viewtopic.php?f=38&t=7089
Upcasting and Overcasting is designed as a universal mechanic for all casters, in my rules you need one level up to be able to Upcast costing an additional spell and 1MP, after your second level up you chose either an additional spell or 1MP and after three level ups you can Overcast for an additional spell and 1MP. You could just use the fully levelled rules. Empowering/Overpowering only applies to Wizards of Morcar spells and the rules for doing it are character specific.
For spells that have different rules in different HQ versions I've included all variations and made three new spell groups with three spells in each to cover the alternate rules for Courage and Rock Skin, the four unique US scrolls and the three Japanese spells. Other spells with different versions replace Ball of Flame, Tempest and Sleep in the chaos spell group. The Order spells are based on an old Talisman spell set I had but just the spell names, their rules are inspired by D&D in some cases. There's 25 of them, same as chaos and a lot of them nicely mirror the chaos spells as a kind of good guy version of that spell group.
I've tried to clear up all rule ambiguities and stuck to the official rules for base casting with the exception of making every spell unique in some way, by altering the EWP versions rather than the hero versions. I use the term Adventure instead of Quest to cover multi-quest adventures. The Upcast/Overcast and Empowered/Overpowered rules only describe the rules that are altered so unaltered base version rules still apply, Overcast/Overpowered spells don't include the Upcast/Empowered effects unless they say they do.
The spell rules are written to work with whatever sight rules for casting you're using, some have casting sight rules that take priority over the generic casting rules. Some spells don't work well with certain turn order rules so I've added that they can be cat out of turn. I'd use universal rules that (unless stated otherwise on the spell) ongoing spells can be ended at any time by the caster and are ended automatically if the caster dies (or is down/unconscious), and multiples of the same spell don't stack but effects from different spells do stack. Adjacent includes diagonally adjacent, directly adjacent doesn't.
Fire Spells
Euro Ball of Flame
The target defends with two dice (cannot be altered by other effects) against a two skull Fire Attack.
Upcast
The target has one defence die.
Overcast
The target has no defence dice.
US Ball of Flame
The target rolls two standard dice, if they roll no 5s or 6s they lose 2BP of Fire Damage, if they roll one 5 or 6 they lose 1BP of Fire Damage and if both dice are a 5 and/or 6 they take no damage.
Upcast
The target only rolls one die and loses 1BP of Fire Damage if they roll a 5 or 6 or 2BP of Fire Damage if they roll lower than a 5.
Overcast
The target automatically loses 2BP of Fire Damage.
Euro 1st Edition Courage
The next time the target makes a Physical Attack they roll two extra combat dice.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice and then continue to use two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
As Upcast but the spell is not broken after the target's first attack if there is an Enemy in the same room, or in their direct Line of Sight.
Euro 2nd Edition Courage
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is neither an Enemy in their direct Line of Sight or in the same room.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice and then continue to use two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
As Upcast but the spell is not broken after the target's first attack if there is an Enemy in the same room, or in their direct Line of Sight.
US Courage
The next time the target makes a Physical Attack they roll two extra combat dice unless there is ever no Enemy in a direct Line of Sight before their next attack.
Upcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is neither an Enemy in their direct Line of Sight or in the same room.
Euro Fire of Wrath
A target anywhere defends with one die (cannot be altered by other effects) against a one skull Fire Attack.
Upcast
A target anywhere defends with two dice against a two skull Fire Attack.
Overcast
A target anywhere defends with three dice against a three skull Fire Attack.
US Fire of Wrath
The target rolls a standard die and loses 1BP of Fire Damage if they roll lower than a 5.
Upcast
The target loses 1BP of Fire Damage if they roll lower than a 6.
Overcast
The target automatically loses 1BP of Fire Damage.
Air Spells
Euro Genie
A target anywhere is attacked with five combat dice or opens one door anywhere revealing the room's contents and activating any revealed Enemies.
Upcast
Also Casts one of your spells from any explored square within the same room or corridor square as the spell-caster as a Level 4 Magic-User with 6MP before making its attack, which can be Upcast at your normal cost. Discard the spell that the Genie Casts.
Overcast
As Upcast but the spell the Genie Casts is kept and can be Upcast or Overcast.
US Genie
The target is attacked with five combat dice or opens one door anywhere revealing the room's contents and activating any revealed Enemies.
Upcast
Also Casts one of your spells from any explored square within the same room or corridor square as the spell-caster as a Level 4 Magic-User with 6MP before making its attack, which can be Upcast at your normal cost. Discard the spell that the Genie Casts.
Overcast
As Upcast but the spell the Genie Casts is kept and can be Upcast or Overcast.
Tempest
The target is unable to take any Actions (can still defend) until after their next turn.
Upcast
Targets a square and affects up to a 2x2 area that includes the target square.
Overcast
Targets a square and affects up to a 3x3 area with the target square in the centre.
Swift Wind
The target doubles their standard Movement the next time they move.
Upcast
The target can use their standard Movement, then Action, then standard Movement.
Overcast
The target can take their Action at any point during their increased Movement and then use any remaining Movement to move again.
Water Spells
Water of Healing
Heals 4BP of the target.
Upcast
Heals 2BP and 2MP.
Overcast
Heals 4BP and 4MP.
Euro 1st Sleep
The target rolls the number of combat dice equal to their current MP (automatically affects 0MP Undead), if they fail to roll at least one black shield they are unable to take any Actions until they are attacked (anything that can take BP/MP) or if they roll a 6 on one die at the start of one of their turns. They can defend the attack as normal.
Upcast
An affected target cannot defend, they wake up after an attack, or if or they roll a 6 on one die at the start of one of their turns.
Overcast
An affected target cannot defend, they wake up after an attack if they roll 6 on one die, or if they roll a 6 on one die at the start of one of their turns.
