce the damage
by one.
Plague
This spell may be cast at any one hero or monster. When cast by the Ogre Shaman it will produce a mystic heavy
black vapour that heads towards his enemy. The victim becomes engulfed in the vapour and contracts a disease
making him lose three body points. The victim may roll three dice. For each shield he rolls he may reduce the
damage by one.
Purge
When cast the Ogre Shaman may pick one spell from a spellcaster and force him to discard one of his spell
cards at random. That spell is then lost in the ether void for the duration of the Quest.
T h e W iz a r d s o f M o r c a r
Here’s a blast from the past my learned Apprentice; I present to you my Lieutenants of
death, chaos and all things evil. They were once the best I had to offer against Mentor and
his heroes. Now I have resurrected them for your pleasure and to plan your future
conquest of the ‘Kings of the Realm’ and the Kingdom as a whole. They were defeated once
but this time-this time!
Madness
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.
Rust
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.
Strands of Binding
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 1 Body point and roll four combat dice in defence.
The target may defend against other attacks.
W al l of F l am e
The Sorcerer creates a magical wall of flame which covers two squares. The wall has 1 Body point and rolls six
combat dice in defence. Keep this card to hand until the wall is destroyed.
Necromancer Spells
Call Skeleton
This spell summons two skeletons which appear immediately anywhere within sight of the Sorcerer. They may
move and attack at once.
Death Bolt
The Sorcerer may hurl his spell at one target in sight. That figure then automatically loses 1 Body point.
Fear
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.
Raise the Dead
Cast this spell on another player’s turn after a monster has been killed. The monster is then replaced with a
skeleton which can move and attack immediately.
Skulls of Doom
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.
Summon Mummy
This spell summons a mummy which will appear in any square adjacent to the Sorcerer. It may move and attack
at once.
Earthquake
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 1 Body point of damage as if they had fallen into a
pit trap.
Hurricane
The Sorcerer must cast this spell at one target who is in a straight line in front of him. That figure in then forced
back in a straight line of squares until he hits a wall, another figure, falls down a pit trap or triggers another
trap.
Lightning Bolt
The Sorcerer may fire a lightning bolt in a straight line of six squares. Use the lightning bolt card piece to
determine who is hit. Anyone hit is attacked with three combat dice which they may defend against in the normal
way. Resolve each attack separately.
Thieving Wind
This spell must be targeted at one figure. The figure loses one equipment card chosen at random which is
returned to the equipment card pile.
Wall of Ice
The Sorcerer creates a magical wall of Ice which covers two squares. The wall has 1 Body point and rolls six
combat dice in defence. Keep this card to hand until the wall is destroyed.
Sharpen Blades
This spell allows 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.
Shield of Protection
This spell allows the Sorcerer and all Orcs in the same room to roll an extra die in defence until the beginning of
the Sorcerer’s next turn. May only be cast in a room.
Spirit of Vengeance
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 against in the normal way and then vanishes. The
spirit itself cannot be harmed.
Summon Goblins
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.
Summon Orcs
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.
Ball of Flame
This spell may be cast on a hero or monster; it will inflict 4 Body points of damage. The victim may roll 4 dice. For
each white shield for a hero or black shield for a monster rolls this will reduce the damage by 1. Balur can cast
this spell twice before it is discarded.
Courage
This spell may be cast on Balur himself or any monster. Who will then be able to throw 2 extra combat dice each
time Balur or the monster attacks. The spell is broken when there are no more heroes visible by Balur or the
monster.
Fire of Wrath
This spell may be cast on any hero or monster anywhere on the board; it will seek out your enemy and inflict 2
Body points of damage, unless your opponent can roll a white shield for a hero or a black shield for a monster on
2 combat dice. Balur can cast this spell twice before it is discarded.
Bellthor the Gargoyle Guardian
The Guardian Bellthor has a poisonous breath and can breathe on any one character, in a
room once a turn after he has attacked. Bellthor rolls 6 combat dice, for each skull he rolls
the defender must lose one Mind point. If all Mind Points are gone the character is not
killed but is knocked unconscious and is removed from the board. If Bellthor is killed he will
explode, filling the room with poisonous gas which will knock everyone in the room
unconscious.
Summon Undead
Delzarron can summon one Undead creature, (Zombie, Skeleton, Mummy) which may be placed anywhere in the
room and attack and move immediately. Delzarron the Chaos Sorcerer Can cast the ‘Summon Undead’ Chaos
spell once per turn:
Dominate
The Festral and the defender both roll dice equal to their Mind points. If Festral scores two skulls or more, he
may use the defender’s combat piece for the duration of his turn. Festral can use this spell 5 times before it is
discarded.
Mind Blast
The Chaos Sorcerer and the defender both roll dice equal to their Mind points.
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.
Mind Lock
The Chaos Sorcerer and the defender both roll dice equal to their Mind points.
The defender will be frozen for one turn for each skull scored by the Chaos Sorcerer.
High Alchemist
The High Alchemist lives on the Western border of the Elven lands and is an agent of
Morcar who spies on the elves to keep watch over them. The elves have become
troublesome and Morcar is planning to attack them when the time is right. The High
Alchemist likes to live alone and his laboratory is very well concealed from intruders. The
High Alchemist has the following Chaos spells at his command: Mind Blast, Restore
Chaos, Summon Wolves: and Werewolf’s Cure:
Mind Blast
The Chaos Sorcerer and the defender both roll dice equal to their Mind points.
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.
Restore Chaos
This spell may be cast only on monsters. It restores up to 6 lost Body points to either the spellcaster or any
monster within the High Alchemist’s line of sight.
Summon Wolves
This spell when cast, conjures up a number of Giant Wolves to help attack the spellcaster’s enemies. (Place the
Giant Wolves adjacent to the spellcaster) To see how many Giant Wolves materialize, roll 1D6 and check the
results below: This spell is then discarded.
1 or 2 = 1 Giant Wolf
3 - 5 = 2 Giant Wolves
6 = 3 Giant Wolves
Werewolf’s Curse
This spell may be cast on ant hero; the hero rolls a 1D6. A roll of 6 means the spell has no effect. Any other result
means the hero is now afflicted with the Werewolf’s Curse. (See Special Chaos Spells below for more
information)
Kelvinos (Barbarian Hero)
Kelvinos was once a Barbarian of great power and fame. Centuries ago, he drove the
Frozen Horror from Ice Mountain, ending its reign of terror there. Sadly Kelvinos did
not return from that final battle; and his body was never found. Now the truth has been
revealed, Kelvinos has become the Undead servant of Chaos doing Morcar’s bidding. The
once famous warrior is now a slave.
Swift Wind
This spell may be cast on any one hero or monster, including the spellcaster. Its powerful burst of energy
enables that hero, monster or spellcaster to roll twice as many movement dice as normal the next time he/she
moves.
Mind Blast
Nexrael and the defender both roll dice equal to their Mind points.
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.
Petrokk (Chaos Sorcerer)
Petrokk the Chaos Sorcerer can make an additional attack once per turn. This attack may
be made against any character in line of sight in the same room or passage. Petrokk rolls
two combat dice; for each skull he rolls, the victim of the attack must lose one Mind point.
If a character reaches less than one Mind point, he dies.
Sinestra (Archmage)
Sinestra is the evil sister of Queen Terrellia of the Elven Kingdom She is vain and proud
of her beauty, and her vanity has led her to evil deeds and in the service of Morcar.
Sinestra’s main plan is for her sister to abdicate the throne and turn all power to her.
Once done Sinestra and Morcar can plan an invasion of the Empire with chaotic results.
The Sinestra the Archmage has the following Chaos spells at her command: Dispel Magic,
Firestorm, Reanimation, Restore Chaos, Summon Wolves, Werewolf’s Curse, Mind
Blast and Mirror Magic.
Dispel Magic
Cancels out a spell just cast by a spell caster or a hero. This special spell may be cast during a hero or spell
caster’s turn, to negate a spell just cast.
Firestorm
This spell creates a room full of burning fire that inflicts 3 body points of damage on all heroes and monsters
with the Chaos Sorcerer. Every victim in the room rolls a 2D6 and for each 5 or 6 rolled the damage is reduced
by 1 Body point.
Reanimation
This spell enables Sinestra to reanimate all defeated skeletons, zombies, or mummies in the same room as
herself. These monsters rise up from the floor, with all lost Body points restored, and attack the heroes again.
Restore Chaos
This spell may be cast only on monsters. It restores up to 6 lost Body points to either the spellcaster or any
monster within Sinestra’s line of sight.
Summon Wolves
This spell when cast, conjures up a number of Giant Wolves to help attack Sinestra’s enemies. (Place the Giant
Wolves adjacent to the spellcaster) To see how many Giant Wolves materialize, roll 1D6 and check the results
below: This spell is then discarded.
1 or 2 = 1 Giant Wolf
3 - 5 = 2 Giant Wolves
6 = 3 Giant Wolves
Werewolf’s Curse
This spell may be cast on ant hero; the hero rolls a 1D6. a roll of 6 means the spell has no effect. Any other result
means the hero is now afflicted with the Werewolf’s Curse. (See Special Chaos Spells below for more
information)
Mind Blast
Sinestra and the defender both roll dice equal to their Mind points.
The player who scores the most skulls inflicts Mind point damage equal to the number of skulls he/she has in
excess of his/her opponent’s score.
Mirror Magic
This spell may be cast by a Chaos spellcaster during a hero’s turn. This enables the spellcaster to reflect any
hero’s spell back to him. Mirror Magic is cast immediately after the hero casts a spell at the Chaos spellcaster’.
The hero then suffers the effect of the spell that was intended for the chaos spellcaster.
Summon Undead
This spell conjures up a group of Undead to protect and surround the Chaos Sorcerer. Roll a 1D6,
1 = four Skeletons
2-3 = three Skeletons & two Zombies
4-5 = three Zombies & two Ghouls
6 = three Ghouls & two mummies
Tograk (Commander)
Tograk is the commander of the Ogre Forces of the Dirgrusht Clan. A well powerful clan
and one to be feared. Tograk is meaner than mean, and loves to boast about his battles, his
drinking and especially his eating. Tograk seems to win every eating and drinking contest
there is–or is allowed to. Don’t be fooled, behind his bragging he is one of the best Ogre
warriors around–and not just his belly.
Tormuk the Necromancer
Tormuk is one of Sinestra’s servants and lives in a castle south of the Elven lands. He
has been a thorn in the side of Queen Terrellia for many years; now with the promise of
fame and fortune Tormuk fights and assists Sinestra whenever he can to help her win the
Elven Throne from her sister the Queen. Tormuk has the following Chaos spells at his
command: Mirror Magic, Mind Blast, Reanimation, Summon Wolves, Werewolf’s Curse
and Summon Undead.
Mind Blast
The Chaos Sorcerer and the defender both roll dice equal to their Mind points.
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.
Mirror Magic
This spell may be cast by a Chaos spellcaster during a hero’s turn. This enables the spellcaster to reflect any
hero’s spell back to him. Mirror Magic is cast immediately after the hero casts a spell at the Chaos spellcaster’.
The hero then suffers the effect of the spell that was intended for the chaos spellcaster.
Reanimation
This spell enables the spellcaster to reanimate all defeated skeletons, zombies, or mummies in the same room
as the spellcaster. These monsters rise up from the floor, with all lost Body points restored, and attack the
heroes again.
Summon Undead
This spell conjures up a group of Undead to protect and surround the Chaos Sorcerer. Roll a 1D6,
1 = four Skeletons
2-3 = three Skeletons & two Zombies
4-5 = three Zombies & two Ghouls
6 = three Ghouls & two mummies
Summon Wolves
This spell when cast, conjures up a number of Giant Wolves to help attack the spellcaster’s enemies. (Place the
Giant Wolves adjacent to the spellcaster) To see how many Giant Wolves materialize, roll 1D6 and check the
results below: This spell is then discarded.
1 or 2 = 1 Giant Wolf
3 - 5 = 2 Giant Wolves
6 = 3 Giant Wolves
Werewolf’s Curse
This spell may be cast on ant hero; the hero rolls a 1D6. a roll of 6 means the spell has no effect. Any other result
means the hero is now afflicted with the Werewolf’s Curse. (See Special Chaos Spells below for more
information)
Chill
This spell causes 1 Body point of damage to any one hero or monster adjacent to Vilor (though not diagonally
adjacent). The victim can not defend against the attack.
Ice Storm
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 Vilor with 3 combat dice. There is no chance to defend. Can not be used in
corridors.
Lightning Bolt
This spell may be cast in any direction; the bolt will travel in a straight line until it strikes a wall or closed door. It
will inflict 2 body points of damage on any hero or monster that is in its path.
Sleep
This spell puts any one hero or monster into a deep sleep; the victim is unable to move, attack or defend. The
hero can break the spell on a future turn by rolling a 1D6 for each current mind point he/she has, if a 6 is rolled
the spell is broken.
Tempest
This spell creates a small whirlwind that envelops one hero or monster of Vilor’s choice; the victim misses their
next turn.
Reanimation
This spell enables the spellcaster to reanimate all defeated skeletons, zombies, or mummies in the same room
as the spellcaster. These monsters rise up from the floor, with all lost Body points restored, and attack the
heroes again.
Xenloth (Chaos Mage)
Xenloth is a Chaos Mage and than assistant to Festral, he also tutors Nexrael the
Apprentice Chaos Sorcerer. Xenloth is well underway to succeed Festral in many ways;
and has the Mind spells to prove it. Xenloth has five Mind Lock and Mind Blast spells at
his command.
