Magic
These are using the Talisman third edition spells with new rules. They're designed to be the Heroes' equivalent of the chaos spells and conveniently, there's exactly the same number of them. A Magician is any character who has a magic level. It's normally one level for every three spells that they can use. The Elf starts as a level one Magician and the Wizard has a magic level of three. The wizards of Morcar are level two. Some magicians have a magic aura that raises their standard defence dice. A roll off just means the target and the caster roll a standard dice. Adjacent it includes diagonally, directly adjacent doesn't.
TALISMAN SPELLS
Acquisition: Allows the caster to immediately cast either a named spell (you can guess but if the target doesn't have the spell then this spell is wasted) or a random spell (including hidden spells) belonging to a target in sight or in the same room or corridor. The target keeps the spell.
Alchemy: The caster gains 100GP if standing directly adjacent to the front side of an Alchemist's Bench. Each Character can only cast a specific Alchemy spell once on each bench. This spell can also be used in the same way as a Potion Of Alchemy.
Barrier: Place the lightning template between six squares so that it overlaps twelve squares and at least one square that it covers is in the caster's line of sight. It can go through walls and can be placed so that some of it is off of the board. The barrier blocks line of sight and movement. The barrier has 1BP, rolls four combat dice in defence defending on with white shields and can only be damaged my magic (including magic weapons and missiles). The barrier is removed when the caster either dies or chooses to end the spell, which can be done at any time and doesn't require an action.
Brainwave: Doubles the current MP of the caster or a target in sight. The target loses 1MP at the start of each of their turns until it's no longer above their maximum.
Counterspell: Can be cast out of turn and without using an action as soon as the target/s of an enemy spell are nominated if the enemy caster is in the same room or corridor as the Counterspell caster, countering the spell if the Counterspell caster can at least equal the enemy caster in a roll off, adding their magic levels. If the enemy caster doesn't have a magic level then the spell is automatically countered. This spell can also be used in the caster's own turn to counter a spell that remains in play except for a Wall Of Fire/Ice/Stone using the same rules as above except that it requires an action to cast and the spell is automatically ended if the caster has died.
Curse: Curses all enemies in the same room or corridor as the caster, forcing them to reroll successful combat dice until the end of the caster's next turn. If your playing with a free turn order then it lasts until the end of the EWP's next turn.
Destroy Magic: A target in sight or in the same room or corridor looses either a named spell (you can guess but if the target doesn't have the spell then this spell is wasted) or a random spell.
Destruction: Cast on an object in sight with varying effects depending on the object targeted. Automatically destroys a Barrier, Ice Wall (one square) or Wall of Fire/Ice/Stone, destroys an item of furniture revealing any treasure the furniture contained which can then be picked up by moving on or though any square that it occupied, destroys a door or destroys a one square section of wall a to create an opening. If it's used to destroy a section of a wall then use a breached wall tile if it leads to an open area or a secret door tile if it leads to an empty room (solid rock), in which case it creates an alcove in that tiled space.
Displacement: Makes any two targets in sight (including the caster) swap places. If the targets occupy a different number of squares then there has to be enough empty squares for each to occupy at least one square that the other one did before they switched places.
Divination: Allows a target in sight (including the caster) to reroll one (or part of one) of their own dice rolls before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.
Finger Of Death: Cast on a directly adjacent target and roll one combat dice and one standard dice. The target loses D3 (1-2=1, 3-4=2, 5-6=3) BP on a skull, D2 (1-3=1, 4-6=2) BP on a white shield and D6 BP on a black shield. If you roll a black skull and a one the target is killed. No affect on Undead.
Fireball: Targets a square in sight of the caster and all other squares within three squares of the target square if it's cast indoors or within two squares of the target square if it's cast outdoors (diagonally counts as 1.5 squares). All targets roll two standard dice and lose 1BP for each dice that doesn't score or a five or a six.
Healing: Heals either 3BP and 3MP of the caster or either 3BP or 3MP of a target in sight.
Immobility: Cast on a target in sight, causing them to miss a turn. The target can't defend other than with a Magic Aura until the beginning of their next turn but are freed if they're attacked.