Euro 2nd Edition Sleep
The target rolls the number of combat dice equal to their current MP (automatically affects 0MP Undead), if they fail to roll at least one black shield they are unable to take any Actions or defend until they are attacked (anything that can take BP/MP) or if they roll a 6 on one die at the start of one of their turns.
Upcast
The target wakes up after they are attacked if they roll at least one black shield on the number of combat dice equal to their current MP, or they roll a 6 on one die at the start of one of their turns.
Overcast
The target wakes up after they are attacked if they roll a 6 on one die, or they roll a 6 on one die at the start of one of their turns.
US Sleep
The target rolls the number of standard dice equal to their current MP (cannot affect 0MP Undead targets), if they fail to roll at least one 6 they are unable to take any Actions or defend until they roll at least one 6 on the number of dice equal to their current MP at the start of one of their turns.
Upcast
If the target is affected by the spell when Cast any Enemies adjacent to the target can also be affected, any Enemies adjacent to any of those targets who are affected can also be affected, and any Enemies adjacent to any of those targets who are affected, etc.
Overcast
Any Enemies adjacent to the target can also be affected, any Enemies adjacent to any of those targets can also be affected, and any Enemies adjacent to any of those, etc.
Vail of Mist
The target can move through Enemies during their next Movement.
Upcast
The target can only be attacked in Melee (AoEs still work) on the Enemy's next turn.
Overcast
The target cannot be directly attacked (AoEs still work) on the Enemy's next turn.
Earth Spells
Heal Body
Heals 4BP of the target.
Upcast
Heals 5BP.
Overcast
Fully heals BP.
Euro 1st Edition Rock Skin
The target defends with two extra combat dice the next time they defend. If no successful die is rolled in an attack you do not count as having defended.
Upcast
The target defends with one extra die the following time they defend.
Overcast
The target defends with three extra combat dice the next time they defend, with two extra dice the following time and with one extra die the next time after that.
Euro 2nd Edition Rock Skin
The target defends with two extra combat dice until they take any BP damage.
Upcast
The target defends with two extra combat dice until they lose their first point of BP damage after the spell is Cast and then with one extra combat die until they lose their second point of BP damage after the spell is Cast.
Overcast
The target defends with two extra combat dice until they next take any BP damage and then with one extra defence die until the following time that they take any BP damage.
US Rock Skin
The target defends with one extra combat die until they take any BP damage.
Upcast
The target defends with two extra combat dice until they take any BP damage.
Overcast
The target defends with two extra combat dice until they next take any BP damage and then with one extra defence die until the following time that they take any BP damage.
Pass through Rock
The target can pass through solid objects during their next Movement.
Upcast
Targets one square's width of wall or rock tile allowing any Character to move through it until the end of the spell-caster's next turn.
Overcast
Targets one square's width of wall or rock tile allowing any Character that the spell-caster allows to move through it until the end of the spell-caster's next turn.
Ice Spells
Crystalise Skin is the alternate regional version of Rock Skin, Ice Bridge is a US scroll and Aid is a Japanese version spell.
Euro 1st Edition Crystalise Skin
The target defends with one extra combat die until they take any BP damage.
Upcast
The target defends with two extra combat dice until they take any BP damage.
Overcast
The target defends with two extra combat dice until they next take any BP damage and then with one extra defence die until the following time that they take any BP damage.
Euro 2nd Edition & US Crystalise Skin
The target defends with two extra combat dice the next time they defend. If no successful die is rolled in an attack you do not count as having defended.
Upcast
The target defends with one extra die the following time they defend.
Overcast
The target defends with three extra combat dice the next time they defend, with two extra dice the following time and with one extra die the next time after that.
Ice Bridge
Targets a square making it passable (without having to Jump).
Upcast
Affects all squares in straight line horizontally, virtically or diagonally from the spell-caster until hitting a wall (including Wall Spells destroying a Wall of Flame) or a closed door.
Overcast
Affects all squares in the same room or corridor as the spell-caster when Cast and destroys any Wall of Flames.
Aid
Heals 1BP of the target.
Upcast
Heals 1BP and 1MP.
Overcast
Heals 2BP.
Radiance Spells
Surge is the alternate regional version of Courage, Warmth is a US scroll and Holy Flame is a Japanese version spell.
Euro 1st Edition Surge
The next time the target makes a Physical Attack they roll two extra combat dice unless there is ever no Enemy in a direct Line of Sight before their next attack.
Upcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is neither an Enemy in their direct Line of Sight or in the same room.
Euro 2nd Edition Surge
The next time the target makes a Physical Attack they roll two extra combat dice unless there is ever no Enemy in a direct Line of Sight before their next attack.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice.
Overcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
US Surge
The next time the target makes a Physical Attack they roll two extra combat dice.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice and then continue to use two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
As Upcast but the spell is not broken after the target's first attack if there is an Enemy in the same room, or in their direct Line of Sight.
Warmth
Heals 3BP of the target.
Upcast
Heals 3MP instead of 3BP.
Overcast
Choose to heal either 2BP and 1MP or 1BP and 2MP.
Holy Flame
The target is attacked with a two combat dice Fire Attack, the target defends with the number of dice equal to their current MP.
Upcast
Black shields count as skulls.
Overcast
Black shields count as skulls and automatically cause an additional 1BP damage.
Divine Spells
Treasure Without Doom & Psychic Recovery are US scrolls, Heal is a Japanese version spell.
Treasure Without Doom
Cast on yourself as a Free Action when drawing a Treasure Card, if you draw negative cards (anything that can hurt you) ignore it and draw a replacement or can be used to open a Treasure Chest automatically disarming any contained Trap.
Upcast
Draw a replacement card if you draw Nothing cards as well as negative cards or can be used to open any item of Furniture automatically disarming any contained Trap.