Mind Blast
Xenloth and the defender both roll dice equal to their Mind points.
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.
Mind Lock
Xenloth and the defender both roll dice equal to their Mind points.
The defender will be frozen for one turn for each skull scored by Xenloth.
Chaos Warriors
These are men who have become monsters – slaves to evil. They are always heavily armoured and often bear
weapons enchanted with Chaos magic. These dread warriors strike fear into all but the bravest (or most foolish)
of opponents.
Death Knights
These long-dead knights walk the land, still hungry for battle. They were once mighty warriors, now cursed to
serve the Evil Wizard. They fear nothing like their skeleton allies and are the strongest of the Undead so far.
Dragons
The most feared monsters of the land. These ancient creatures are intelligent and wise. As well as the ability to
fly, they can double their spells powers and effects when they cast a spell. Approach with caution.
Fimirs
These one-eyed, lizardlike creatures are stronger even than Orcs; they are sometimes found leading small bands
of Orcs, Goblins and Hobgoblins in raiding parties to disrupt supply lines in times of war. They are dangerous
enough even when encountered singly.
Fire Elementals
These living towers of flame are always vicious. They can crackle like a fire and roar like an inferno. Fire
Elementals make excellent guardians for Quest Treasures and Artifacts, if hidden in containers, like chests,
waiting for their victims.
Gargoyles
These foul creatures are also produced by Chaos magic. In essence they are stone statues of great monsters,
brought to life through arcane rituals. Their stone ‘skin’ makes them very hard to wound in combat.
Ghouls
Ghouls like their Zombie cousins, of no relation, have been magically enhanced to strengthen their ability to
attack their enemies. They make excellent sentries as a first line of defence against invading and or intrusive
foes.
Giants
These 10-foot-tall big heavy brutes pack quite a punch, but they favour another kind of attack by throwing
boulders or stone blocks at their opponents. Mountains and rocky hill country are their favourite haunting
grounds.
Goblins
These green-skinned creatures are small and cruel; but despite their small size and lack of brute strength they
are dangerous foes. Orcs have enslaved many Goblin tribes, and the two are often found together.
Gorgoyles
If Gargoyles are bad enough then their stronger brothers the Gorgoyles are even worse. With heighten strength
and mental abilities they make excellent warriors and have been known to command garrisons and out posts.
Hobgoblins
These creatures are cousins to the Goblins. They are a bit tougher than their smaller brothers who reside in
forests mostly, as the Hobgoblins are found in hilly regions as well as mountain terrain.
Manscorpions
Manscorpions are completely evil, second only to the Evil Wizard himself, and that’s saying something. They hate
everyone and everything; their stinger contains a poison that’s incurable, (well that’s the rumour) so battle them
at your peril.
Minotaurs
These half men-half bull beasts stalk and terrorize the dark, if travellers dare to risk moving during the night.
They roam deep dark dungeons, caves and long forgotten ruins; and make excellent guards where treasure is to
be found.
Mummies
Embalmed and preserved by secret and magical arts; mummies are controlled by a more powerful version of the
magic that animates the Skeletons, Zombies and Ghouls. They are very hard to overcome in single-handed
combat.
Ogre Champions
Every Ogre Clan has an Ogre Champion to protect their Chieftain and or Lord in battles. Anyone brave enough to
do battle with a Champion must be sure of their fighting prowess, otherwise they might not just end up dead, but
as dinner as well.
Ogre Chieftains
Ogres are undisciplined, foul and uncontrollable by nature so to keep them in line a Chieftain is appointed to
overseer the Clan and hire them out as mercenaries if necessary, with a reward of plenty of food and a brawling
good time.
Ogre Lord
All the Ogre Clans are lead by the Ogre Lord, the meanest, nastiest and the hungriest Ogre of them all. When the
Ogres go on a feeding frenzy, he’s right there on top of the food chain. The Ogre Lord is unpredictable and
horribly dangerous when confronted in battle.
Ogre Warriors
Ogre Warriors see the world as one long series of meals. Enemies mean food; Ogres are ruthless foes who show
no mercy once their appetite has been whetted. Ogres are not evil as such, just permanently hungry and
frighteningly violent.
Orcs
Orcs are related to the Goblins and Hobgoblins, but are larger in size and much more powerful. They form the
rank and file of the Evil Wizard’s armies and delight in cruelty and slaughter. They are savage and vicious
warriors and should never be underestimated.
Skeletons
The animated remains of long dead warriors; Skeletons form the bulk of the armies of the Undead. They are slow
but relentless, controlled by Chaos magic. They know no fear and attack with zealed frenzy.
Trolls
Trolls are wart-covered creatures that like to hide under bridges, in caves, in deep forests and mountains. They
can heal very quickly when damaged in an attack and they can re-grow a severed limb, so are tough to combat in
battle, be prepared.
Zombies
Like Skeletons, Zombies are magically animated corpses; Unlike Skeletons, some still bear traces of decaying
flesh and muscle. Their movements are slow and awkward and they carry the stench of the grave wherever they
go.
Monster Tables
Levels
In the ‘Level’ column you may notice various numbers; these numbers refer to quest
adventure levels within the Heroquest game; i.e. level 1 equals one quest, level 2 equals a
two-level quest adventure and level 3 equals a three-level quest in a Heroquest
adventure. Are you confused? I hope not, I would hate to explain again.
Teleportation
With this skill the creature or monster can teleport to any room or passageway on the
board–even if the heroes haven’t discovered/searched the whole game board. Warning: this
ability can only be used once per quest adventure (every 3 quests) or twice per single quest
adventure. You my cunning Apprentice must choose which beforehand.
Variable (General)
You may also notice the word ‘variable’ my fair Apprentice; this means you can set the
appropriate number within the category for that monster (making it weaker or stronger)
participating in the quest you wish to create.
Variable (Ogre)
It is up to you my cunning Apprentice to set the Ogre Body points.
Casts Level 1 Elemental ‘Fire’ spells, and is immune to all Elemental ‘Fire’ spells
The Fire Elemental can cast any Level 1 Elemental ‘Fire’ Spells chosen by you my cunning
Apprentice, but remember to choose only 6 spells; and the Fire Elemental is immune to all
‘Fire’ Elemental Spells.
Casts Level 1 ‘Fire’ Spells only; but may cast other ‘Fire’ levels, Evil Wizard’s
choice
The Blood Elf Mage can only cast ‘Fire’ spells; choose 6 ‘Fire’ Elemental spells for the
Blood Mage to use. Or if you want a tougher game or level, you can choose 6 spells from
other ‘Fire’ levels or a combination to make it interesting; but remember the group of spells
must contain a minimum of one spell from each level chosen. If levels 3 and or 4 are also
chosen, then the Blood Elf Mage starts on heroquest level 4;
Immune to all Elemental ‘Air’ Spells, and can cast variable Elemental ‘Air’ Spells.
The Air Dragon is immune to all ‘Air’ Elemental spells, but not immune to the other
type of Elemental spells-‘Earth, ‘Fire’ and ‘Water’. The Air Dragon can cast ‘Air’
Elemental spells only; choose 8 spells from any level, but must contain a minimum of one
spell from each level chosen.
Immune to all Elemental ‘Earth’ Spells, and can cast variable Elemental ‘Earth’
Spells
The Earth Dragon is immune to all ‘Earth’ Elemental spells, but not immune to the other
type of Elemental spells-‘Air, ‘Fire’ and ‘Water’. The Earth Dragon can cast ‘Earth’
Elemental spells only; choose 8 spells from any level, but must contain a minimum of one
spell from each level chosen.
Immune to all Elemental ‘Fire’ Spells, and can cast variable Elemental ‘Fire’ Spells
The Fire Dragon is immune to all ‘Fire’ Elemental spells, but not immune to the other
type of Elemental spells-‘Air, ‘Earth’ and ‘Water’. The Fire Dragon can cast ‘Fire’
Elemental spells only; choose 8 spells from any level, but must contain a minimum of one
spell from each level chosen.
Immune to all Elemental ‘Water’ Spells, and can cast variable Elemental ‘Water’
Spells
The Water Dragon is immune to all ‘Water’ Elemental spells, but not immune to the
other type of Elemental spells-‘Air, ‘Earth’ and ‘Fire’. The Water Dragon can cast
‘Water’ Elemental spells only; choose 8 spells from any level, but must contain a minimum
of one spell from each level chosen.
Casts Level 1 Elemental ‘Air’ Spells, and is immune to all Elemental ‘Air’ Spells;
but may cast other ‘Air’ levels, Evil Wizard’s choice
The Air Elemental is immune to all ‘Air’ Elemental spells, but not immune to the other
type of Elemental spells-‘Earth, ‘Fire’ and ‘Water’. The Air Elemental can cast level 1
‘Air’ Elemental spells only; choose 6 spells from this level. But the Air Elemental can
cast ‘Air’ Elemental spells from the other levels if you my young Apprentice want a
tougher heroquest game, but must contain a minimum of one spell from each level chosen.
Casts Level 1 Elemental ‘Earth’ Spells, and is immune to all Elemental ‘Earth’
Spells; but may cast other ‘Earth’ levels, Evil Wizard’s choice
The Earth Elemental is immune to all ‘Earth’ Elemental spells, but not immune to the
other type of Elemental spells-‘Air, ‘Fire’ and ‘Water’. The Earth Elemental can cast
level 1 ‘Earth’ Elemental spells only; choose 6 spells from this level. But the Earth
Elemental can cast ‘Earth’ Elemental spells from the other levels if you my young
Apprentice want a tougher heroquest game, but must contain a minimum of one spell from
each level chosen.
Casts Level 1 Elemental ‘Fire’ Spells, and is immune to all Elemental ‘Fire’ Spells;
but may cast other ‘Fire’ levels, Evil Wizard’s choice
The Fire Elemental is immune to all ‘Fire’ Elemental spells, but not immune to the other
type of Elemental spells-‘Air, ‘Earth’ and ‘Water’. The Fire Elemental can cast level 1
‘Fire’ Elemental spells only; choose 6 spells from this level. But the Fire Elemental can
cast ‘Fire’ Elemental spells from the other levels if you my young Apprentice want a
tougher heroquest game, but must contain a minimum of one spell from each level chosen.
Casts Level 1 Elemental ‘Water’ Spells, and is immune to all Elemental ‘Water’
Spells; but may cast other ‘Water’ levels, Evil Wizard’s choice
The Water Elemental is immune to all ‘Water’ Elemental spells, but not immune to the
other type of Elemental spells-‘Air, ‘Earth’ and ‘Fire’. The Water Elemental can cast
level 1 ‘Water’ Elemental spells only; choose 6 spells from this level. But the Water
Elemental can cast ‘Water’ Elemental spells from the other levels if you my young
Apprentice want a tougher heroquest game, but must contain a minimum of one spell from
each level chosen.
Casts various levels from only two Elemental spells; Evil Wizard’s choice
The Byndor Mage can cast a combination of two Elemental spells only; the Evil Wizard
can choose 6 to 8 spells from any level from two elements, but must contain at least one
spell from each level chosen. The Byndor Mage is not immune to the remaining types of
Elemental spells that his not using. If levels 3 and or 4 are also chosen, then the Byndor
Mage starts on heroquest level 4.
Casts Dark Elf Spells and Levels 1 & 2 ‘Chaos’ Spells only
The Dark Elf Queen can cast Dark Elf and or levels 1 and 2 ‘Chaos spells. The Evil
Wizard can choose 6 to 8 spells in any combination, but must contain a minimum of one
spell from each ‘Chaos’ level chosen.
Skeleton 0 1 2 2 6 squares 1+ –
Chaos Skeleton 0 1 2 3 8 squares 1+ –
Battle Skele 1 2 3 4 10 squares 2+ –
Death Knight 2 3 4 5 8 squares 3+ Casts Level 1 ‘Chaos’ Spells only.
Zombie 0 1 2 3 4 squares 1+ –
Chaos Zombie 1 2 3 4 6 squares 2+ –
Dark Zombie 2 3 4 5 8 squares 3+ Casts Level 1 ‘Chaos’ Spells only.
Ghoul 0 1 3 3 4 squares 1+ –
Chaos Ghoul 1 1 3 4 6 squares 2+ –
Dark Ghoul 2 2 4 5 8 squares 3+ Casts Level 1 ‘Chaos’ Spells only.
Mummy 0 1 3 4 4 squares 2+ –
Chaos Mummy 1 2 4 5 6 squares 3+ –
Dark Mummy 2 3 5 6 8 squares 4+ Casts Level 1 ‘Chaos’ Spells only.
Wraith 3 9 5 5 6 squares 3+ Casts Level 1 ‘Chaos’ Spells only.
Chaos Wraith 4 8 5 6 8 squares 4+ Casts Levels 1 and 2 ‘Chaos’ Spells only.
Dark Wraith 5 7 6 7 10 squares 5+ Casts Level s 1 to 3 ‘Chaos’ Spells only.
Ghost 0 10 1 2 12 squares 1+ Immune to all Elemental Spells.
Phantom 2 8 6 6 10 squares 4+ Casts Level 1 ‘Chaos’ Spells only.
Grim Reaper 3 7 7 7 8 squares 5+ Casts Levels 1 and 2 ‘Chaos’ Spells only.
Spectre 5 5 8 8 6 squares 6+ Casts Level s 1 to 3 ‘Chaos’ Spells only.