Invisibility: Allows a target in sight to become Invisible and unable to be directly targeted (area of affect spells still work) until they fail to roll under their current MP and the end of their turn. The spell is automatically ended if the target makes a physical attack.
Lightning Bolt: The caster fires a lightning bolt in a straight line horizontally, vertically or diagonally with a range of two squares for every current MP of the caster which attacks with one skull for every magic level of the caster. Targets wearing metal armour have to reroll successful defence dice (twice if they're Cursed). If the Lightning Bolt hits a wall then it rebounds back in the opposite direction. The Lightning Bolt moves straight through furniture but is blocked by a closed door or a spell such as Wall Of Fire/Ice/Stone or Barrier unless it destroys them.
Mesmerism: Allows the caster to control one enemy in sight if they can beat the target in a roll off, adding their current MPs. They become the caster's Follower, the caster takes the targets turns after taking their own. Take the same test again at the start of each of the target's subsequent turns to see if they can break free. If the target is out of sight of the caster at the start of one of the EWP's turns then the spell is automatically ended.
Preservation: Cast out of turn when a target (not the caster) in sight or in the same room or corridor is reduced to zero BP or MP, giving them back one BP or MP straight after the attack.
Psionic Blast: Drains 1MP of a target in sight which can be used to heal one of the caster's lost MP.
Random: Cast on a target in sight and roll a dice. 1: The target is forced to give the caster a random spell if they have one but if they don't then nothing happens. 2: The target (and only the target) is Cursed. 3: The target is Immobilised. 4: The target is automatically Mesmerised. 5: The target is automatically Transfixed. 6: The target's current and maximum BP and MP are exchanged and exchanged again when the caster dies or at the end of the Adventure if the caster doesn't die.
Reflection: Cast out of turn and without using an action as soon as the target/s of an enemy spell are nominated, rebounding the effects of an enemy spell back against the original caster if they can beat the target in a roll off, adding their magic levels. If the target has no magic level the spell is automatically reflected.
Syphon: Drains 1BP of an adjacent (including diagonally) target which can be used to heal one of the caster's lost BP.
Teleport: The caster can teleport to any explored and empty square on the board.
Temporal Warp: Global spell (affects the whole board) that allows every ally to take either an extra attacking action (anything that takes an apart from other than movement) or extra standard movement and causes every enemy to lose either their attacking action or their movement until the start of the caster's next turn. The caster can't perform any other action on the turn that this spell is cast.
Water Walking: Heals 1BP and 1MP of the caster or a target in sight or fully restores their BP and MP if the target drinks Holy Water in the same turn (can be drunk out of turn in this case). Can also be used to literally walk on water for the duration of the turn.
COMBINED SPELLS
Fire
Inferno - Ball Of Flame + Fire Of Wrath + Courage
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame but using three combat dice.
Incineration - Ball Of Flame + Fire Of Wrath
A target anywhere on the board is attacked in the same way as Fire Of Wrath and Ball Of Flame but with four combat dice if the target is in sight or with two combat dice if they're not.
Fearlessness - Ball Of Flame + Courage
A target in sight attacks with four extra combat dice in melee on their next turn.
Bravery - Fire Of Wrath + Courage
The caster and all allies in the same room or corridor attack with two extra combat dice in melee until the end of the caster's next turn.
Air
Typhoon - Tempest + Genie + Swift Wind
All Characters in any one room or corridor on the board miss their next turn and are attacked in the same way as Fire Of Wraith and Ball Of Flame using two combat dice. Any Doors in the targeted room or corridor are blown open and effected rooms are activated in the same way as if the door had been opened with Genie.
Tornado - Tempest + Genie
All Characters in any one room or corridor on the board roll a combat dice, on a skull they lose 1BP of damage and on a black shield they lose 1BP of damage and miss their next turn.
Wind Storm - Tempest + Swift Wind
Casts Tempest on all enemies in the same room or corridor as the caster.
Tail Wind - Genie + Swift Wind
The caster and/or all allies in any one room or corridor on the board can move twice and take their action in any order or move three times if they give up their action until the start of the caster's next turn.