Overcast
Keep drawing cards until you get a positive card that is not a Gold, any Gold drawn is kept (only applies specifically to Gold cards, not items such as Gems that are worth GP) or the EWP points in the direction of the closest unfound Treasure in the Quest notes.
Psychic Recovery
Fully heals MP of the target.
Upcast
Instead of healing MP the spell ends all ongoing spells affecting the target that required them to fail a roll involving their MP to be affected.
Overcast
Combines the standard and Upcast effects.
Heal
Heals BP of the target equal to up to the number of white shields rolled on four dice.
Upcast
Black shields heal 1MP.
Overcast
Black shields heal 1BP and 1MP.
Psionic Spells
The full spell set contains five of each spell.
Mind Lock
The spell-caster and a target in their direct Line of Sight both roll the number of combat dice equal to their current MP (cannot affect 0MP Undead targets) and the target defends with white shields only against the number of skulls rolled by the spell-caster, for every undefended skull the target misses one turn up to the number of Mind Lock spells the spell-caster has (one turn only if Casting from an Item) before Casting and discarding one Mind Lock spell for each turn, an affected target is unable to take any Action until after their affected turns and can defend with no more than one combat die. An affected target can attempt to break the spell at the start of their turns by rolling combat the number of dice equal to their current MP and succeding if they roll at least three skulls, the spell also ends automatically immediately after missing their final turn.
Upcast
Target needs to roll at least three white shields instead of skulls to break the spell.
Overcast
Target needs to roll at least three black shields instead of skulls to break the spell.
Dominate
The spell-caster and a target in their direct Line of Sight both roll the number of combat dice equal to their current MP (cannot affect 0MP Undead targets) and the target defends with white shields only against the number of skulls rolled by the spell-caster, if the spell-caster scores at least two undefended skulls the spell-caster immediately takes the target's next turn out of sequence, the spell-caster can then continue their turn.
Upcast
The spell-caster only needs to roll at least one undefended skull to succeed.
Overcast
The spell-caster only needs to at least equal the target's defence roll to succeed.
Mind Blast
The spell-caster and a target in their direct Line of Sight both roll the number of combat dice equal to their current MP (cannot affect 0MP Undead targets) and if either rolls less skulls than the other they lose 1BP for each skull their opponent rolled in excess of their own number of rolled skulls.
Upcast
The target reduces their score by one for each black shield that they roll.
Overcast
The target reduces their score by one for each white shield that they roll.
Darkness Spells
I added after the comma in the last sentence of Cloak of Shadows so you can't hide forever.
Cloak of Shadows
Targets a square and affects up to a 2x3 area that includes the target square, targets in the area cannot attack, be attacked or Cast Spells. The spell cannot be ended by the spell-caster and is not ended if they die, the only way it ends is if a Character ends their turn inside it with no Ally in the same room or corridor.
Upcast
The Area of Effect covers up to six squares with every additional square after the target square directly adjacent to at least one other square. The spell-caster can also use their their Main Action to end the whole spell if they can target any of the effected squares.
Overcast
As Upcast but squares the spell-caster can target need not be adjacent to another. The spell-caster can also use their their Main Action to end the spell on any affected squares if they can target the square or end the whole spell if they can target any affected square.
Empowered
The spell-caster can see into and through the affected squares.
Overpowered
The spell-caster and all Allies can see into and through the affected squares.
Chains of Darkness
The target is unable to take any Actions (can still defend) other than Casting (not from an Item) until after their next turn.
Upcast
Can be Cast on a target within the same and/or an ajoining (with at least one directly adjacent square) room or corridor.
Overcast
Can be Cast on a target anywhere.
Empowered
Affects all Characters in the same room or corridor(s) as the target.
Overpowered
Affects all Enemies in the same room or corridor(s) as the target.
Arrows of the Night
A target in the direct Line of Sight of the spell-caster is attacked with two combat dice, the target defends with the number of dice equal to their current MP.
Upcast
Attacks with three dice.
Overcast
Attacks with four dice.
Empowered
Attacks all Enemies in the same room or corridor as the spell-caster.
Overpowered
Attacks all Enemies everywhere.
Detection Spells
Future Sight
Casting this spell ends your turn, the spell-caster can reroll all the dice of any attack, defence or Movement rolls until the end of their next turn.
Upcast
Cast as a Free Action without using your Main Action.
Overcast
Cast as a Free Action without using your Main Action or ending your turn.
Empowered
You can choose to reroll one die from a roll instead of all of the dice.
Overpowered
You can choose to reroll any amount of dice of a roll instead of all of the dice.
Treasure Hoard
Cast on yourself as a Free Action when you're about to draw a Treasure Card, draw three Treasure Cards at the same time instead of one and apply all of them.
Upcast
Draw four Treasure Cards.
Overcast
Draw five Treasure Cards.
Empowered
You can choose to stop drawing additional cards at any time.
Overpowered
You can ignore the last card drawn and no further cards are drawn.
Clairvoyance
The EWP reveals the contents of a chosen room without activating enemies.
Upcast
If the room is empty you can keep choosing a room until you select one that is not.
Overcast
Includes all rooms with at least one directly adjacent square to the target room.
Empowered
Includes non-Magical Traps.
Overpowered
Includes all Traps, Secret Doors, listed Treasure and all Items and spells held.
Protection Spells
Invisibility renamed to Vanish because there's an Invisibility spell in the Order spell group.
Wall of Stone
Targets two directly adjacent squares blocking Movement and Line of Sight, defends with six combat dice using white shields and has 1BP.
Upcast
Defends with black shields if more black shields are rolled than white shields.
Overcast
Defends with both white and black shields.
Empowered
2BP.
Overpowered
3BP.