Gargoyle 4 1 4 4 6 Squares 2+ –
Gorgoyle 5 2 4 5 8 Squares 3+ –
Chaos Gargoyle
4 4 5 5 7 Squares 3+ –
(Homonculous)
Chaos Gorgoyle 5 2 5 6 7 squares 4+ –
Dark Gargoyle
6 6 5 6 8 Squares 4+ Casts Level 1 ‘Chaos’ Spells only.
(Horned Devil)
Dark Gorgoyle 6 3 6 6 6 squares 4+ Casts Level 1 ‘Chaos Spells only.
Pit Fiend
8 8 6 6 9 Squares 4+ Casts Level s1 and 2 ‘Chaos’ Spells only.
(Greater Devil)
Balor (Succubus) 10 10 6 7 10 Squares 5+ Casts Levels 1 and 2 ‘Chaos’ Spells only.
Orcus
12 12 7 7 12 Squares 5+ Casts Levels 1 to 3 ‘Chaos’ Spells only.
(Prince of the Undead)
Dragons
Air Dragon 12 12 12 12 12 squares 7+ Immune to all Elemental ‘Air’ Spells, and can cast variable Elemental ‘Air’ Spells.
Earth Dragon 12 12 12 12 12 squares 7+ Immune to all Elemental ‘Earth’ Spells, and can cast variable Elemental ‘Earth’ Spells.
Fire Dragon 12 12 12 12 12 squares 7+ Immune to all Elemental ‘Fire’ Spells, and can cast variable Elemental ‘Fire’ Spells.
Water Dragon 12 12 12 12 12 squares 7+ Immune to all Elemental ‘Water’ Spells, and can cast variable Elemental ‘Water’ Spells.
Monster Tables
Monster Mind Body Attack Defence Movement Level Special Equipment & Abilities
Wizard Type Spellcasters
Casts Level 1 Elemental ‘Air’ Spells, and is immune to all Elemental ‘Air’ Spells; but may
Air Elemental 5 5 5 7 8 squares 4+
cast other ‘Air’ levels, Evil Wizard’s choice.
Casts Level 1 Elemental ‘Earth’ Spells, and is immune to all Elemental ‘Earth’ Spells; but
Earth Elemental 5 5 5 7 8 squares 4+
may cast other ‘Earth’ levels, Evil Wizard’s choice.
Casts Level 1 Elemental ‘Fire’ Spells, and is immune to all Elemental ‘Fire’ Spells; but
Fire Elemental 5 5 5 7 8 squares 4+
may cast other ‘Fire’ levels, Evil Wizard’s choice.
Casts Level 1 Elemental ‘Water’ Spells, and is immune to all Elemental ‘Water’ Spells; but
Water Elemental 5 5 5 7 8 squares 4+
may cast other ‘Water’ levels, Evil Wizard’s choice.
Air Mage 7 3 2 2 8 squares 1+ Casts various levels of ‘Air’ spells; Evil Wizard’s choice.
Earth Mage 7 3 2 2 8 squares 1+ Casts various levels of ‘Earth’ spells; Evil Wizard’s choice.
Fire Mage 7 3 2 2 8 squares 1+ Casts various levels of ‘Fire’ spells; Evil Wizard’s choice.
Water Mage 7 3 2 2 8 squares 1+ Casts various levels of ‘Water’ spells; Evil Wizard’s choice.
Byndor Mage 7 3 2 2 8 squares 1+ Casts various levels from only two Elemental spells; Evil Wizard’s choice.
Mind Mage 7 3 2 2 8 squares 1+ Casts only ‘Mind’ spells.
Monbeasts
Monbeast
Movement Infinite.
Attack 1 combat die.
Defend 0 combat dice.
M ind 1.
Body 0.
Monbeasts have a short life span when their vial that contains them is broken. (A throw
of a combat die will determine if they live)
Monbeasts can only attack, and can attack each other, but will cancel each other out; they
can also attack in any direction.
When a combat die is thrown for Monbeast attack, if no skull appears that Monbeast is
dead.
When defending and if successful, the Monbeast will attack again until defeated by the
throw of a shield on a combat die.
When Monbeasts have successfully defeated their enemy they will disappear.
The hero or monster must be at least 1 square away from or 1 square clear to throw a
Monbeast vial for attacking.
To attack your enemy, declare that you are using a Monbeast vial and state their number,
(written on the vial) you may use up to 3 vials per hand.
For the first attack the full number of Monbeasts are used against your enemy. Then if
your enemy survives, roll again and in subsequent turns until there are no more
Monbeasts.
You must roll a skull on the combat die for the Monbeasts to continue their attack; a black
or white shield will kill them.
To defend against Monbeast attack, use a combat die for every Monbeast that attacks
you, e.g. 5 Monbeasts, 5 combat dice.
You must roll a black or white shield on a combat die for defence; a skull will cause you to
lose 1 body point.
Air Mage Byndor Mage Earth Mage
Zanrath the High Mage Orc Shaman Balur the Fire Mage
Balur is immune to all Fire spells Bellthor has the following special
and has mastered Fire magic. ability: ‘Poison Breath’.
Move 6 Squares After Bellthor has made his
Balur also has the special ability Attack 4 Dice + Special Attack
of being able to run through any attack he can attack again; roll six
Defend 6 Dice combat dice and minus 1 mind point
wall once during the game. When Body 4 Points
he does this the Evil Wizard can for every skull rolled. If a hero
Mind 4 Points loses all mind points he is knocked
place him in any room either
discovered or not by the heroes. unconscious and removed from the
board until the next quest level.
The player who scores the most The defender will be frozen for one
skulls inflicts Mind point damage turn for each skull scored by
equal to the number of skulls he Xenloth.
has in excess of his opponent’s
score. Xenloth can use this spell 5 times
before it is discarded.
Xenloth can use this spell 5 times
before it is discarded.
Statistics
This is self explanatory; this section denotes a hero’s stats at the beginning of a quest adventure; but these will
obviously change if a campaign of more than one quest/level adventure is being planned for.
Status
This section denotes a hero’s level after completing a three-level quest adventure. So if a campaign is being
planned, for every three-level quest adventure that is completed a hero is promoted.
If there is denoted ‘Level 1’ and ‘Level 2’, for example: when the Amazon reaches Legend status, she has to
complete another three-level quest adventure to gain/access its ‘Level 1’ Personal Skills; but her status is still
Legend if the Amazon does not gain/complete ‘Level 1’.
Personal Skills
This section denotes a hero’s Personal Skills that he/she gains/obtains when a Status level has been reached.
The hero can use his/her Personal Skills from previous levels including the current one within the quest
adventure as described.
Gold
This section denotes a hero’s gold that he/she receives after completing a quest level; for example in a three-
level quest adventure the Amazon will receive 5 gold coins for each level, thus 15 gold coins will be gained at the
end of a quest adventure.
Remember: the gold coins gained at the end of the quest level can be spent as the hero wishes along with any
other gold coins found.
Character Sheet
This is self explanatory; the Character Sheet maybe photocopied and given to each hero to record their progress
within a quest adventure.
Character Cards
This is self explanatory; give each player a Character Card-or let them choose (this would be wisest) so they can
become that character.
Remember: there are five Character Cards to choose from.
AMAZON
You are the Amazon. A female warrior, whose race prides itself in truth and justice. You can use either the
sword or bow with equal cunning and skill to challenge and defect your enemies.
Statistics
Attack 2 combat dice
Defend 2 combat dice
Mind 3
Body 7
Movement 2 standard dice
Spells –
Personal Skills
Leap of Fate Once per turn the Amazon nay leap over an enemy onto an empty square opposite that
enemy; this counts as 1 square of movement.
Parry Once per turn the Amazon can deflect enemy attacks if she is hit; roll a 1D6: 1-4 = no
effect, 5-6 = all enemies skulls (combat dice) are voided.
Battle Lust Once per quest level you can trade some or all defence combat dice for extra attack
combat dice.
Battle Cry Once per quest level the Amazon may roll twice her normal attack combat dice.
Deep Trance Once per quest level you enter into a trance-like state, and regain 2 lost body points; but
you cannot do anything else – move, attack, defend, search for traps or treasure, cast
spells.
Mind Lore Once per quest level gain an extra 2 mind points; but lose 1 body point in the process.
Gold
Warrior 5 gold coins
Champion 10 gold coins
Veteran 15 gold coins
Legend 20 gold coins
Cult 25 gold coins
Gold
Spells
Equipment
Treasure
Quests
Status
Amazon
You are the Amazon. A female
warrior, whose race prides itself
in truth and justice. You can use
either the sword or bow with
equal cunning and skill to challenge
and defect your enemies.
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Amazon
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Amazon
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Amazon
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Amazon
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
AVATAR
You are the Avatar. Having relinquished your role as a Sorcerer and its abilities, you have studied different
spells on a higher plane, which makes you the number 1 enemy of all Chaos and evil.
Statistics
Attack 1 combat die
Defend 1 combat die
Mind 10
Body 2
Movement 3 standard dice
Spells Yes
Personal Skills
Celestial Spells The Avatar has 23 spells at his/her command which he/she can use. The Avatar
can choose up to 10 spells of his/her choice at this level.
Elemental Spells – Level 1
The Avatar can choose up to 10 spells of his/her choice from level 1; two minimum
coming from each element.
Elemental Spells – Level 2
The Avatar can choose up to 10 spells of his/her choice from level 2; two minimum
coming from each element.
Elemental Spells – Level 3
The Avatar can choose up to 10 spells of his/her choice from level 3; two
minimum coming from each element.
Elemental Spells – Level 4
The Avatar can choose up to 10 spells of his/her choice from level 4; two minimum
coming from each element.
Celestial Elemental The Avatar has at his/her command the most powerful element of all. The
Celestial Elemental. An elemental energy of pure blue light forms beside you,
giving you a Celestial Elemental of great power for 2 turns.
Stats
Attack 10
Defend 10
Mind 10
Body 10
Movement 3 standard dice
Gold
Avatar 30 gold coins
Remember when a spell caster goes up a level, he/she can still choose and access the previous levels of spells
to add to their spell casting abilities.
Character Sheet
Name:
Race/Type: Avatar
Mind Points: 10
Body Points: 2
Attack: 1 combat die
Defend:
2
1 combat die
Movement: 3 standard dice
Gold
Spells
Equipment
Treasure
Quests
Status
Avatar
You are the Avatar. Having
relinquished your role as a
Sorcerer and its abilities, you have
studied different spells on a higher
plane, which makes you the number
1 enemy of all Chaos and evil.
Attack.
throw 1 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 3 Standard dice
Mind 10 Points
Body 2 Points
Avatar
Attack.
throw 1 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 3 Standard dice
Mind 10 Points
Body 2 Points
Avatar
Attack.
throw 1 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 3 Standard dice
Mind 10 Points
Body 2 Points
Avatar
Attack.
throw 1 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 3 Standard dice
Mind 10 Points
Body 2 Points
Avatar
Attack.
throw 1 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 3 Standard dice
Mind 10 Points
Body 2 Points
BARBARIAN
You are the Barbarian. The bravest and greatest of all mighty warriors that ever walked the land but beware of
magic for your sword is no defence against it; as you fight for peace and liberty.
Statistics
Attack 3 combat dice
Defend 2 combat dice
Mind 2
Body 8
Movement 2 standard dice
Spells –
Personal Skills
Speed
Once per turn the Barbarian can increase his movement; roll 1D6, 1-4 no effect, 5-6 double your movement roll.
Blade of Hope
Once per turn gain 1 extra combat die in attack, but lose 1 combat die in defence.
Retreat
Once per quest level move back up to 6 squares to a different position at the end of your movement turn if
desired.
First Strike
Once per quest level make 1 immediate attack on a single monster when it is placed beside you.
Will Power
Once per quest level ignore up to 2 body points of damage if you roll a white shield.
Battle Rage
Once per quest level you can make 2 attacks instead of 1, against any monster.
Gold
Warrior 5 gold coins
Champion 10 gold coins
Veteran 15 gold coins
Legend 20 gold coins
Cult 25 gold coins
Gold
Spells
Equipment
Treasure
Quests
Status
Barbarian
You are the Barbarian. The
bravest and greatest of all mighty
warriors that ever walked the
land but beware of magic for your
sword is no defence against it; as
you fight for peace and liberty.
Attack.
throw 3 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 2 Points
Body 8 Points
Barbarian
Attack.
throw 3 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 2 Points
Body 8 Points
Barbarian
Attack.
throw 3 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 2 Points
Body 8 Points
Barbarian
Attack.
throw 3 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 2 Points
Body 8 Points
Barbarian
Attack.
throw 3 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 2 Points
Body 8 Points
CLERIC
You are the Cleric. You are a good warrior and healer. Plus you have spells that can aid you in battle as well as
turning any Undead monster.
Statistics
Attack 2 combat dice
Defend 2 combat dice
Mind 5
Body 5
Movement 2 standard dice
Spells Yes
Personal Skills
Sidestepping
Once per turn when a monster moves beside you to attack, you can move adjacent to a square diagonally to
avoid being hit.
Turning Undead
See ‘Turning Undead’ below.
Reversal Spells
See ‘Spells List’ below.
Sacrifice
Once per quest level if a hero dies or is about to; the Cleric can revive or give up 3 mind and 3 body points to
save that hero, in doing so the Cleric can do nothing else that turn except move half his/her dice roll.
Twilight Spells
See ‘Spells List’ below.
Elemental Barrier Spell
See ‘Spells List’ below.