Water
Monsoon - Sleep + Vail Of Mist + Water Of Healing
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame using one combat dice and are knocked unconscious using Sleep rules if they're injured.
Sedating Mist - Sleep + Vail Of Mist
Casts Sleep separately on all enemies on the same room or corridor as the caster.
Rejuvenation - Sleep + Water Of Healing
Heals 4BP and 4MP of the caster or a target in sight and can take their BP and MP above their normal maximum but they miss their next turn.
Healing Mist - Vail Of Mist + Water Of Healing
Heals 2BP and 2MP of the caster and all allies in the same room or corridor.
Earth
Quake - Pass Through Rock + Rock Skin + Heal Body
Place as many pit tiles as you like in any one room or corridor on the board, characters on those squares lose 1BP.
Ethereal - Pass Through Rock + Rock Skin
Causes the caster or a target in sight to become Ethereal (can only be harmed by magic and can move through stone) until they either perform any action (including opening a door) other than movement or move through stone.
Mineral Soothe - Pass Through Rock + Heal Body
The caster or a target in sight heals 1BP and 1MP each time the they pass through stone on their next turn or on this turn if the target is the caster. Cannot be cast after rolling movement dice but before moving if you play that rule and the caster is the target.
Regeneration - Rock Skin + Heal Body
The caster or a target in sight rolls a combat dice immediately and at the start of each of their turns until they lose a BP or MP. On a white shield, they heal 1BP and on a black shield, they heal 1MP.
Fire + Air
Flame Storm - Ball Of Flame + Tempest
Casts Ball Of Flame in the same room or corridor on all Characters individually except the caster.
Backdraft - Fire Of Wraith + Swift Wind
Fills any one room or corridor on the board with intense flames, causing a Fire Of Wraith attack on every Character individually.
Djinn - Courage + Genie
Attacks any one target on the board with seven combat dice.
Fire + Water
Fire Spray - Ball Of Flame + Vail Of Mist
Fills any room or corridor in sight with flaming hot liquid vapour, causing a Ball Of Flame attack on every Character individually.
Entrance - Fire Of Wrath + Sleep
Automatically puts any target on the board to sleep, following the normal Sleep rules except that the target rolls at the end of their turns.
Invigoration - Courage + Water Of Healing
Heals 4BP of the caster or a target in sight and can take their BP above their normal maximum.
Fire + Earth
Seeking Flame - Ball Of Flame + Pass Through Rock
Attacks any target on the board in the same way as Fire Of Wraith and Ball Of Flame but using three combat dice.
Phoenix Fire - Fire Of Wrath + Heal Body
Revives a dead ally in the same room or corridor, bringing them back to life with 3BP.
Empowerment - Courage + Rock Skin
Raises the attack and defence dice of the caster or a target in sight by three each until the end of the caster's next turn.
Air + Water
Lightning Storm - Tempest + Vail Of Mist
All enemies in the same room or corridor as the caster roll a combat dice. On a skull they lose 1BP and on a black shield they lose 2BP.
Lullaby - Genie + Sleep
Casts Sleep individually on every Character in any one room or corridor on the board.
Gust Of Healing - Swift Wind + Water Of Healing
Heals 3BP and 3MP of the caster and all Characters in the same room or corridor.
Air + Earth
Cyclone - Tempest + Pass Through Rock
Casts Tempest on every Character in any one room or corridor on the board.
Rock Blast - Genie + Rock Skin
Can be used to destroy a piece of wall to create an opening. Use a breached wall tile if the room is used or a secret door tile to create an alcove if the room is solid rock.
Soothing Breeze - Swift Wind + Heal Body
Heals 4BP of the caster and all Characters in the same room or corridor.
Water + Earth
Petrify - Sleep + Rock Skin
Turns a target in sight to stone. Petrified targets can't be harmed and have to roll equal to or under their MP on one dice to free themselves at the end of their turns.
Dust Storm - Vail Of Mist + Pass Through Rock
No ranged attacks (including spells that need line of sight) can be used in the same room or corridor as the caster when the spell is cast until the beginning of the caster's next turn.