Vanish
The spell-caster cannot attack or be attacked Until the start of their next turn.
Upcast
Lasts until the spell-caster attacks, Casts a spell, Searches or moves at more than half their standard Movement rate in a turn.
Overcast
Lasts until the spell-caster attacks or Casts a spell.
Empowered
Cast as a Free Action.
Overpowered
Can be Cast out of turn as a Free Action.
Dispell
The target discards one random spell.
Upcast
Cast out of turn as a Free Action on a spell as it is being Cast by the target, the target loses their Action but keeps the spell. Can be affected by other Reaction Spells.
Overcast
Cast out of turn as a Free Action on a spell as it is being Cast by the target, the target loses their Action and the spell. Can be affected by other Reaction Spells.
Empowered
The target discards one random spell from a Spell Group of the spell-caster's choice, if Overcast this is in addition to the spell they tried to Cast.
Overpowered
The target discards one random spell from each of their Spell Groups, if Overcast this is in addition to the spell they tried to Cast.
Astral Spells
Dispell reworked slightly and renamed to Dispell Magic to make it different to the Dispell in the Protection spell group, Rust renamed to Destroy Item because the US version of Rust only affects metal equipment, Escape renamed to Planar Shift because the US version of Escape is a more limited transportation spell and Wall of Fire has some new 'firey' rules.
Dispell Magic
Can be used to either force the target to discard one random spell or ends one random ongoing spell on a target square (includes spells on a Character in the square).
Upcast
Either the target discards one random spell from a Spell Group of the spell-caster's choice or ends one ongoing spell of their choice on a target square, including on a Character.
Overcast
Either the target discards one random spell from each of their Spell Groups or ends all ongoing spells on a target square, including on a Character.
Empowered
Combines the two effects instead of choosing one.
Overpowered
As Empowered and also upgrades a standard Casting to the Upcast effects, an Upcasting to Overcast effects and an Overcasting to spell effects of the spell-caster's choice.
Destroy Item
The target discards one Equipment card of the spell-caster's choice.
Upcast
The spell-caster can choose to force target to discard either two Metal or two Wooden Equipment cards of the spell-caster's choice.
Overcast
The target discards one Wooden Equipment card and one Metal Equipment card of the spell-caster's choice.
Empowered
Also destroys random piece of Equipment after selecting Equipment.
Overpowered
Also destroys one random piece of Equipment before selecting Equipment.
Planar Shift
The spell-caster is moved to an empty square anywhere. If Cast by an Adventurer and they choose a square that is not empty the spell fails and is discarded.
Upcast
Any Allies you choose before Casting in the same room or corridor are also moved to the same room or corridor as the spell-caster, again before Casting. If Cast by an Adventurer and the their own destination square is not empty the spell fails and is discarded, otherwise if the destination square for any targets is not empty the spell fails to move those targets.
Overcast
Any Characters you choose before Casting in the same room or corridor are also moved to the same room or corridor as the spell-caster. If Cast by an Adventurer and their own destination square is not empty the spell fails but is not discarded, if their own destination square is empty the other targets can then be moved to other available squares.
Empowered
Can be Cast as an out of turn Free Action immediately after an Ally's turn.
Overpowered
Can be Cast as an out of turn Free Action immediately after an Enemy's turn.
Madness
The target is unable to take any Actions until after their next turn, on their next turn the spell-caster can take their Movement Action. If Cast by an Adventurer the affected target's turn is taken before other Ememies in the next EWP phase.
Upcast
If the target has any remaining spells at the end of their next turn they Cast one on themselves chosen at random from a spell group of the Madness spell-caster's choice, if the spell cannot target the spell-caster or the square that they are occupying it has no effect.
Overcast
The spell-caster can also use the target to Cast one of the target's spells chosen at random from a spell group of the Madness spell-caster's choice, once the Madness spell-caster sees the spell they select the target or they can choose to discard the spell.
Empowered
The target makes a Physical Attack (as a Free Action if Upcast/Overcast) against the closest Character to them at the start of their own turn with the Weapon they already have Equipped, the Madness spell-caster chooses who they attack if there are multiple equally close Characters. If they cannot attack any Character the Madness spell-caster can still take the target's Movement Action.
Overpowered
The spell-caster can also use the target to make a Physical Attack (as a Free Action if Upcast/Overcast) with the Weapon they already have Equipped.
Strands of Binding
The target is unable to take any Actions (can still defend) other than Casting (not from an Item) until the strands are destroyed by the target with a Melee Attack or spell, they have 1BP and defend with four combat dice using black shields.
Upcast
Uses white shields instead of black shields to defend.
Overcast
Uses white shields to defend if more white shields than black shields are rolled.
Empowered
Can be Cast on two directly adjacent (to each other) targets treated separately.
Overpowered
Can be Cast on two adjacent (to each other) targets treated separately.
Wall of Flame
Targets two directly adjacent squares blocking Movement and Line of Sight, has 1BP, defends with six combat dice using both shields against Fire Attacks, black shields against Ice Attacks and white shields against other attacks. Causes 1BP of Fire Damage to Characters who are Vulnerable (see the Elements rules) to Fire and are directly adjacent to the wall when Cast, Characters with Fire Resistance can move through the wall at the cost of 1BP each time they do, Characters with Immunity to Fire can move through the wall freely and Characters with Fire Absorption roll to regain BP each time they move into the wall.
Upcast
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Fire Damage, Black Shield = Lose 1BP of Fire Damage and miss their current turn.
Overcast
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Fire Damage and miss their current turn, Black Shield = Lose 1BP of Fire Damage.
Empowered
Causes 1BP of Fire Damage to Characters who are directly adjacent to the wall when Cast, includes Characters who are not Vulnerable to Fire.