Spells List
Reversal Spells
Open/Close This spell can close any doors, including stone and secret doors. When reversed,
it can open any magical doors that are closed; roll 1D6, 2-6 no effect, 1 the magical
door is opened.
Heal/Hurt Once per quest level this spell may be cast on any or all players and will restore 1
to 4 lost body points. The Cleric can give 1 body point to each hero, or 3 to one and
1 to the other, or 2 to two heroes. When reversed it can inflict 1 body or 1 mind
point of damage on any hero or monster.
Weakness/Strength Once per quest level this spell minuses 1 combat die in attack or defence on any
one hero/monster. When reversed it adds 1 combat die in attack or defence on
any one hero/monster.
Twight Spells
All Binding The Cleric can use all the remaining or selected spells at once.
Rejuvenation The Cleric can replenish both his mind or body points by 1 as well as a hero’s
and monster’s.
Please note:
If the Zwein Spell is combined with any other spells the effects are doubled, except the ‘All Binding’ spell.
Once per quest level this spell may be cast on any hero or monster and will protect them against all the ‘Earth’,
‘Air’, ‘Fire’ and ‘Water’ Elemental spells for 1 turn; or the spell can be used to negate the effects of a spell already
cast on a hero or monster for 1 turn. (May be cast out of turn)
Turning Undead
Once per turn the Cleric can ‘turn’ any Undead monster that he or she encounters. To do this the Cleric must
face and/or have a clear ‘line of sight’ to do this. If successful any Undead monster must run away or not attack
the Cleric for up to 3 turns, or a combination of both.
Undead must move the maximum squares away from the Cleric if possible. When the Undead run away, they are
retreating out of fear.
Zombie 0–4 3
Ghoul 5 –8 2
Mummy 9 –12 1
Gold
Squire 5 gold coins
Champion 10 gold coins
Adept 15 gold coins
Knight 20 gold coins
Warlock 25 gold coins
Notes
Give the Cleric player the spell cards at the beginning of the quest adventure; ‘Reversal’, ‘Twilight’ spell decks
and the Elemental Barrier spell card. When the Cleric player gains in Status to the level the spells can be used
he/she may do so
Also it would be wise to photocopy the ‘Turning Undead section and give it to the Cleric player for reference.
Remember when then Cleric goes up a level, he/she can still choose and access the previous levels of spells to
add to their spell casting abilities.
Remember the Cleric can only use the Cleric Spells and no other. (The Evil Wizard may change this rule if
he/she wishes)
All Binding Elemental Barrier Heal/Hurt
The Cleric can use all the Once per quest level this spell may Once per quest level this spell may
remaining or selected spells at once. be cast on any hero or monster and be cast on any or all players and
will protect them against all the will restore 1 to 4 lost body points.
(Deduct two mind points after use)
‘Earth’, ‘Air’, ‘Fire’ and ‘Water’
Elemental spells for 1 turn; or the The Cleric can give 1 body point to
spell can be used to negate the each hero, or 3 to one and 1 to the
effects of a spell already cast on a other, or 2 to two heroes.
hero or monster for 1 turn. When reversed it can inflict 1 body
or 1 mind point of damage on any
(May be cast out of turn) hero or monster.
Zwein
The cleric can use the
same spell twice.
If the Zwein Spell is combined with
any other spells the effects are
doubled, except the ‘All Binding’
spell.
Gold
Spells
Equipment
Treasure
Quests
Status
Cleric
You are the Cleric. You are a
good warrior and healer. Plus
you have spells that can aid you
in battle as well as turning any
Undead monster.
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Cleric
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Cleric
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Cleric
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Cleric
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
DWARF
You are the Dwarf. You are a good warrior and fighter able to help your friends in combat and can always disarm
traps that you find. You may remove any visible trap in the same room or passage.
Statistics
Attack 2 combat dice
Defend 2 combat dice
Mind 3
Body 7
Movement 2 standard dice
Spells –
Personal Skills
Endurance
Ignore any wounds from a monster’s attack, the Dwarf loses no body points, but only if he has no healing potions
to nullify the attack.
Strength of Might
This skill allows you to increase your attack dice; roll 1D6, 1-3 no effect, 4-6 add 1 combat die.
Close Combat
Once per turn you may add 1 extra combat die in attack when fighting in passages.
Golden Touch
When the dwarf draws a treasure card stating gold or gems he can increase their value; roll 1D6, 1-2 no effect,
3-5 double the amount, 6 triple the amount.
Enrage
Once per quest level the Dwarf can make multiple attacks as long as you have movement to do so; roll 1D6 1-4
two attacks, 5 three attacks 6 four attacks.
Killing Blow
Once per turn the Dwarf can try to kill his enemy if he has rolled at least 1 skull; roll 1D6, 1-5 no effect, 6 the
enemy has been killed.
Gold
Warrior 5 gold coins
Champion 10 gold coins
Veteran 15 gold coins
Legend 20 gold coins
Cult 25 gold coins
Gold
Spells
Equipment
Treasure
Quests
Status
Dwarf
You are the Dwarf. You are a
good warrior and fighter able to
help your friends in combat and
can always disarm traps that you
find. You may remove any visible
trap in the same room or passage.
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Dwarf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Dwarf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Dwarf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
Dwarf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 3 Points
Body 7 Points
E LF
You are the Elf. A master in the arts of both magic and the sword; you must use both well if you are to triumph
over evil. And your bravery in supporting your friends has made you honourable to all.
Statistics
Attack 2 combat dice
Defend 2 combat dice
Mind 4
Body 6
Movement 2 standard dice
Spells Yes
Personal Skills
Lightning Reflexes
Once per turn the Elf can reduce 1 body point of damage by a trap if he rolls a white shield.
Light Spells
See ‘Spells List’ below.
Attacking Sprint
Once per turn the Elf can move, then attack, and then move again to avoid enemy combat, but he must not wear
any Chain Mail Armour.
Skill of the Blade
Gain 2 extra combat dice in attack if you are in possession of the Short sword.
Mind Lock
Gain 1 mind point to add to your statistics, this skill lasts until you are killed.
Spell Shield
Once per quest level if you are a victim of a spell roll 1 combat die; white shield – expel the spell cast, black
shield – delay the effects of the spell for 1 turn.
Spells List
Light Spells
Invisibility The Elf can make himself invisible or make another hero or monster invisible. This spell
lasts for 3 turns.
Shieldforce The Elf can use this spell to surround himself with a force field that cannot be penetrated
by any spell or physical attack. This spell lasts for 1 turn.
Stein The Elf can use this spell to turn anyone hero or monster into stone.
Gold
Warrior 5 gold coins
Champion 10 gold coins
Veteran 15 gold coins
Legend 20 gold coins
Cult 25 gold coins
Notes
Give the Elf player the spell cards at the beginning of the quest adventure; ‘Light’ spell deck. When the Elf player
gains in Status to the level the spells can be used he/she may do so.
Remember for variety the Evil Wizard may grant the Elf player a choice of choosing any three spells (or even if
the Evil Wizard is being generous-six spells) from any level one elemental spell list; if this is the case give the Elf
player the three spells chosen to replace the ‘Light’ spells ready for use.
Invisibility Shieldforce Stein
The Elf can make himself invisible The Elf can use this spell to The Elf can use this spell to turn
or make another hero or monster surround himself with a force field anyone hero or monster into stone.
invisible. that cannot be penetrated by any
spell or physical attack.
This spell lasts for 3 turns.
This spell lasts for 1 turn.
Gold
Spells
Equipment
Treasure
Quests
Status
Elf
You are the Elf. A master in the
arts of both magic and the sword;
you must use both well if you are
to triumph over evil. And your
bravery in supporting your friends
has made you honourable to all.
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elf
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
ELVEN ARCHER
You are the Elven Archer. Your skill with the bow precedes even your enemies, and you have the ability to shoot
diagonally when adjacent to your foe, who will think twice–fight or flea?
Statistics
Attack 2 combat dice
Defend 2 combat dice
Mind 4
Body 6
Movement 2 standard dice
Spells –
Personal Skills
Leap
Once per turn the Elven Archer can leap over a square which contains the enemy even diagonally as long as the
other opposite square is empty; this leap counts as 1 square movement.
Second Thoughts
Once per turn, this skill allows the Elven Archer to reroll all attack dice if he is using a bow or crossbow.
Herblore
With the secrets of the forest you are able to heal yourself or others; roll 1D6, 1 no effect, 2 one body point, 4-5
two body points, 6 three body points.
Arrows Blur
Once per quest level, with this skill the Elven Archer can multiply his attacks with his bow; roll 1D6, 1-4 three
attacks, 5 four attacks, 6 five attacks.
Swift Wind
Once per quest level the Elven Archer can add 3 extra combat dice in attack when using a bow, but not a
crossbow.
Accuracy
Once per quest level you have the ability to kill your enemy with one shot from your bow; roll 1D6, 1-4 missed
your mark, 5-6 the enemy has been vanquished.
Gold
Warrior 5 gold coins
Champion 10 gold coins
Veteran 15 gold coins
Legend 20 gold coins
Cult 25 gold coins
Gold
Spells
Equipment
Treasure
Quests
Status
Elven Archer
You are the Elven Archer. Your
skill with the bow precedes even
your enemies, and you have the
ability to shoot diagonally when
adjacent to your foe, who will
think twice–fight or flea?
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elven Archer
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elven Archer
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elven Archer
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
Elven Archer
Attack.
throw 2 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 4 Points
Body 6 Points
MA GE
You are the Mage. Having mastered your choice of Elemental spells, the magic they yield sends fear into the eyes
of your enemies; and all who oppose you in your fight against Chaos.
Statistics
Attack 1 combat die
Defend 2 combat dice
Mind 7
Body 3
Movement 2 standard dice
Spells Yes
Personal Skills
Elemental Spells – Level 1
The Mage starts with 6 spells of his/her chosen element in which he/she specializes in.
Elemental Spells – Level 2
The Mage gains 6 more spells from their chosen element to add and use with level 1.
Elemental Spells – Level 3
With the addition of his/her spells from levels 1 and 2; the Mage chooses via die roll which 6 spells he/she learns
next. Level 3 spells are in alphabetical order, so using1D12 randomly roll to select your spells; 1 being the first
spell in alphabetical order and 12 being the last spell in alphabetical order.
Elemental Spells – Level 4
Now that the Mage has 18 spells at his/her command; in level 4 you are free to choose your next 6 spells for a
total of 24 spells that can be renewed after every quest level.
Elemental Mastery
The Mage can cast his/her level 1 spells twice and level 2 via a die; roll 1D6, 1-4 no effect, 5-6 success.
Gold
Peeyr 5 gold coins
Konjuror 10 gold coins
Magician 15 gold coins
Wizard 20 gold coins
Sorcerer 25 gold coins
Notes
Remember when the Mage goes up a level, he/she can still choose and access the previous levels of spells to
add to their spell casting abilities. Also the Mage can choose different spells from the previous levels if he/she
wishes to add variety to their spell-casting. The Mage does not have to stick to the same spells if he/she does
not want to.
Remember when the Mage becomes a Sorcerer and after completing three more quest levels he/she may
choose to become an Avatar; if not the Mage player stays at the Sorcerer level for the rest of the game.
Character Sheet
Name:
Race/Type: Mage
Mind Points: 7
Body Points: 3
Attack: 1 combat die
Defend:
2
2 combat dice
Movement: 2 standard dice
Gold
Spells
Equipment
Treasure
Quests
Status
Mage
You are the Mage. Having
mastered your choice of Elemental
spells, the magic they yield sends
fear into the eyes of your enemies;
and all who oppose you in your
fight against Chaos.
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Mage
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Mage
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Mage
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Mage
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
PALADIN
You are the Paladin. A proud crusading knight journeying the land to rid it of evil and Chaos; your ability to heal
yourself and others makes you a valuable asset to times of combat.
Statistics
Attack 2 combat dice
Defend 3 combat dice
Mind 5
Body 5
Movement 2 standard dice
Spells Yes
Personal Skills
Holy Health
Once per quest level the Paladin may heal himself or an adjacent hero up to 2 body points.
Fear-More
Once per turn if being attacked by a skeleton/s, the Paladin incites fear in them during battle, by making the
skeleton/s lose 1 combat die in attack.
Tactical Advantage
Once per quest level, if the Paladin is wearing Plate Armour he/she is not penalized with a 1 die movement roll.
Holy Strength
Once per turn the Paladin gains 1 combat die in attack or defence (Paladin’s choice) when confronting Ghouls,
Mummies, Zombies; but only if he/she has a full complement of mind and body points.
Grey Spells
See ‘Spells List’ below.
Chaotic Cleansing
Once before a quest level begins, the Paladin and the Evil Wizard roll 1D6 each and add its number to their
current mind points; the highest total wins. If the Paladin is successful, the Evil Wizard can cast no Chaos Spells
during that quest level. If the Paladin is not successful he/she cannot use any of their Personal Skills.
Spells List
Grey Spells
Ablegen When this spell is cast, the Paladin forces another spellcaster to discard all of their unused
spells.
Frieven When cast, this spell freezes everyone and everything in a room or passageway, (except the
Paladin of course) for one turn only, and this spell can be used once per 3 turns.
Verbiden This spell allows all of the Paladin’s mind and body points to be combined for one attack or
defence. Deduct 1 mind and 1 body point after use.