Restoration - Water Of Healing + Heal Body
Fully restores BP and MP.
They could have to figure out the combinations themselves through trail and error. If they use an invalid combination they lose both spells but they can choose one to cast, or both if the caster's got the wand of recall.
COMPONENTS
Ball Of Flame - Fire Dust + Dragon Tooth
Fire Of Wraith - Red Dragon Dust + Phoenix Feather
Courage - Silver Key + Lion Heart
Genie - Lamp + Glass Prism
Tempest - Miniature Silver Dagger + Dragon Tooth
Swift Wind - Fire Dust + Snake Tooth
Sleep - Duck Down + Grave Dust
Vail Of Mist - Powdered Monster Bones + Troll Bone Marrow
Water Of Healing - Lizards Tail + Snake Tooth
Pass Through Rock - Powdered Monster Bones + Cloth Of Gold
Rock Skin - Silver Hand + Fossil Leaf
Heal Body - Troll Bone Marrow + Lion Heart
Mind Blast - Silver Key + Fossil Leaf
Mind Lock - Cloth Of Gold + Lamp
Dominate - Red Dragon Dust + Miniature Silver Dagger
Treasure Horde - Silver Key + Lamp
Future Sight - Miniature Silver Dagger + Phoenix Feather
Clairvoyance - Silver Hand + Lion Heart
Arrows Of The Night - Snake Tooth + Dragon Tooth
Chains Of Darkness - Lizards Tail + Glass Prism
Cloak Of Shadows - Grave Dust + Cloth Of Gold
Wall Of Stone - Red Dragon Dust + Fossil Leaf
Invisibility - Fire Dust + Powdered Monster Bones
Dispel - Troll Bone Marrow + Duck Down
Transfix - Phoenix Feather + Glass Prism + Duck Down (Any two, if all three components are used it automatically works.)
Chill Touch - Grave Dust + Silver Hand + Lizards Tail (Any two, if all three components are used it automatically works.)
All the components are from AHQ. They allow the Sorcerer and Battle Sorcerers (which can be hired) to cast a spell without discarding it. I'll probably rule that no components are available in villages, some random ones in towns and all of them in cities, but I'm not sure what price would be best for them. Maybe 20 or 30gp each.
TALISMAN SPELLS
Acquisition: Allows the caster to immediately cast either a named spell (you can guess but if the target doesn't have the spell then this spell is wasted) or a random spell (including hidden spells) belonging to a target in sight or in the same room or corridor. The target keeps the spell.
Alchemy: The caster gains 100GP if standing directly adjacent to the front side of an Alchemist's Bench. Each Character can only cast a specific Alchemy spell once on each bench. This spell can also be used in the same way as a Potion Of Alchemy.
Barrier: Place the lightning template between six squares so that it overlaps twelve squares and at least one square that it covers is in the caster's line of sight. It can go through walls and can be placed so that some of it is off of the board. The barrier blocks line of sight and movement. The barrier has 1BP, rolls four combat dice in defence defending on with white shields and can only be damaged my magic (including magic weapons and missiles). The barrier is removed when the caster either dies or chooses to end the spell, which can be done at any time and doesn't require an action.
Brainwave: Doubles the current MP of the caster or a target in sight. The target loses 1MP at the start of each of their turns until it's no longer above their maximum.
Counterspell: Can be cast out of turn and without using an action as soon as the target/s of an enemy spell are nominated if the enemy caster is in the same room or corridor as the Counterspell caster, countering the spell if the Counterspell caster can at least equal the enemy caster in a roll off, adding their magic levels. If the enemy caster doesn't have a magic level then the spell is automatically countered. This spell can also be used in the caster's own turn to counter a spell that remains in play except for a Wall Of Fire/Ice/Stone using the same rules as above except that it requires an action to cast and the spell is automatically ended if the caster has died.
Curse: Curses all enemies in the same room or corridor as the caster, forcing them to reroll successful combat dice until the end of the caster's next turn. If your playing with a free turn order then it lasts until the end of the EWP's next turn.