Overpowered
Causes 1BP of Fire Damage to Characters who are adjacent (not just directly) to the wall when Cast (includes Characters who are not Vulnerable to Fire) and affects any adjacent Characters rather than just directly adjacent if Upcast or Overcast.
Magi Spells
Lightning Bolt renamed to Lightning Blast because there's a Lightning Bolt spell in the Order spell group and Wall of Ice has rules for taking Fire or Ice based attacks.
Wall of Ice
Targets two directly adjacent squares blocking Movement and Line of Sight, has 1BP, defends with six combat dice using both shields against Ice Attacks, black shields against Fire Attacks and white shields against other attacks.
Upcast
2BP.
Overcast
3BP.
Empowered
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Ice Damage, Black Shield = Lose 1BP of Ice Damage and miss their current turn.
Overpowered
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Ice Damage and miss their current turn, Black Shield = Lose 1BP of Ice Damage.
Blinding Sleet
During the next EWP phase if Cast by an Adventurer or until the start of the next EWP phase if Cast by the EWP Characters occupying the room that the spell is Cast in are unable to move, Cast spells, make Ranged or Throwing Attacks or to defend against Ranged or Throwing Attacks or defend against spells Cast from non-adjacent squares.
Upcast
Each successful individual attack die is rerolled once.
Overcast
Each successful individual attack and defence die is rerolled once.
Empowered
Characters are unable to perform any Actions until after their next turn.
Overpowered
Enemies are unable to perform any Actions until after their next turn.
Thieving Wind
The target loses a random piece of Equipment.
Upcast
The target also can move no more than half rate during their next turn.
Overcast
The target also can either take their Main Action or Movement Action on their next turn, not both and can move no more than half rate if they take their Movement Action.
Empowered
Affects all other Characters in the same room or corridor as the spell-caster.
Overpowered
Affects all Enemies in the same room or corridor as the spell-caster.
Hurricane
Must be Cast on a target who is in a straight line of squares from the spell-caster forcing them away along that same line until they hit a Trap, Furniture, a barrier of any kind or another Character.
Upcast
Affects all Characters (furthest first) in a straight line from the spell-caster.
Overcast
Affects all Characters (furthest first) beyond a square of the spell-caster's choice.
Empowered
Affected Characters roll a standard die: 1/2 = Lose 1BP, 3/4 = Are unable to take any Actions until after their next turn, 5/6 = Lose 1BP and are unable to take any Actions until after their next turn.
Overpowered
Affected Characters lose 1BP and are unable to take any Actions until after their next turn.
Lightning Blast
Travels in a horizontal or vertical line of six squares from the spell-caster or until hitting a wall (including Wall Spells that it Does not destroy) or a closed door, Characters and Wall Spells are attacked separately with a three combat dice Lightning Attack.
Upcast
Can be Cast diagonally and add one additional combat die for each piece of Metal Armour each target is currently using.
Overcast
Can be Cast diagonally and add one additional skull to the roll for each piece of Metal Armour each target is currently using.
Empowered
Can be Cast diagonally and can be Recast on future turns using your Main Action until you leave the room or corridor you were in for the initial Casting.
Overpowered
Can be Cast diagonally and can be Recast once on future turns as a Free Action until you leave the room or corridor you were in for the initial Casting.
Earthquake
Travels in a straight horizontal or vertical line of six squares from the spell-caster (use the Earthquake tile), any Charcters in its path fall in and lose 1BP, it is treated as a long Pit Trap, any walls touched by the tile are Breached (place a Breached Wall tile and any contents as if a door had been opened), if the Earthquake touches a Magical Wall both are dispelled (the Earthquake Does not continue its path and the Earthquake tile is not placed on the board). Characters in the Pit cannot see outside of the Pit, Characters outside of Pit can see into the Pit if they are adjacent to it. If the spell ends (when the spell-caster is reduced to 0BP or 0MP or chooses to end it) Characters in the Pit are not harmed, the ground raises up.
Upcast
Can be placed anywhere with all squares within the same room or corridor as the spell-caster.
Overcast
Can be placed anywhere with at least one square within the same room or corridor as the spell-caster.
Empowered
Can be placed anywhere with all squares in the same room or corridor as the spell-caster, if Upcast it can be placed anywhere with at least one square in the direct Line of Sight of the spell-caster, if Overcast it can be placed anywhere within the same and/or an ajoining (with at least one directly adjacent square) room or corridor.
Overpowered
Can be placed anywhere with at least one square within the same room or corridor as the spell-caster, if Upcast it can it be placed anywhere within an ajoining (with at least one directly adjacent square) room or corridor, if Overcast it can be placed anywhere.
Tomb Spells
Fear renamed to Terror because there's a Fear Spell in the Chaos spell group, Call Skeletons renamed to Summon Skeletons because Call/Conjure/Summon all have unique mechanics.
Deathbolt
The target loses 1BP. Cannot affect Undead targets.
Upcast
Roll a combat die for damage: Skull = 1BP, White Shield = 2BP, Black Shield = 3BP.
Overcast
Roll a combat die for damage: Skull = 3BP, White Shield = 2BP, Black Shield = 1BP.
Use the same combat die roll for Upcasting/Overcasting with Empowering/Overpowering.
Empowered
The target also loses: Skull = 1MP, White Shield = 2MP, Black Shield = 3MP.
Overpowered
The target also loses: Skull = 3MP, White Shield = 2MP, Black Shield = 1MP.
Skulls of Doom
Targets a square in the direct Line of Sight of the spell-caster with a two combat dice Fire Attack.
Upcast
Attacks the same target square twice.
Overcast
Three attacks in total split freely between one or more target squares chosen before making the first attack.
Empowered
Targets on all squares adjacent to the target square defend against a one skull Fire Attack if you roll at least one skull for the main attack.