Gold
Squire 5 gold coins
Champion 10 gold coins
Adept 15 gold coins
Knight 20 gold coins
Warlock 25 gold coins
Notes
Give the Paladin player the spell cards at the beginning of the quest adventure; ‘Grey’ spell deck. When the
Paladin player gains in Status to the level the spells can be used he/she may do so
Ablegen Frieven Verbiden
When this spell is cast, the When cast, this spell freezes This spell allows all of the
Paladin forces another spellcaster everyone and everything in a room Paladin’s mind and body points to be
to discard all of their unused spells. or passageway, (except the Paladin combined for one attack or defence.
of course) for one turn only.
Deduct 1 mind and 1 body point
This spell can be used once per 3 after use.
turns.
Gold
Spells
Equipment
Treasure
Quests
Status
Paladin
You are the Paladin. A proud
crusading knight journeying the
land to rid it of evil and Chaos;
your ability to heal yourself and
others makes you a valuable asset
to times of combat.
Attack.
throw 2 Combat dice
Defend.
throw 3 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Paladin
Attack.
throw 2 Combat dice
Defend.
throw 3 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Paladin
Attack.
throw 2 Combat dice
Defend.
throw 3 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Paladin
Attack.
throw 2 Combat dice
Defend.
throw 3 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
Paladin
Attack.
throw 2 Combat dice
Defend.
throw 3 Combat dice
Move.
throw 2 Standard dice
Mind 5 Points
Body 5 Points
RA N G E R
You are the Ranger. Your dexterity, exceptional skill and accuracy with a bow are legendary; with archery
expertise you inflict pain or death within your sights.
Statistics
Attack 3 combat dice
Defend 1 combat dice
Mind 7
Body 3
Movement 2 standard dice
Spells –
Personal Skills
Sure Shot
Once per turn (attack phase) the Ranger’s skill in accuracy with a bow or crossbow (exception: Elfric’s
Crossbow) are guaranteed; 1 combat die in attack is always a skull, roll the remainder to determine other hits or
misses.
Arrow of the Flame
Once per turn if the Ranger possesses the Short Bow he/she adds 2 combat dice in attack. The arrow’s fiery
flame engulfs and consumes the enemies of evil.
Venom’s Arrow
Once per turn if the Ranger is in possession of the Long Bow he/she gains 1 extra combat die in attack and
defence. Such is the poison of death as the arrow yields its mark upon its victims.
Blessed Arrow
Once per turn if the Ranger has command of the Crossbow (not Double Crossbow) he/she inflicts 1 mind point of
damage for every skull rolled in combat when attacking the Undead. For the Holy cause does the arrow strike
down the minions of Hell.
Added Advantage
Once per turn if the Ranger has the Double Crossbow, he/she may sacrifice 1 mind and 1 body point to add 1
combat die in attack.
Guided Arrow
If you are an Elven Ranger and carry Elfric’s Crossbow, you are immune to all 1st Level Spells; also your arrows
that yield from this magical weapon give extra damage to your enemies. Before the Elven Ranger makes his/her
attack roll 1D20 from the ‘Empowered Arrow’ table below for the monster the Elven Ranger wants to kill, if the
number is within range, add the body point damage to the skulls the Elven Ranger rolls next in his/her attack. If
you are not an Elf your Race is not immune to all 1st Level Spells and see the Non-Elf Damage column to
determine adjusted body damage to monsters.
For all other type of monsters not mentioned the Evil Wizard will determine any Body point damage to be given.
Gold
Warrior 5 gold coins
Champion 10 gold coins
Veteran 15 gold coins
Legend 20 gold coins
Cult 25 gold coins
Notes
This is an interesting hero in as such the player may choose to be an Elven Ranger or a Human Ranger, so let the
player know he/she has a choice.
Regardless of the choice it would be wise to photocopy the ‘Empowered Arrow Table’ and give it to the player for
reference.
Remember the Elven Ranger especially does not cast spells even if it is an Elf. (Sorry) But the Evil Wizard may
change that if he/she wishes.
Character Sheet
Name:
Race/Type: Ranger
Mind Points: 7
Body Points: 3
Attack: 3 combat dice
Defend:
2
1 combat die
Movement: 2 standard dice
Gold
Spells
Equipment
Treasure
Quests
Status
Ranger
You are the Ranger. Your
dexterity, exceptional skill and
accuracy with a bow are
legendary; with archery expertise
you inflict pain or death within
your sights.
Attack.
throw 3 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Ranger
Attack.
throw 3 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Ranger
Attack.
throw 3 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Ranger
Attack.
throw 3 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
Ranger
Attack.
throw 3 Combat dice
Defend.
throw 1 Combat dice
Move.
throw 2 Standard dice
Mind 7 Points
Body 3 Points
WIZARD
You are the wizard. You have many spells that can aid you in the fight against Chaos and evil. However, in combat
you are weak; so use your spells wisely and avoid if possible any physical conflict.
Statistics
Attack 1 combat die
Defend 2 combat dice
Mind 6
Body 4
Movement 2 standard dice
Spells Yes
Personal Skills
Elemental Spells – Level 1
The Wizard starts with 8 spells, 2 from each element.
Elemental Spells – Level 2
The Wizard gains 8 more spells to add and use with level 1.
Elemental Spells – Level 3
The Wizard gains 8 more spells to add and use with levels 1 and 2.
Elemental Spells – Level 4
The Wizard gains 8 more spells to add and use with levels 1, 2 and 3. Now the Wizard has 32 spells at his/her
command.
Recast
From level 1 the Wizard can choose 4 spells, 1 from each element and use it twice.
Elemental Wizard Spells
Level 1
Air Tempest
Swift Wind
Earth Pass Through Rock
Rock Skin
Fire Courage
Ball of Flame
Water Sleep
Water of Healing
Level 2
Air Genie
Disarm
Earth Heal Body
Earthen Shield
Fire Fire of Wrath
Fire Shield
Water Veil of Mist
Frozen Water
Level 3
Air The Eye of Horus
Air Bolt
Earth Fools Gold
Rock of Ages
Fire The Hands of Osiris
Scales of Fire
Water Cloak of Ice
Hail Ball
Level 4
Air A Shroud of Air
The Sword of Aeron
Earth The Cage of Gaia
Stone Armour
Fire Cloak of Osiris
Flames of Death
Water Betrayal
Sheet of Ice
Gold
Peeyr 5 gold coins
Konjuror 10 gold coins
Magician 15 gold coins
Wizard 20 gold coins
Sorcerer 25 gold coins
Notes
Give the Wizard player the spell cards listed above in the ‘Elemental Wizard Spells Table’ at the beginning of the
quest adventure. As the Wizard goes up a level the spells in the table become available.
Remember only the spells in the above table can be used be the Wizard.
Remember when the Wizard goes up a level, he/she can still access the previous levels of spells to add to their
spell casting abilities.
Remember when the Wizard becomes a Sorcerer and after completing three more quest levels he/she may
choose to become an Avatar; if not the Wizard player stays at the Sorcerer level for the rest of the game.
Character Sheet
Name:
Race/Type: Wizard
Mind Points: 6
Body Points: 4
Attack: 1 combat die
Defend:
2
2 combat dice
Movement: 2 standard dice
Gold
Spells
Equipment
Treasure
Quests
Status
Wizard
You are the wizard. You have
many spells that can aid you in the
fight against Chaos and evil.
However, in combat you are weak;
so use your spells wisely and avoid
if possible any physical conflict.
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 6 Points
Body 4 Points
Wizard
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 6 Points
Body 4 Points
Wizard
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 6 Points
Body 4 Points
Wizard
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 6 Points
Body 4 Points
Wizard
Attack.
throw 1 Combat dice
Defend.
throw 2 Combat dice
Move.
throw 2 Standard dice
Mind 6 Points
Body 4 Points
Having trouble fighting off evil that lurks in every dark corner
wherever you turn? Need someone to cover your back while you go in
for the kill? Well the answer to all your prayers is here, well
almost. The Von Darken mercenary the most feared fighter of the
land is available for hire and if you have the right amount of gold,
they’ll kill anything and anybody you wish. Just make sure you stay
alive until payday, or better yet, just make sure you have the gold with you; who cares if
your dead or dying–the Von Darken don’t, that’s for sure. Now having said all that my
bold Apprentice let me make this clear the Von Darken mercenary can be hired out by
Chaos or by the heroes themselves, so be prepared and watch your back.
Personal Skills
Soldier
None.
Sergeant
Swift – The mercenary adds 1 movement point to his die roll.
Lieutenant
Agile – The mercenary can jump over any uncovered pits without recourse to a die roll.
Commander
Fate – The mercenary may re-roll 1 defensive combat die.
Captain
Tough – The mercenary gains 1 additional body point.
Hiring Costs per Quest Level
Soldier 15 Gold coins
Sergeant 20 Gold coins
Lieutenant 30 Gold coins
Commander 40 Gold coins
Captain 50 Gold coins
Notes
At the beginning of any quest level adventure the hero/es may hire a Von Darken mercenary if they wish. If so
give the hero/es a Von Darken Character Sheet and it maybe wise to photocopy this entire section for the
hero/es to read and use for reference.
Combat Skills
When a Von Darken mercenary goes up a level, their attack and defence dice rolls change, make sure the
hero/es know this.
Hiring Costs per Level
At the end of a quest level the hero/es must pay the Von Darken mercenary his hiring fee. The Evil Wizard must
make sure the gold is deducted from the Hero’s Character Sheet and put on/recorded on the Von Darken
Character Sheet.
Remember if a hero hires more than one Von Darken mercenary, there must be a separate character sheet for
each.
Character Sheet
Name:
Race/Type: Mercenary
Mind Points: 4
Body Points: 6
Attack: 2 combat dice
Defend:
2
2 combat dice
Movement: 2 standard dice
Status
Soldier
Sergeant
Lieutenant
Commander
Captain
Mercenary Guild Gold
Equipment
Quests
Elemental,
Celestial & Chaos
Spells
Elemental Air Spells
Level 1
Air Bolt
Disarm
Genie
Swift Wind
Tempest
The Eye of Horus
Level 2
A Shroud of Air
Carpet of Air
Door of the Mists
The Cloak of Aeron
The Sword of Aeron
Time Trap
Level 3
Level 4
Air Bolt – You cast an Air Bolt that delivers 1 body point of damage to any monster or hero.
Disarm – A mighty gust of wind forces open any trapped chest, disarming it in the process.
Genie – This spell conjures up a Genie who will do one of the following: Open any door on the board, (the
room’s contents should be put out) revealing what lies in side; or attack anyone on the board. He will attack only
once with five combat dice.
Swift Wind – 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/she moves.
Tempest – This spell creates a small whirlwind that envelops any one monster or player of your choice. That
monster or player will then miss his next turn.
The Eye of Horus – A bright beam of hot air emanates from your hand giving 1 mind point of damage; but
only if the enemy is beside you.
Level 2
A Shroud of Air – This spell heals up to 2 body points of damage on any hero who is adjacent to you; no
monsters must be in the same room or corridor when this spell is cast.
Carpet of Air – This spell creates a flying carpet that can transport up to five heroes to any unexplored
room on the board.
Door of the Mists – This spell creates a door that lasts 2 turns; which allows any hero to go to an
explored area of his/her choice on the board.
The Cloak of Aeron – A force of air surrounds a hero giving one extra combat die in defence; which lasts
for that hero’s attack phase.
The Sword of Aeron – This sword of air causes the enemies armour to be destroyed, thus only allowing
one less combat die to be rolled in defence.
Time Trap – All heroes in a room or corridor with you are immune from any spear traps until your next turn.
Level 3
Air Force – Every hero including yourself regains 1 body point lost from attack.
Air of Confusion – Cast this spell on a monster, who loses control of its movement; move this monster
twice its movement points away form you; this monster can not attack this turn.
Enfeeblement – A magical wind sucks the strength from a single monster adjacent to you; that monster
cannot attack this turn.
Entrapment – All heroes in a room or corridor with you are immune from any pit traps until your next turn.
Mists of Speed – All heroes including yourself gain 1 extra movement die on their next turn.
Net of Ether – This casts a net that captures any monster in a room or corridor for 1 turn; it cannot move,
attack or defend.
Radiance of Aeron – You bathe a hero in a glowing mist of bright light; this hero cannot be affected by
arrows or spells that make him lose any mind and or body points in his/her next turn.
The Hands of Horus – Any monster that is adjacent to you loses 2 body points of damage from your
hands that touch it; the monster screams as its flesh falls from its body in agony.
The Mists of Horus – One empty square of your choice and its adjacent squares are surround by a wall
of mist for the remainder of the quest; any monster or hero who moves or is caught in this wall rolls 1 less
defence die when attacked.
The Wings of Aeron – Casting this spell on any hero adjacent to you, that hero disappears and then
reappears on an unoccupied square of his/her choice within the room.
Tornado – This spell may only be cast in a room; and unleashes a mighty wind that pins all monsters to the
nearest wall for 2 turns.
Whirlvine – A vine made of air rises up from the ground rapping itself around the monster where he stands;
he cannot movement, though he can still attack and defend, minus 1 combat die for each stat.
Level 4
Acid Air – Little air droplets form from your hands and attack every monster in the room or corridor; the
monsters can defend themselves by rolling 1 combat die, if it is a black shield no harm; a white shield 1 mind point
of damage; a skull 1 body point of damage.
Air Elemental – The Mage summons an Air Genie and attacks every monster in the room, but not in
corridors; it attacks using 2 combat dice, when all the monsters have been dealt with the Genie disappears.
Breeze Breath – If a hero has died last turn and you have full mind points; cast this spell and the hero
returns to life with 2 mind and body points, lose 2 mind and 2 body point from your stats.