Destroy Magic: A target in sight or in the same room or corridor looses either a named spell (you can guess but if the target doesn't have the spell then this spell is wasted) or a random spell.
Destruction: Cast on an object in sight with varying effects depending on the object targeted. Automatically destroys a Barrier, Ice Wall (one square) or Wall of Fire/Ice/Stone, destroys an item of furniture revealing any treasure the furniture contained which can then be picked up by moving on or though any square that it occupied, destroys a door or destroys a one square section of wall a to create an opening. If it's used to destroy a section of a wall then use a breached wall tile if it leads to an open area or a secret door tile if it leads to an empty room (solid rock), in which case it creates an alcove in that tiled space.
Displacement: Makes any two targets in sight (including the caster) swap places. If the targets occupy a different number of squares then there has to be enough empty squares for each to occupy at least one square that the other one did before they switched places.
Divination: Allows a target in sight (including the caster) to reroll one (or part of one) of their own dice rolls before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.
Finger Of Death: Cast on a directly adjacent target and roll one combat dice and one standard dice. The target loses D3 (1-2=1, 3-4=2, 5-6=3) BP on a skull, D2 (1-3=1, 4-6=2) BP on a white shield and D6 BP on a black shield. If you roll a black skull and a one the target is killed. No affect on Undead.
Fireball: Targets a square in sight of the caster and all other squares within three squares of the target square if it's cast indoors or within two squares of the target square if it's cast outdoors (diagonally counts as 1.5 squares). All targets roll two standard dice and lose 1BP for each dice that doesn't score or a five or a six.
Healing: Heals either 3BP and 3MP of the caster or either 3BP or 3MP of a target in sight.
Immobility: Cast on a target in sight, causing them to miss a turn. The target can't defend other than with a Magic Aura until the beginning of their next turn but are freed if they're attacked.
Invisibility: Allows a target in sight to become Invisible and unable to be directly targeted (area of affect spells still work) until they fail to roll under their current MP and the end of their turn. The spell is automatically ended if the target makes a physical attack.
Lightning Bolt: The caster fires a lightning bolt in a straight line horizontally, vertically or diagonally with a range of two squares for every current MP of the caster which attacks with one skull for every magic level of the caster. Targets wearing metal armour have to reroll successful defence dice (twice if they're Cursed). If the Lightning Bolt hits a wall then it rebounds back in the opposite direction. The Lightning Bolt moves straight through furniture but is blocked by a closed door or a spell such as Wall Of Fire/Ice/Stone or Barrier unless it destroys them.
Mesmerism: Allows the caster to control one enemy in sight if they can beat the target in a roll off, adding their current MPs. They become the caster's Follower, the caster takes the targets turns after taking their own. Take the same test again at the start of each of the target's subsequent turns to see if they can break free. If the target is out of sight of the caster at the start of one of the EWP's turns then the spell is automatically ended.
Preservation: Cast out of turn when a target (not the caster) in sight or in the same room or corridor is reduced to zero BP or MP, giving them back one BP or MP straight after the attack.
Psionic Blast: Drains 1MP of a target in sight which can be used to heal one of the caster's lost MP.
Random: Cast on a target in sight and roll a dice. 1: The target is forced to give the caster a random spell if they have one but if they don't then nothing happens. 2: The target (and only the target) is Cursed. 3: The target is Immobilised. 4: The target is automatically Mesmerised. 5: The target is automatically Transfixed. 6: The target's current and maximum BP and MP are exchanged and exchanged again when the caster dies or at the end of the Adventure if the caster doesn't die.
Reflection: Cast out of turn and without using an action as soon as the target/s of an enemy spell are nominated, rebounding the effects of an enemy spell back against the original caster if they can beat the target in a roll off, adding their magic levels. If the target has no magic level the spell is automatically reflected.
Syphon: Drains 1BP of an adjacent (including diagonally) target which can be used to heal one of the caster's lost BP.
Teleport: The caster can teleport to any explored and empty square on the board.