Overpowered
The target square is attacked with three dice, all targets on squares adjacent to the target square defend against a two skull Fire Attack if you roll at least two skulls for the main attack or defend against a one skull Fire Attack if you roll one skull for the main attack, all targets on the sixteen squares surrounding those defend against a one skull Fire Attack if you roll at least one skull for the main attack.
Terror
The target is unable to Attack or Cast spells until after their next turn. Cannot affect Undead targets.
Upcast
The target is also unable to move towards the spell-caster.
Overcast
The target is also unable to move towards any Enemy.
Empowered
The target also rerolls each successful individual defence die once.
Overpowered
The target also cannot defend.
Raise the Dead
Cast out of turn as a Free Action when an Ally and/or any Undead Character on a square that the spell-caster can target dies, they are replaced with a Skeleton Follower under the control of the spell-caster that immediately takes a free turn before continuing the spell-caster's turn and then taking the Raised Follower's regular turn.
Upcast
Replaced with a Zombie.
Overcast
Replaced with a Mummy.
Empowered
Replaced by Marsh Skeleton, Upcast Swamp Zombie, Overcast Plague Mummy.
Overpowered
Replaced by Reaver, Upcast Wight, Overcast Mummy Tomb Guard.
Marsh Skeleton: M6 A2 D2 BP2 MP0 Undead, Skeletal. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Swamp Zombie: M4 A2 D3 BP3 MP0 Undead. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Plague Mummy: M4 A3 D4 BP4 MP0 Fire Vulnerability. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Disease: Roll two combat dice at the start of your turns: Skull + White Shield (1 in 3) = Can take either your Movement or your Main Action this turn, Two Skulls (1 in 4) = Lose 1BP, Skull + Black Shield (1 in 6) = Lose 1MP and you can only take either your Movement or your Main Action this turn, White Shield + Black Shield (1 in 9) = Just still Diseased, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured.
Reaver: M6 A3 D3 BP3 MP3 Undead, Skeletal, Reaver Blade: Magical Weapon, roll a combat die when it causes damage: Skull = 1BP extra damage, Black Shield = Double damage.
Wight: M8 A3 D3 BP4 MP0 Undead, Chill Touch Ability.
Mummy Tomb Guard: M6 A4 D5 BP5 MP2 Undead, Fire Vulnerability, Chill Touch Ability.
Chill Touch: Can be Cast as a once per turn Free Action on a directly adjacent target, roll a combat die: Skull = The target loses 1BP of Ice Damage, Black Shield = The target loses 1MP. Can be Upcast losing 1MP or Overcast losing 1MP and the Chill Touch Ability.
Upcast Chill Touch: Skull = Loses 1BP, Black Shield = 1BP & 1MP.
Overcast Chill Touch: Skull = Loses 1BP, White Shield = 1MP, Black Shield = 1BP & 1MP.
Summon Skeletons
Place two Skeletons as the spell-caster's Followers on any squares that the spell-caster can target.
Upcast
Summons three Skeletons.
Overcast
Summons four Skeletons.
Empowered
One Reaver replaces Skeletons, Upcast two Reavers, Overcast three Reavers.
Overpowered
Two Reavers replace Skeletons, Upcast three Reavers, Overcast four Reavers.
Reaver: M6 A3 D3 BP3 MP3 Undead, Skeletal, Reaver Blade: Magical Weapon, roll a combat die when it causes damage: Skull = 1BP extra damage, Black Shield = Double damage.
Summon Mummy
Place a Mummy on a square adjacent to the spell-caster as their Follower.
If you're using the increased monster BPs and/or the spell is Upcast/Overcast and/or Empowered/Overpowered summons have minus two BP down to a minimum of 1BP.
Upcast
Summons a Plague Mummy.
Overcast
Summons a Mummy Tomb Guard.
Empowered
Summons a Plague Mummy, Upcast Tomb Guard, Overcast Tomb Champion.
Overpowered
Summons a Tomb Guard, Upcast Tomb Champion, Overcast Tomb Lord.
Plague Mummy: M4 A3 D4 BP4(2) MP0 Fire Vulnerability. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Disease: Roll two combat dice at the start of your turns: Skull + White Shield (1 in 3) = Can take either your Movement or your Main Action this turn, Two Skulls (1 in 4) = Lose 1BP, Skull + Black Shield (1 in 6) = Lose 1MP and you can only take either your Movement or your Main Action this turn, White Shield + Black Shield (1 in 9) = Just still Diseased, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured.
Mummy Tomb Guard: M6 A4 D5 BP5(3) MP2 Undead, Fire Vulnerability, Chill Touch Ability.
Mummy Tomb Champion: M8 A5 D6 BP6(4) MP4 Undead, Fire Vulnerability, Chill Touch Ability. Level 1 Magic-User with one of each Psionic Spell. Separate once per turn Casting Action, Main Action cannot be used to Cast Spells.
Mummy Tomb Lord: M10 A6 D7 BP7(5) MP6 Undead, Fire Vulnerability, Chill Touch Ability. Level 2 Magic-User with with with one of each Psionic Spell and three random Necro Spells (or if Cast by the Sorcerer the three Necro spells that the didn't take into the Adventure). Separate once per turn Casting Action, Main Action cannot be used to Cast Spells.
Chill Touch: Can be Cast as a once per turn Free Action on a directly adjacent target, roll a combat die: Skull = The target loses 1BP of Ice Damage, Black Shield = The target loses 1MP. Can be Upcast losing 1MP or Overcast losing 1MP and the Chill Touch Ability.
Upcast Chill Touch: Skull = Loses 1BP, Black Shield = 1BP & 1MP.
Overcast Chill Touch: Skull = Loses 1BP, White Shield = 1MP, Black Shield = 1BP & 1MP.