Dispel – Negate the effects of one Chaos Spell that was cast in the previous turn; the Mage and the Evil Wizard
both roll 1D6 to add to their mind points, which ever is the highest wins: Mage negates the Chaos Spell, Evil
Wizard maintains the effects of the Chaos Spell.
Fresh Air Fountain – Every monster in a room or corridor suffers one mind point of damage, minus 2
mind points from your Stats.
Silence – The air stills like the darkness of night; this spell when cast in a room (not corridors) protects it
from all spells that may be cast in this room for one turn. No other spells can be cast.
Slave – Cast this spell on a Goblin or Orc; the Mage gains control of this monster until it dies or until you exit
the current quest level.
The Air of Fleshfall – Every monster in a room or corridor suffers one body point of damage, minus 2
body points from your Stats.
The Pit of Horus – A pit trap opens underneath a monster or hero who falls in and suffers 1 body point of
damage. The pit trap is permanent and standard pit rules apply to it.
Wind Force – Every hero including yourself regains 2 body points lost from attack.
Winds of Chance – On a hero’s next attack he/she may re-roll any of his/her combat dice.
Winds of Change – When cast in a room but not in a corridor; all monsters roll 1 less attack die in their
next attack.
A Shroud of Air Air Bolt Carpet of Air
This spell heals up to 2 body You cast an Air Bolt that This spell creates a flying
points of damage on any hero delivers 1 body point of damage carpet that can transport up
who is adjacent to you; no to any monster or hero. to five heroes to any
monsters must be in the same unexplored room on the board.
room or corridor when this
spell is cast.
Level 1
Earthen Shield
Fools Gold
Heal Body
Pass Through Rock
Rock of Ages
Rock Skin
Level 2
Gaia’s Robe
Golden Arrow
Master Builder
Rocket
Stone Armour
The Cage of Gaia
Level 3
Level 4
Pass Through Rock – This spell may be cast on any hero, or yourself; that hero may then move through
walls when he/she next moves. He/she may move through as many walls as movement will allow.
Rock Skin – This spell may be cast on any hero, or yourself; that hero may throw 2 extra combat dice in
defence, until the spell is broken. The spell is broken when that hero suffers any body damage.
Heal Body – This spell may be cast on any hero, or yourself; it will restore up to 4 lost body points.
Earthen Shield – This spell may be cast on any hero who is adjacent to you, as well as yourself; whatever
number of shields the hero rolls on his next defence, it is doubled.
Fools Gold – Cast this spell when a hero finds some gold to see if it is real; roll 1D6, 1-3 Fools Gold, 4-5 Real
Gold 6 Double the Amount.
Rock of Ages – A monster or hero who is adjacent to you is turned into a rock statue for 2 turns.
Level 2
Stone Armour – A living stone blanket raps around a hero giving him/her 1 extra combat die in defence.
Rocket – This spell conjures up a rock spear; throw it at a monster, this spear inflicts 4 combat dice in attack.
The monster may roll for his defence.
Master Builder – This spell creates a wall of rock the length of a corridor. The wall stays for the remainder
of the quest adventure. Can not be cast in a room.
The Cage of Gaia – Choose any monster that you can see and where he stands, a cage appears from the
ground growing around him; he cannot move for 3 turns. The monster cannot attack but can still defend.
Gaia’s Robe – When this spell is cast a glowing robe of energy surrounds and protects you; giving 3 extra
combat dice in defence.
Golden Arrow – Cast this spell on a hero who is in possession of a bow or crossbow; on this hero’s next
attack he can fire it on a monster that turns into a golden statue for 3 turns. The monster rolls no defence dice
for this action.
Level 3
Stone Spike – You materialize a stone spike to strike at your enemies; roll 5 combat dice in attack, your
enemy can roll for defence.
Detection – You may cast this spell outside of any room to learn its contents; all monsters and furniture are
placed on the board, but the door remains closed.
The Staff of Gaia – A magical silver staff appears in your hands; it rolls 4 combat dice in attack and lasts
2 turns.
Life Restored – Give 3 body points to a hero adjacent to you; these points can go above his/her starting
number.
Green Golem – You conjure up a Green Golem who does your bidding; it has 5 combat dice in attack and
defence and 1 mind and body point. This creature materializes beside you and lasts for 2 turns.
Transportation – A whirlwind of glowing leaves surrounds you and takes you to any unoccupied square in an
explored part of the board.
Metamorphic Beast – The earth releases a foul beast to help you in your hour of need; it has 1 combat dice
in attack and defence, but can make 2 attacks per turn and has 1 mind and 1 body point.
Thorndrake – Cast this spell in a room full of monsters; a dense plant growth of vine with thorns covers the
entire room. All monsters inside can not move for 2 turns.
The Eyes of Gaia – Cast this spell on any monster or hero; who are blinded for 2 turns, they cannot move
or attack, but can defend with 1 less combat die.
Lodestone – Roll 1 standard die and that is how many lodestones will attack any monster or hero with 1
combat dice each. Sacrifice 3 mind points to add 1 extra combat die to each lodestone.
Stonewall – Create a stone wall to block a door or corridor; roll 1D6 to determine how many turns this wall
stays.
Metalmorph – Any monster carrying a metal weapon turns red hot and attack and defends with 1 less
combat die; if the monster can only attack with 1 combat die the weapon is destroyed.
Level 4
Aerolite – A whirlwind of glowing leaves surrounds you and takes you to any unoccupied square in an
unexplored part of the board of your choice.
Dust To Dust – Any monster carrying a weapon immediately turns to dust. That monster may not attack for
2 turns, but it will defend with 1 less combat die.
Gaian Magic – Cast this spell on a non-magical weapon held by a hero to empower it; this weapon gains 2
extra combat dice in attack against monsters immune to spells. This spell lasts 3 turns.
Arrowhead – An arrow bolts from your hand attacking 1 monster with 6 combat dice; this monster may
defend normally.
Rebound – When this spell is cast a green energy field surrounds you; roll a 1D6 every time you lose a body, 1-
3 no effect,4-5 the blow is turned, 6 the blow is rebounded back to your enemy and it loses the body points
instead.
The Curse of Gaia – This spell puts a curse on a monster or hero; and prevents him/her from attacking
for the remainder of the quest level.
Hypnotic Stare – You mesmerize a single monster who you can see; both of you roll a 1D6 and add this to
your mind points, if yours is the highest the monster falls under your control during this quest level.
Earth Elemental – You summon a Earth Elemental who will fight for you for 2 turns; it has 4 combat dice in
attack and defence, 3 mind and 3 body points, it can be killed even before the 2 turns is up.
Stone Flesh – A magical bolt of glowing green shoots from your hand towards your enemy in attack; roll a
1D6 1-2 no effect 3-4 3 combat dice, 5-6 4 combat dice. The enemy takes this amount of damage, no defence roll.
Lava Alive – Cast this spell on a square a monster is standing in, it turns to lava and then hardens; the
monster cannot move, it takes 1 body point of damage, every turn it rolls a 1D6 to free itself, 1-2 no effect, 3-4
lose 1 body point, 5-6 freedom.
The Mouth of Gaia – When this spell is cast it swallows a monster of your choice for 2 turns; it then
reappears and defends with 1 less combat die.
Trapeze – Roll a1D6 and add this number to your current mind points, if the total is 9 or more you locate all
traps on the board. The Evil Wizard must put all traps out for all to see, if not you suffer 3 mind points of damage.
Earthen Shield Fools Gold Gaia’s Robe
This spell may be cast on any Cast this spell when a hero When this spell is cast a
hero who is adjacent to you, as finds some gold to see if it is glowing robe of energy
well as yourself; whatever real; roll 1D6, 1-3 Fools surrounds and protects you;
number of shields the hero Gold, 4-5 Real Gold 6 giving 3 extra combat dice in
rolls on his next defence, it is Double the Amount. defence.
doubled.
Level 1
Ball of Flame
Courage
Fire of Wrath
Fire Shield
Scales of Fire
The Hands of Osiris
Level 2
Cloak of Osiris
Flames of Death
Strength of Osiris
The Eye of Isis
The Eye of Osiris
The Hands of Isis
Level 3
Level 4
Courage – This spell may be cast on any hero. Who will then be able to throw 2 extra combat dice each time
he/she attacks. The spell is broken when there are no more monsters visible by the hero.
Ball of Flame – This spell may be cast on a hero or monster; it will inflict 2 body points of damage. The
victim may roll 2 dice, for each shield he/she rolls this will reduce the damage by 1.
Fire of Wrath – This spell may be cast on any hero or monster anywhere on the board; it will seek out your
enemy and inflict 1 body point of damage, unless your opponent can roll a shield on 1 combat die.
Fire Shield – Cast this spell on yourself to be immune to all 1st level ‘Fire Spells’ for 2 two turns.
Scales of Fire – Cast this spell on a hero or yourself; flaming scales of the mythical Red Dragon attach itself
to your body giving 2 extra combat dice in defence for 1 turn.
The Hands of Osiris – Put your hands on any hero adjacent to you or yourself; use your healing energy to
restore up to 3 lost body points, no monsters must be in the room or corridor when this spell is cast minus 2
mind points from your stats.
Level 2
Cloak of Osiris – You materialize a red cloak that you wear for 1 turn; giving you protection from all
Undead attacks and 1 extra combat die in defence with all other monsters.
Flames of Death – You cast a fireball at a monster doing 3 body points of damage; the monster does not
roll for its defence.
Strength of Osiris – Every hero in a room or corridor who is with you including yourself gains 1 extra
combat die in attack for 1 turn.
The Eye of Isis – A bright flash of energy emanates above your head blinding every monster in the same
room or corridor for 1 turn; they each roll 1 less combat die in attack.
The Hands of Isis – Putting your hands on any hero who is adjacent to you or yourself; use your healing
energy to restore up to 4 lost body points, no monsters must be in the room or corridor when this spell is cast;
minus 1 mind point from your stats.
The Eye of Osiris – When this spell is cast you are able to see through an unopened door to detect all the
monsters within; the Evil Wizard tells you how many and who they are, but doesn’t lay them out on the board.
Level 3
Burning Fever – When this spell is cast on a hero, he/she goes into a fevered rage; and gains 2 extra
combat dice in attack, but rolls 1 less combat die in defence.
Command of Isis – Choose 3 monsters in the same room as you, and for 1 turn they cannot move, attack
or defend.
Command of Osiris – An undead monster of your choice in the same room as you dies.
Dancing Flames – Roll a 1D6 to create little fireballs of dancing flames; delegate 1 fireball to each monster
that is in the room with you. These monsters cannot attack.
Emblazoned Staff – You materialize a fiery staff; roll a 1D6, which is how many combat dice you can use to
attack a monster.
Fire Feet – All heroes with you including yourself gain 1 extra movement die on their next turn.
Flaming Sword – You conjure up a flaming red sword to use against your enemies; it has 3 combat dice in
attack; you may add 1 extra die, but it will cost you 2 minds points.
Perpetual Light – The entire quest level is in darkness, only the heroes can see; all the monsters lose half
their movement points plus 1 combat die in attack and defence.
Pyre of Pain – Give any hero 1 body point that has lost 1 body point in combat or from a trap.
Smoke Shield – Cast this spell on an open doorway, a shield of smoke covers the entrance; on one can go
through it until you cancel the spell.
The Silver Key – Cast this spell when you find a trapped locked treasure chest; this key will open it
disarming the trap and opening the chest, even a magical one.
Vanished – 1 room of your choice vanishes for 2 turns and then reappears, if the door was opened it is
closed, minus 2 mind points from your stats.
Level 4
Bravery – This affects any hero in the same room or corridor with you, including yourself. All are now immune
to the Chaos spell ‘Fear’ until the end of your next.
Control – The chosen monster immediately becomes afraid, and tries to run away from you. You may guide
the monster’s movements for as long as it remains under your spell. The monster may roll a 1D6 for each of its
current Mind points. If the monster rolls a 6 it is free from the spell.
Explosion – Choose 1 square to attack with a giant fireball this square causes 2 body points of damage plus
the surrounding squares cause 1 body point of damage.
Fire Elemental – You summon a Fire Elemental who will fight for you for 2 turns; it has 6 combat dice in
attack and defence, 3 mind and 3 body points, it can be killed even before the 2 turns is up.
Hot Spot – This spell is cast on a square in which a monster is standing; he loses 3 body points if he does not
roll a 6 (1D6) for each mind point he has.
Inferno – Choose 1 square to attack with a giant fireball this square causes 3 body points of damage plus the
surrounding squares cause 2 body points of damage. Monsters do not roll for defence.
Phoenix – You may use this spell to raise any fallen hero from the dead. The spell must be cast no later than
one turn after the hero dies. The hero once arisen has only one mind and one body point.
Regeneration – You may cast this spell on any hero, including yourself. The hero is restored of all lost mind
and body points.
Shield of Flames – A shield of fire engulfs you for two turns; no monster can come near you and attack.
The monster must stay at least 1 square away from you until then. If you approach a monster to attack while the
shield is up the victim automatically loses 3 body points.
Silence – The air stills like the darkness of night; this spell when cast in a room (not corridors) protects it
from all spells that may be cast in this room for one turn. No other spells can be cast.
Slave – Cast this spell on a Goblin or Orc; the spellcaster gains control of this monster until it dies or until you,
the spellcaster exit the current quest level.
Staff of Isis – You are in possession of this staff of fire for 3 turns; you may roll 3 combat dice in attack and
may attack diagonally as well. Sacrifice 1 mind point to add 1 extra die in attack.