Temporal Warp: Global spell (affects the whole board) that allows every ally to take either an extra attacking action (anything that takes an apart from other than movement) or extra standard movement and causes every enemy to lose either their attacking action or their movement until the start of the caster's next turn. The caster can't perform any other action on the turn that this spell is cast.
Water Walking: Heals 1BP and 1MP of the caster or a target in sight or fully restores their BP and MP if the target drinks Holy Water in the same turn (can be drunk out of turn in this case). Can also be used to literally walk on water for the duration of the turn.
COMBINED SPELLS
Fire
Inferno - Ball Of Flame + Fire Of Wrath + Courage
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame but using three combat dice.
Incineration - Ball Of Flame + Fire Of Wrath
A target anywhere on the board is attacked in the same way as Fire Of Wrath and Ball Of Flame but with four combat dice if the target is in sight or with two combat dice if they're not.
Fearlessness - Ball Of Flame + Courage
A target in sight attacks with four extra combat dice in melee on their next turn.
Bravery - Fire Of Wrath + Courage
The caster and all allies in the same room or corridor attack with two extra combat dice in melee until the end of the caster's next turn.
Air
Typhoon - Tempest + Genie + Swift Wind
All Characters in any one room or corridor on the board miss their next turn and are attacked in the same way as Fire Of Wraith and Ball Of Flame using two combat dice. Any Doors in the targeted room or corridor are blown open and effected rooms are activated in the same way as if the door had been opened with Genie.
Tornado - Tempest + Genie
All Characters in any one room or corridor on the board roll a combat dice, on a skull they lose 1BP of damage and on a black shield they lose 1BP of damage and miss their next turn.
Wind Storm - Tempest + Swift Wind
Casts Tempest on all enemies in the same room or corridor as the caster.
Tail Wind - Genie + Swift Wind
The caster and/or all allies in any one room or corridor on the board can move twice and take their action in any order or move three times if they give up their action until the start of the caster's next turn.
Water
Monsoon - Sleep + Vail Of Mist + Water Of Healing
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame using one combat dice and are knocked unconscious using Sleep rules if they're injured.
Sedating Mist - Sleep + Vail Of Mist
Casts Sleep separately on all enemies on the same room or corridor as the caster.
Rejuvenation - Sleep + Water Of Healing
Heals 4BP and 4MP of the caster or a target in sight and can take their BP and MP above their normal maximum but they miss their next turn.
Healing Mist - Vail Of Mist + Water Of Healing
Heals 2BP and 2MP of the caster and all allies in the same room or corridor.
Earth
Quake - Pass Through Rock + Rock Skin + Heal Body
Place as many pit tiles as you like in any one room or corridor on the board, characters on those squares lose 1BP.
Ethereal - Pass Through Rock + Rock Skin
Causes the caster or a target in sight to become Ethereal (can only be harmed by magic and can move through stone) until they either perform any action (including opening a door) other than movement or move through stone.
Mineral Soothe - Pass Through Rock + Heal Body
The caster or a target in sight heals 1BP and 1MP each time the they pass through stone on their next turn or on this turn if the target is the caster. Cannot be cast after rolling movement dice but before moving if you play that rule and the caster is the target.
Regeneration - Rock Skin + Heal Body
The caster or a target in sight rolls a combat dice immediately and at the start of each of their turns until they lose a BP or MP. On a white shield, they heal 1BP and on a black shield, they heal 1MP.
Fire + Air
Flame Storm - Ball Of Flame + Tempest
Casts Ball Of Flame in the same room or corridor on all Characters individually except the caster.
Backdraft - Fire Of Wraith + Swift Wind
Fills any one room or corridor on the board with intense flames, causing a Fire Of Wraith attack on every Character individually.
Djinn - Courage + Genie
Attacks any one target on the board with seven combat dice.
Fire + Water
Fire Spray - Ball Of Flame + Vail Of Mist
Fills any room or corridor in sight with flaming hot liquid vapour, causing a Ball Of Flame attack on every Character individually.
Entrance - Fire Of Wrath + Sleep
Automatically puts any target on the board to sleep, following the normal Sleep rules except that the target rolls at the end of their turns.