Spore Spells
Summon Goblins and Summon Orcs renamed to Call Goblins and Call Orcs because Call, Conjure and Summon all have unique mechanics. I didn't want to change spells other than making each one unique but Call Orcs made no sense at all and I think it was confirmed that it was a mistake and should have had the same wording as Call Goblins so I went with that.
Call Goblins
If Cast by a Greenskin up to four goblins (any types) from within the Quest can be placed on squares in the direct Line of Sight of the spell-caster, make a note of which were taken if they were not already revealed. Any that have not taken their turn this round can take their turns immediately before continuing the spell-caster's turn.
If Cast by a non-Greenskin up to four (Common) Goblins are Conjured on squares in the direct Line of Sight of the spell-caster rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and the Goblins are removed from play at the start of the spell-caster's next turn.
Upcast
If Cast by a Greenskin up to four Goblins are Conjured rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and the Goblins are removed from play at the start of the spell-caster's next turn. If Cast by a Forest Goblin or Savage Orc they Conjure Forest Goblins, if Cast by a Night Goblin they Conjure Night Goblins.
If Cast by a non-Greenskin the Conjured Goblins are Forest Goblins.
Overcast
If Cast by a Greenskin up to four Goblins are Summoned rather than Called from elsewhere. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them. If Cast by a Forest Goblin or Savage Orc they Summon Forest Goblins, if Cast by a Night Goblin they Summon Night Goblins.
If Cast by a non-Greenskin the Conjured Goblins are Night Goblins.
Empowered
One extra goblin.
Overpowered
Two extra goblins.
Forest Goblin: Spear, Axe, Tattoos (Magic Armour), M8 A2/* D1* BP1 MP2, Diagonal, Throw.
Night Goblin: Short Bow, Sword, Cloth Armour, M6 A2^ D1 BP1 MP3, two shots at half move.
Call Orcs
If Cast by a Greenskin up to two orcs (any types) from within the Quest can be placed on squares in the direct Line of Sight of the spell-caster, note which ones were taken if they were not already revealed. Any who have not taken their turn this round can take their turns immediately before continuing the spell-caster's turn.
If Cast by a non-Greenskin up to two (Common) Orcs are Conjured on squares in the direct Line of Sight of the spell-caster rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and the Orcs are removed from play at the start of the spell-caster's next turn.
Upcast
If Cast by a Greenskin up to two goblins (any types) can also be Called.
If Cast by a non-Greenskin one of the orcs is an Orc Boss: Flail (diagonal attacks) & Chainmail, M8 A3/ D3 BP2 MP3.
Overcast
If Cast by a Greenskin up to two goblins (any types) and up to two fimir (any types) can also be Called.
If Cast by a non-Greenskin both orcs are Orc Bosses: Flail (diagonal attacks) & Chainmail, M8 A3/ D3 BP2 MP3.
Empowered
If Cast by a Greenskin they are Conjured rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and they are removed from play at the start of the spell-caster's next turn. If Cast by a Forest Goblin or Savage Orc they Conjure Savage Orcs (and Forest Goblins if Upcast or Overcast), if Cast by a Night Goblin they Conjure Black Orcs (and Night Goblins if Upcast or Overcast).
If Cast by a non-Greenskin one of the orcs is Conjured and the other is Summoned. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them.
Overpowered
If Cast by a Greenskin the Characters are Summoned rather than Called from elsewhere. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them. If Cast by a Forest Goblin or Savage Orc they Summon Savage Orcs (and Forest Goblins if Upcast or Overcast), if Cast by a Night Goblin they Summon Black Orcs (and Night Goblins if Upcast or Overcast).
If Cast by a non-Greenskin both orcs are Summoned. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them.
Savage Orc: M8, A3/3, D3*, BP2, MP1. Double Axe, Tattoos (Magic Armour), Savagry.
Savagry: Two Melee Atacks per turn, must attack the closest (or one of) Enemy in Melee.
Black Orc: M8, A3, D4, BP3, MP3. Mace, Chainmail, Shield.
Orc Berserker
Can be Cast out of turn immediately before any Ally's turn, using your Action in advance. If Cast by an orc then it must be Cast on an orc but not on the spell-caster. If not Cast by an orc and there are any orcs in the direct Line of Sight of the spell-caster then it must be Cast on one of those orcs, otherwise it can be Cast on any target in the direct Line of Sight of the spell-caster other than the spell-caster. The target has two Movement Actions, two Attack Actions and no other Actions on their next turn before the end of the current/next EWP Phase. The spell does not distinguish between different orc types.
Upcast
Targets have two extra Movement Actions and one extra Attack Action.
Overcast
Targets have one extra Movement Action and two extra Attack Actions.
Empowered
Can be Cast on two orcs in the direct Line of Sight of the spell-caster.
Overpowered
Can be Cast on up to three orcs in the direct Line of Sight of the spell-caster.
Sharpen Blades
Can be Cast out of turn immediately before any Ally's turn, using your Action in advance. If Cast by an orc then it only affects orcs, if not Cast by an orc then it affects Allies and orcs. All targets in the same room as the spell-caster when the spell is Cast attack with one extra combat until the end of the current/next EWP Phase. The spell does not distinguish between different orc types.
Upcast
Also affects all Allies in the room, the effect is not doubled if the Orcs are also Allies.
Overcast
Also affects all Allies in the room, the effect is doubled if the Orcs are also Allies.
Empowered
Can be Cast in a corridor.
Overpowered
Affects targets in one room or corridor in the direct Line of Sight of the spell-caster or a corridor that shares at least one square with a corrdior that the spell-caster is in.
Shield of Protection
The spell-caster and all Allies of the same Liniage as the spell-caster (e.g. orcs or elves of any types) who are in the same room as the spell-caster when the spell is Cast defend with one extra combat die until the start of the spell-caster's next turn.