Ball of Flame Cloak of Osiris Courage
This spell may be cast on a You materialize a red cloak This spell may be cast on any
hero or monster; it will inflict that you wear for 1 turn; hero. Who will then be able
2 body points of damage. The giving you protection from all to throw 2 extra combat dice
victim may roll 2 dice, for Undead attacks and 1 extra each time he/she attacks. The
each shield he/she rolls this combat die in defence with all spell is broken when there are
will reduce the damage by 1. other monsters. no more monsters visible by
the hero.
Level 1
Cloak of Ice
Frozen Water
Hail Ball
Sleep
Veil of Mist
Water of Healing
Level 2
Aqua Armour
Betrayal
Fortitude
Sheet of Ice
Teleport
Winter’s Wind
Level 3
Level 4
Cloak of Ice – A cloak of shimmering ice crystals surround a hero or you for 1 turn giving 1 extra combat die
in defence.
Frozen Water – Freeze a monster in a room for 2 turns; that monster cannot move or attack, but will
defend using 1 combat die. If it is attacked the spell is broken.
Hail Ball – You conjure up a glowing ball of hail; it does 2 combat dice of attack in damage in any monster or
hero in a room or corridor. The victim rolls for no defence against it.
Sleep – This spell will put 1 monster to sleep. He may try to defend himself by rolling 1 die per mind point. If he
rolls a shield he is unaffected. Once asleep he may not defend if attacked. He will awake if he rolls a 6 at the
start of his turn, or if attacked.
Veil of Mist – This spell may be cast on any hero or yourself. This hero may then move unseen through
spaces that are occupied by other heroes or monsters the next time he/she moves.
Water of Healing – This spell may be cast on any hero or yourself. It will restore up to 4 lost body points.
Level 2
Aqua Armour – An armour of magical water surrounds your body giving 1 extra combat die in defence for 1
turn.
Betrayal – Cast this spell on a monster in the same room as you, then both of you roll a 1D6 and add this
number to your mind points, if your total is higher gain control of the monster for 2 turns.
Fortitude – A bright cloud of dancing dewdrops fills the air and lands on a hero or yourself; they will cure up
to 3 lost body points.
Sheet of Ice – Cast this spell in a corridor, this passageway’s floor becomes covered with ice; that allows all
heroes to use 4 movement points to walk on it. This spell lasts 1 quest level.
Teleport – When cast transport all heroes in the same room or corridor including yourself to a previously
explored part of the board.
Winter’s Wind – A howling wind consumes an entire room causing 3 combat dice of damage to all
monsters and heroes. No one can roll for its defence.
Level 3
Acid Rain – Cast this spell on a 2-by-2 square floor, any monster or hero in those squares suffers 2 combat
dice of attack damage. There is no defence roll.
Bubble Bath – You turn yourself into a body full of bubbles, no one can attack you for 2 turns.
Flash Flood – All monsters in a corridor with you are washed away along its length to the opposite end away
from you, and become unconscious and lose their next turn.
Fluidic Acid – A dissolving acid-like substance spurts from your hands to a monster adjacent to you; any
armour and weapons it has is melted away leaving it defenceless, no defensive die roll. If no weapons or armour
it suffers 2 body points of damage.
Icicle Daggers – You conjure up a swarm of small sharp icicles and throw them towards a monster that
suffers 3 combat dice of attack damage. There is no defence die roll.
Illusion – When this spell is cast it conjures up extra images of all the heroes that are with you including
yourself, making all the monsters disheartened with fear, and thus roll 2 less combat dice in attack for 1 turn.
Pool of Death – Choose a square where a monster is standing, a pool of water materializes underneath and
sucks him down making him lose half his body points, and 1 less combat die in attack and defence.
Snow Fall – Cast this spell into a room, a heavy snow storm fills it to the brim; all monsters inside are
trapped for 2 turns.
Snow Man – Choose a monster or hero and turn him/her into an ice statue for 1 turn, in which he/she will
lose 1 mind and 1 body point, when returned to normal.
Spirit of the Mist – You materialize an invisible mist spirit who will then go to an unexplored room and
inform you what is inside. The Evil Wizard must tell you what is in that room, monsters, traps, treasure and
furniture.
Water of Life – This spell may be cast on any hero or yourself. It will restore up to 3 lost body points.
Water Wall – When this spell is cast all heroes including yourself are engulfed by their own wall of water for
1 turn, adding 1 extra defence die.
Level 4
Circle of Power – A ring of floating water surrounds you, protecting you from 1st and 2nd levels of Chaos
Spells for 2 turns; but you cannot cast any spells while the ring is present.
Crystal Wand – You materialize a crystal wand and point it to a monster, who loses 1 body point and 1 mind
point; then turn the wand towards any hero or your self and receive those absorbed points.
Fleeing Flux – Two monsters of your choice, not Undead, in a corridor turn and runaway out of fear; they do
not return. The Evil Wizard takes them off the board.
Frost Door – Cast this spell on an open doorway to close it permanently, this lasts the entire quest level.
Healing Vapour – A cooling vapour emanates from your hands to cure an adjacent hero or yourself of up
to 5 body points.
Ice Prison – Cast this spell on a monster to freeze him for 4 turns; he is immune to all spells and attacks.
Liquid Fusion – Cast this spell on a monster whose body heats up like boiling water causing 4 combat dice
of attack damage. There is no defence die roll.
Reflection – A reflected image of you hovers by your side and absorbs all successful attacks against you
normal or magical.
Snowdrop of Power – Cast this spell on yourself, giving you 2 extra combat dice in attack and defence for
1 turn.
Thunder’s Lightning – You call up a massive thunderstorm, causing lightning to strike every monster in a
room or corridor making them lose 1 body point.
Water Elemental – When in a room and not in a corridor, you can summon a Water Elemental who will fight
for you for 2 turns; it has 3 combat dice in attack, and will fight every monster it sees then it will disappear.
Water Shield – Cast this spell on yourself to be immune to all 2nd level ‘Fire Spells’ for 1 turn.
Aqua Armour Betrayal Cloak of Ice
An armour of magical water Cast this spell on a monster in A cloak of shimmering ice
surrounds your body giving 1 the same room as you, then crystals surround a hero or
extra combat die in defence for both of you roll a 1D6 and add you for 1 turn giving 1 extra
1 turn. this number to your mind combat die in defence.
points, if your total is higher
gain control of the monster
for 2 turns.
Level 1
Apotheosis
Archway of Ra
Astral Star
Aura of High Magic
Banishment
Celestial Shield
Command
Dispel Magic
Drain Magic
Dweomer
Fate
Fiery Fervor
Good Fortune
Hand of Glory
High Flyer
Ill Luck
Kerulean Strike
Mind Lock
Omens of Ra
Precognition
Presage
Thunderburst
Thunders of Ra
Celestial Elemental
Apotheosis – You may cast this spell on any hero; using the power of pure magic you restore all of the
hero’s lost mind and body points.
Archway of Ra – An archway made of kerulean azure swirls into existence; this archway can transport up
to 5 heroes to any explored part of the quest board of your choice.
Astral Star – A small star sapphire glows in the middle of your forehead; cast this spell on your self to gain 1
extra body point for 2 turns.
Aura of High Magic – This spell may be cast on yourself or any hero in the same room as you. It endows
the hero with a magical barrier of protection against any Chaos Spell for 1 turn.
Banishment – A magical force ripples through the air disrupting the forces of Chaos. You roll a number of
combat dice equal to your mind points against an Undead monster, within your line of sight. The monster may not
roll for its defence.
Celestial Shield – This spell gives you 2 extra defence die and lasts for 1 turn.
Command – Choose any monster except Undead to come under your control, until the end of the current
quest level.
Dispel Magic – Cast this spell to negate any spell just cast, or it may be cast out of turn to cancel a spell
being cast.
Drain Magic – All magic is drawn from a room in which you are in, nullifying all magic present and future, no
spells can be cast in the room any more. This spell may be cast out of turn to cancel a spell, but you will not be
able to perform an action on your next turn.
Dweomer – Cast this on a non-magical weapon to give it 1 extra combat die in attack; this spell lasts until the
end of the current quest level, but is still vulnerable to the Chaos Spell ‘Rust’.
Fate – Cast this spell to cast the next spell which will double its effects.
Fiery Fervor – A monster of your choice in the same room as you suffers 6 attack dice of damage from a
fiery blast from your hands. The monster cannot roll for defence.
Good Fortune – This spell will give good luck to a hero who can re-roll any 1 undesirable dice throw anytime
after the casting. The hero must re-roll all his/her dice and must accept the results of this second dice throw.
Hand of Glory – An aura of harmonic energy flows from your hands to across all the heroes who are in the
same room as you, thus cleansing them of fear. All heroes including you are immune to the effects of the Chaos
Spell ‘Fear’ until the end of your next turn.
High Flyer – Rising up on a pillar of white fire you have the ability to fly for 2 turns; moving up to 24 squares
in any direction and flying over objects and monsters that normally block movement. You must end your
movement if any on a vacant square.
Ill Luck – You weave the energies of fate as you draw forth ill portents for your enemies; anytime in the
future before the end of the current quest level, you may force an enemy to re-roll all of the dice in an attack or
defence roll.
Kerulean Strike – A bolt of blue lightning leaps from your finger tips straight at a monster of your choice
doing 6 attack dice worth of damage. There is no defensive die roll for the monster.
Mind Lock – You do battle with a Chaos Spellcaster; both of you roll a 1D6 and add this number to your mind
points. Whoever wins prevents the other from casting their spells for the current turn. Repeat this every turn
until one of you die or until the end of quest level.
Omens of Ra – With this spell choose any one enemy in the same room as you; roll a 1D6, 1-4 no effect, 5-6
the monster immediately dies losing all its body points.
Precognition – Upon reciting this spell, you gain a vision of the future. Anytime before the end of the current
quest level you may see the contents of 2 rooms before entering them. The contents include monsters and
furniture, but not traps.
Presage – This spell creates a blue mist in which you inhale; roll a 1D6 and add this to your mind points, then
use this number to attack or defend against a monster.
Thunderburst – This spell causes a whirlwind of fear enveloping up to 3 monsters of your choice for 1 turn.
Thunders of Ra – A blue energy of lightning and mist expels from your hands delivering bolts of 3 attack
dice per every monster in the same room as you. There is no defensive die roll.
The Avatar can choose up to 10 spells of his/her choice from level 1; two minimum coming from each
element.
The Avatar can choose up to 10 spells of his/her choice from level 2; two minimum coming from each
element.
The Avatar can choose up to 10 spells of his/her choice from level 3; two minimum coming from each
element.
The Avatar can choose up to 10 spells of his/her choice from level 4; two minimum coming from each
element.
Celestial Elemental
The Avatar has at his/her command the most powerful element of all. The Celestial Elemental. An
elemental energy of pure blue light forms beside you, giving you a Celestial Elemental of great power for
2 turns.
Stats
Attack 10
Defend 10
Mind 10
Body 10
Movement 3 standard dice
Apotheosis Archway of Ra Astral Star
You may cast this spell on any An archway made of kerulean A small star sapphire glows
hero; using the power of pure azure swirls into existence; in the middle of your forehead;
magic you restore all of the this archway can transport up cast this spell on your self to
hero’s lost mind and body to 5 heroes to any explored gain 1 extra body point for 2
points. part of the quest board of turns.
your choice.
Level 1
Ball of Flame
Chill
Escape
Fear
Lightning Bolt
Paralyze
Rust
Skate
Sleep
Soothe
Summon Orcs
Tempest
Level 2
Bolts of Chaos
Chaotic Curtain
Command
Confusion
Fatigue
Firestorm
Ice Storm
Pit of Darkness
Rock Shards
Summon Undead
Level 3
Cloak of Chaos
Cloud of Chaos
Curse of Chaos
Cursed Stone
Dispel Magic
Invisibility
Mind Over Matter
Reanimation
Summon Chaos Warriors
Warping We Will Go
Level 4
Absorb
Black Magic
Chaos Armour
Chaos Elemental
Expel Fire
Restore Chaos
Reversal
Staff of Drokkmore
Summon Elite Guard
Wand of Chaos
Level 5
Chaotic Mastery
Level 1
Ball of Flame – This spell can be cast on any hero or monster; and will inflict 2 body points of damage. The
victim immediately rolls a 2D6 to reduce damage by 1 point for each 5 or 6 rolled.
Chill – This spell causes 1 body point of damage to any one hero or monster adjacent to the Chaos Sorcerer
(though not diagonally adjacent). The victim cannot defend against the attack.
Escape – This spell allows the Chaos Sorcerer to disappear and instantly teleport to any place on the board or
if things get to tough from the current quest level to re-emerge in the next.
Fear – This spell causes any one hero to become so fearful that his/her attacks are reduced to 1 combat die.
The hero can break the spell on a future turn by rolling a 1D6 for each current mind point he/she has, if a 6 is
rolled the spell is broken.
Lightning Bolt – This spell may be cast in any direction; the bolt will travel in a straight line until it strikes a
wall or closed door. It will inflict 2 body points of damage on any hero or monster that is in its path.
Paralyze – This spell paralyzes all enemies in the same room or corridor with the Chaos Sorcerer; the
victim/s cannot move, attack or defend. The Victim/s can break the spell on a future turn by rolling a 1D6 for
each current mind point they have, if a 6 is rolled the spell is broken.
Rust – This spell causes any metal weapon or piece of armour to become brittle and useless, that it can never
be used again. Artifacts excluded.