Invigoration - Courage + Water Of Healing
Heals 4BP of the caster or a target in sight and can take their BP above their normal maximum.
Fire + Earth
Seeking Flame - Ball Of Flame + Pass Through Rock
Attacks any target on the board in the same way as Fire Of Wraith and Ball Of Flame but using three combat dice.
Phoenix Fire - Fire Of Wrath + Heal Body
Revives a dead ally in the same room or corridor, bringing them back to life with 3BP.
Empowerment - Courage + Rock Skin
Raises the attack and defence dice of the caster or a target in sight by three each until the end of the caster's next turn.
Air + Water
Lightning Storm - Tempest + Vail Of Mist
All enemies in the same room or corridor as the caster roll a combat dice. On a skull they lose 1BP and on a black shield they lose 2BP.
Lullaby - Genie + Sleep
Casts Sleep individually on every Character in any one room or corridor on the board.
Gust Of Healing - Swift Wind + Water Of Healing
Heals 3BP and 3MP of the caster and all Characters in the same room or corridor.
Air + Earth
Cyclone - Tempest + Pass Through Rock
Casts Tempest on every Character in any one room or corridor on the board.
Rock Blast - Genie + Rock Skin
Can be used to destroy a piece of wall to create an opening. Use a breached wall tile if the room is used or a secret door tile to create an alcove if the room is solid rock.
Soothing Breeze - Swift Wind + Heal Body
Heals 4BP of the caster and all Characters in the same room or corridor.
Water + Earth
Petrify - Sleep + Rock Skin
Turns a target in sight to stone. Petrified targets can't be harmed and have to roll equal to or under their MP on one dice to free themselves at the end of their turns.
Dust Storm - Vail Of Mist + Pass Through Rock
No ranged attacks (including spells that need line of sight) can be used in the same room or corridor as the caster when the spell is cast until the beginning of the caster's next turn.
Restoration - Water Of Healing + Heal Body
Fully restores BP and MP.
They could have to figure out the combinations themselves through trail and error. If they use an invalid combination they lose both spells but they can choose one to cast, or both if the caster's got the wand of recall.
COMPONENTS
Ball Of Flame - Fire Dust + Dragon Tooth
Fire Of Wraith - Red Dragon Dust + Phoenix Feather
Courage - Silver Key + Lion Heart
Genie - Lamp + Glass Prism
Tempest - Miniature Silver Dagger + Dragon Tooth
Swift Wind - Fire Dust + Snake Tooth
Sleep - Duck Down + Grave Dust
Vail Of Mist - Powdered Monster Bones + Troll Bone Marrow
Water Of Healing - Lizards Tail + Snake Tooth
Pass Through Rock - Powdered Monster Bones + Cloth Of Gold
Rock Skin - Silver Hand + Fossil Leaf
Heal Body - Troll Bone Marrow + Lion Heart
Mind Blast - Silver Key + Fossil Leaf
Mind Lock - Cloth Of Gold + Lamp
Dominate - Red Dragon Dust + Miniature Silver Dagger
Treasure Horde - Silver Key + Lamp
Future Sight - Miniature Silver Dagger + Phoenix Feather
Clairvoyance - Silver Hand + Lion Heart
Arrows Of The Night - Snake Tooth + Dragon Tooth
Chains Of Darkness - Lizards Tail + Glass Prism
Cloak Of Shadows - Grave Dust + Cloth Of Gold
Wall Of Stone - Red Dragon Dust + Fossil Leaf
Invisibility - Fire Dust + Powdered Monster Bones
Dispel - Troll Bone Marrow + Duck Down
Transfix - Phoenix Feather + Glass Prism + Duck Down (Any two, if all three components are used it automatically works.)
Chill Touch - Grave Dust + Silver Hand + Lizards Tail (Any two, if all three components are used it automatically works.)
All the components are from AHQ. They allow the Sorcerer and Battle Sorcerers (which can be hired) to cast a spell without discarding it. I'll probably rule that no components are available in villages, some random ones in towns and all of them in cities, but I'm not sure what price would be best for them. Maybe 20 or 30gp each.