Skate – This spell enables the Chaos Sorcerer to move quickly through icy caverns and corridors. The Chaos
Sorcerer may skate for up to 12 squares and may pass through heroes and monsters during movement. This
spell lasts only one turn.
Sleep – This spell puts any one hero or monster into a deep sleep; the victim is unable to move, attack or
defend. The hero can break the spell on a future turn by rolling a 1D6 for each current mind point he/she has, if a
6 is rolled the spell is broken.
Soothe – The healing coolness of this spell restores up to 3 lost body points to the Chaos Sorcerer or any one
monster.
Summon Orcs – This spell conjures up a group of Orcs that surround and protect the Chaos Sorcerer. Roll
a 1D6, 1-3 four Orcs, 4-5 five Orcs, 6 six Orcs.
Tempest – This spell creates a small whirlwind that envelops one hero or monster of your choice; the victim
misses their next turn.
Level 2
Bolts of Chaos – 3 bolts of magical missiles are dispersed from the Chaos Sorcerer, 1 to each hero in the
same room or corridor, doing 1 body point of damage. Roll a 1D6, 1-5 deflect missile 6 hit.
Chaotic Curtain – The Chaos Sorcerer conjures up a magical curtain of energy that descends upon every
hero who can cast spells this curtain will double the next spells effects on that hero; each hero rolls a 1D6 to
dispel it, 1-4 no effect, 5-6 success.
Command – This spell puts any hero under the control of the Chaos Sorcerer. The spell can be broken
immediately or on a future turn by rolling a 1D6 for each mind point the hero has. If a 6 is rolled the spell is
broken.
Confusion – This illusionary spell causes all heroes in the same room as the Chaos Sorcerer to attack each
other who is the closest to them. The hero can break the spell on a future turn by rolling a 1D6 for each current
mind point he/she has, if a 6 is rolled the spell is broken.
Fatigue – This spell weakens all the heroes in the same room or corridor with the Chaos Sorcerer; the heroes
can only move 5 squares and are reduced by 1 attack and defence die for 2 turns.
Firestorm – This spell creates a room full of burning fire that inflicts 3 body points of damage on all heroes
and monsters with the Chaos Sorcerer. Every victim in the room rolls a 2D6 and for each 5 or 6 rolled the
damage is reduced by 1 body point.
Ice Storm – 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 Chaos Sorcerer with 3 combat dice. There is no
chance to defend. Cannot be used in corridors.
Pit of Darkness – A deep dark pit opens up under a hero to swallow him/her and loses 2 body points and
his/her next turn, so as to get out. While in the pit the hero cannot be attacked except with spells
Rock Shards – This spell conjures up little razor sharp shards of rock; which are magically hurled at your
enemy in a room or corridor. They will inflict 3 body points of damage; there is no defence die roll.
Summon Undead – This spell conjures up a group of Undead to protect and surround the Chaos Sorcerer.
Roll a 1D6, 1 four Skeletons, 2-3 three Skeletons & two Zombies, 4-5 three Zombies & two Ghouls, 6 three Ghouls
& two mummies.
Level 3
Cloak of Chaos – Allows the Chaos Sorcerer to pass through walls and doors and he adds 1 combat die in
defence when his movement is finished for 1 turn.
Cloud of Chaos – This spell creates a poisonous gas cloud that fills the room all heroes and monsters
except Undead suffer 2 body points of damage unless they can roll a 1 on a 1D6, per mind point.
Curse of Chaos – The Chaos Sorcerer casts this spell on a hero who becomes cursed for the current quest
level, all of his/her original stats are halved round down.
Cursed Stone – Cast this spell to turn a hero into stone for 2 turns, this hero cannot attack, defend, move
and cast spells.
Dispel Magic – Cancels out a spell just cast by a spell caster or a hero. This special spell may be cast
during a hero or spell caster’s turn, to negate a spell just cast.
Invisibility – Allows the Chaos Sorcerer to become invisible for 4 turns; while invisible he cannot attack, but
can break the spell if he wishes to cast a spell or attack.
Mind Over Matter – Allows the Chaos Sorcerer to sacrifice up to 5 mind points to add to his defence die
rolls.
Reanimation – This spell enables the Chaos Sorcerer to reanimate all defeated skeletons, zombies, or
mummies in the same room as the Chaos Sorcerer. These monsters rise up from the floor, with all lost body
points restored, and attack the heroes again.
Summon Chaos Warriors – This spell conjures up a group of Chaos Warriors to surround and protect
the Chaos Sorcerer. Roll a 1D6, 1 two warriors, 2 three warriors, 3 four warriors, 4 five warriors, 5 six warriors,
6 seven warriors.
Warping We Will Go – The Chaos Sorcerer causes 1 hero’s perceptions to become completely warped
for 4 turns. The victim moves in a random direction each turn, roll a 1D4, 1=N, 2=E, 3=S, 4=W. The hero cannot
attack but can defend with only 2 combat dice; the spell is broken when the hero rolls 2 black shields on his/her
turn.
Level 4
Absorb – Negate the effect of one spell that was just cast on a hero or yourself; this spell gets deflected and
is absorbed into the wall making it harmless.
Black Magic – Negate the effects of one spell that was cast in the previous turn.
Chaos Armour – The Chaos Sorcerer gains 2 extra defence dice for 3 turns to add to his Stats.
Chaos Elemental – A Gargoyle-like creature emerges from the abyss to appear beside the Chaos
Sorcerer; it will attack all the heroes immediately. Stats, mind 4, body 3, attack 6, defend 4. The creature can be
killed and is immune to all 1st level elemental spells.
Expel Fire – This spell when cast cancels the last Fire Spell plus the Chaos Sorcerer will be immune to all 1st
level Fire Spells for 1 turn.
Restore Chaos – This spell may be cast only on monsters. It restores up to 6 lost body points to either the
Chaos Sorcerer or any monster within the Chaos Sorcerer’s line of sight.
Reversal – The Chaos Sorcerer reverses a spell directed towards him back to the original spellcaster.
Staff of Drokkmore – With this magical staff you are able to expel 4 giant fireballs; they cause 2 combat
dice worth of damage each. The Chaos Sorcerer can allocate how many fireballs can go to a hero/es. Heroes
can roll for defence.
Summon Elite Guard – This spell conjures up a group of Elite Guard Knights to surround and protect the
Chaos Sorcerer. Roll a 1D6, 1 two warriors, 2 three warriors, 3 four warriors, 4 five warriors, 5 six warriors, 6
seven warriors.
Wand of Chaos – The damage form this wand’s energy blast delivers 6 combat dice in attack to a hero of
the Chaos Sorcerer’s choice in a room or corridor. There is no defence die roll.
Level 5
Chaotic Mastery
Ball of Flame Chill Escape
This spell can be cast on any This spell can be cast on any This spell allows the Chaos
hero or monster; and will hero or monster; and will Sorcerer to disappear and
inflict 2 body points of inflict 2 body points of instantly teleport to any
damage. The victim damage. The victim place on the board or if things
immediately rolls a 2D6 to immediately rolls a 2D6 to get to tough from the current
reduce damage by 1 point for reduce damage by 1 point for quest level to re-emerge in
each 5 or 6 rolled. each 5 or 6 rolled. the next.
The Star of the East – while in The Star of the North – while in The Star of the South – while in
possession of this gem, you can possession of this gem, you can possession of this gem, you can
cast 1 extra spell per turn. add 3 combat dice in defence. add 3 combat dice in attack.
The Star of the West – while in The Keys of Agrain, allow their owner to The Keys of Agrain, allow their owner to
pass safely through any magical rooms pass safely through any magical rooms
possession of this gem, you can
without openings and or doors and replace without openings and or doors and replace
add 2 extra dice in movement. any missing doors if they disappear. any missing doors if they disappear. Ghouls
Mummies are the only Undead that will not are the only Undead that will not attack
attack anyone in possession of this Key. anyone in possession of this Key.
The Keys of Agrain, allow their owner to The Keys of Agrain, allow their owner to
pass safely through any magical rooms pass safely through any magical rooms
without openings and or doors and replace without openings and or doors and replace
any missing doors if they disappear. any missing doors if they disappear.
Skeletons are the only Undead that will not Zombies are the only Undead that will not
attack anyone in possession of this Key. attack anyone in possession of this Key.
ARTEFACT ARTEFACT
Name Experience Walk Offence Defence Life Mind Magic Alignment Type Quest
Quest Book
Chaos
Balur (Fire Mage)1 70 8 2 5 1(3) 7 Yes Evil The Fire Mage
Sorcerer
Grak 30(40) 8 4 4 1(7) 3 No Evil Orc Legacy of the Orc Warlord
Gulthor 30(40) 6 3 4 1(7) 3 No Evil Chaos Warrior Prince Magnus’ Gold
Karlen (Wizard)2 40 5 1 2 4 6 Yes Ally/Evil Human/Zombie The Stone Hunter
Melar (Sorcerer)3 40 5 2 2 4 6 Yes Good Human Melar’s Maze
Ollar (Wizard) 40 5 1 2 4 6 Yes Neutral Human Castle of Mystery
Sir Ragnar (Knight) 110 6 2 2 5 5 No Ally Human The Rescue of Sir Ragnar
Stone Warrior 40 6 3 5 1 3 No Evil/Neutral Chaos Warrior The Stone Hunter
Ulag (War Lord) 40(50) 10 4 5 1(7) 3 No Evil Orc Lair of the Orc Warlord
Verag 30 6 4 4 1(6) 4 No Evil Gargoyle The Trial
Witch Lord Chaos Barak Tor - Barrow of the
50 (80) 1 2 6 1(6) 4 No (Yes) Evil
(King of the Dead)4 Sorcerer Witch Lord
Witch Lord Chaos
100 (130) 10 5 6 1(6) 4 No (Yes) Evil Return to Barak Tor
(King of the Dead)4 Sorcerer
Random Events adapted from original in a magazine, possible White Dwarf and or Advanced Heroquest board game?
Equipment Table developed from various sources: D&D, Heroquest and from the Internet; it’s been so long I forgot where I
originally got the material.
Weapons Images
Battle Axe, Hammer, Hand Axe, Dewayne’s Argin’s heroquest website: www.aginsinn.com which no longer exists.
Broad Sword, Cloak of Protection, Long Sword, Short Sword, Tool Kit, American Heroquest version Armoury sheet.
Club, www.img440.imageshack.us
Crossbow, www.library.thikquest.org
Helmet, www.swordknivesanddaggers.com
Mace, www.weaponsemporium.com
Spear, www.medieval.stormthecastle.com
Staff, www.goblinworkshop.com
Quest Treasures
Quest Treasures and Artifacts from American/UK Heroquest, Kellar’s Keep and Return of the Witch Lord, including their images;
except Xerox Ring, Emerald Bracelets, Falcon Shield, Jewel of Korinne, Kira Cornet, which are my creations. Silver Bird Shield-
shield image from www.shopusmore.com , also my creation, and Magic Bracers- bracers image from www.artisanarmours.co.uk
also my creation.
Lederin’s Leather- Leather image from www.drakonis.org also my creation, Dwarlord’s battle axe, Krysalis blade, Elfric’s crossbow,
Cleron’s hammer and Sorceron’s staff - images from reference cards from TSR, but I don’t know which done in 1992-93?
The Krysalis Blade image is probably from Dewayne Agin’s heroquest website: www.aginsinn.com which no longer exists, the
Krysalis Orb image is from www.psychicminds.net the Golden Krysalis Medallion image is from www.elfwood.com
Krysalis Spells
Updated Krysalis Spells I created for a heroquest adventure about 1993-94. The pictures are from the Talisman board game.
The Krysalis card back I did myself.
Potions and their descriptions came from Heroquest and their expansions plus perhaps White Dwarf magazine and also the
internet, maybe even Dewayne’s Argin’s heroquest website: www.aginsinn.com which no longer exists.
Monbeast Vials
The image of the vial comes from www.news.filefront.com and the image behind the vial comes from www.cinnabarwine.com
All monster card pictures come from the website www.drakonis.org except the ghoul and minotaur pictures which are by Les
Edwards.
The Bugbear image comes from the website www.geocities.com and the manscorpion image comes from the website
www.davidandgavinhoffscorpoin.01man.com
Ideas for the Ogre Shaman spells came from spells created by Flint [email protected] and this site www.hq-cooperation.de
except the spell Summon Ogre Warriors which I made up.
Fimir Background
Information about the Fimirs by Dewayne Aginn from The Alchemist’s Bench.
Information about the Fimir Shaman spells from www.geocities.com from The Alchemist’s Bench.
Dark Elf Spells
All other information and images come from the Heroquest Game Books both American and British versions: Heroquest, Kellar’s
Keep, Return of the Witch Lord, Against the Ogre Horde, The Wizards of Morcar, The Frozen Horror, The Mage of the Mirror and The
Dark Company.
Heroquest Mentor picture from the original Heroquest character card from the Heroquest boardgame.
Except the Air, Earth, Fire and Water spell backs are from the Heroquest board game.
The elemental spells, celestial spells and chaos spells descriptions come from the ‘Colleges of Magic’ from Dwayne Argin’s now non-
existed Heroquest website which can be found here http://web.archive.org/web/*/http://aginsinn.com
Except restore chaos, Reanimation chaos spells comes from the Mage in the mirror and ice storm, soothe, skate and chill chaos
spells come from the Frozen horror.
Witch lord staff of command, image taken from the quest book return of the witch lord.