Upcast
The spell-caster defends with an additional extra combat die.
Overcast
All targets defend with an additional extra combat die.
Empowered
Targets defend on white or black shields, whichever they roll more of.
Overpowered
Targets defend on both white and black shields.
Spirit of Vengeance
A target anywhere is attacked with four combat dice.
Upcast
The target also automatically loses 1MP for each black shield rolled on the attack.
Overcast
The target also automatically loses 1MP for each white shield rolled on the attack.
Empowered
Black shields count as skulls (and cause 1MP damage if Upcast).
Overpowered
Black shields count as skulls and automatically cause an additional 1BP damage (and cause 1MP damage if Upcast).
Elf Spells
Deep Sleep doesn't work with a set turn order if the caster goes last because it only lasts until the start of the next EWP turn, using the Turn Order rules on the linked topic or just letting the heroes change order every round solves it. Another option is to allow it to be cast out of turn immediately before an Ally's turn, using the Action in advance. There are similar spells that reduce defence dice and/or prevent out of turn actions that would also benefit from one of those fixes. Disappear doesn't work with set movement or targets who move at different move speeds so I made it a separate roll and restricted the target to no more than half movement, to use the original rule the roll is for both their movement and the spell.
Flashback
Cast out of turn as a Free Action immediately after your own or an Ally's turn, the turn is replayed and all results of the original turn are canceled.
Upcast
Can be Cast on an Enemy immediately after that Enemy's turn.
Overcast
Results of the original turn are not canceled but Items and spells remain unused.
Time Stop
Cast out of turn as a Free Action immediately after your own or an Ally's turn, the target gets a another turn immediately.
Upcast
Can be Cast on a target immediately after a different Ally's turn.
Overcast
Can be Cast on a target immediately after a different Character's turn.
Hypnotic Blaze
All other Characters in the same room or corridor as the spell-caster when the spell is Cast must roll equal to or under their current MP on one die or they are unable to take any Actions other than Casting and cannot defend for three rounds (until the start of the spell-caster's third turn after this one).
Upcast
Does not affect Allies.
Overcast
Targets must roll under their current MP to succeed.
Double Image
The target has one duplicate and rolls a standard die each time they take damage until there is no Enemy in their direct Line of Sight, if they roll a 1-3 the duplicate is hit instead and the target takes no damage.
Upcast
Treble Image, two duplicates that are hit on a 1-4.
Overcast
Omni Image, five duplicates that are hit on a 1-5.
Disappear
The target cannot attack, be attacked, be affected by other spells, Cast spells, move more than half their Movement rate, Search, Disarm or spring Traps until they roll eight or higher at the start of their future turns on two dice or choose to end the spell.
Upcast
Lasts until the target rolls nine or higher at the start of their future turns.
Overcast
Lasts until the target rolls ten or higher at the start of their future turns.
Slow
The target can move no more than one square each turn and attacks and defends with one fewer combat dice (cannot be reduced to below 1) until they are no longer in the direct Line of Sight of the spell-caster.
Upcast
The target cannot take their Movement Action if they Cast during the same turn.
Overcast
The target can either take their Movement Action or Main Action, not both.
Deep Sleep
A target in the direct Line of Sight of the spell-caster whose current MP is no higher than 3 is unable to defend or take out of turn Actions until the start of their next turn.
Upcast
Can be Cast on a target with a current MP of up to 4.
Overcast
Can be Cast on a target with a current MP of up to 5.
Twist Wood
The target discards one Wooden Equipment card of the spell-caster's choice.
Upcast
The target discards two Wooden Equipment cards of the spell-caster's choice.
Overcast
Two targets each discard one Wooden Equipment card of the spell-caster's choice.
Euro Ball of Flame
The target defends with two dice (cannot be altered by other effects) against a two skull Fire Attack.
Upcast
The target has one defence die.
Overcast
The target has no defence dice.
US Ball of Flame
The target rolls two standard dice, if they roll no 5s or 6s they lose 2BP of Fire Damage, if they roll one 5 or 6 they lose 1BP of Fire Damage and if both dice are a 5 and/or 6 they take no damage.
Upcast
The target only rolls one die and loses 1BP of Fire Damage if they roll a 5 or 6 or 2BP of Fire Damage if they roll lower than a 5.
Overcast
The target automatically loses 2BP of Fire Damage.
Euro 1st Edition Courage
The next time the target makes a Physical Attack they roll two extra combat dice.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice and then continue to use two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
As Upcast but the spell is not broken after the target's first attack if there is an Enemy in the same room, or in their direct Line of Sight.
Euro 2nd Edition Courage
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is neither an Enemy in their direct Line of Sight or in the same room.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice and then continue to use two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
As Upcast but the spell is not broken after the target's first attack if there is an Enemy in the same room, or in their direct Line of Sight.
US Courage
The next time the target makes a Physical Attack they roll two extra combat dice unless there is ever no Enemy in a direct Line of Sight before their next attack.
Upcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is neither an Enemy in their direct Line of Sight or in the same room.
Euro Fire of Wrath
A target anywhere defends with one die (cannot be altered by other effects) against a one skull Fire Attack.
Upcast
A target anywhere defends with two dice against a two skull Fire Attack.
Overcast
A target anywhere defends with three dice against a three skull Fire Attack.
US Fire of Wrath
The target rolls a standard die and loses 1BP of Fire Damage if they roll lower than a 5.
Upcast
The target loses 1BP of Fire Damage if they roll lower than a 6.
Overcast
The target automatically loses 1BP of Fire Damage.
Air Spells
Euro Genie
A target anywhere is attacked with five combat dice or opens one door anywhere revealing the room's contents and activating any revealed Enemies.
Upcast
Also Casts one of your spells from any explored square within the same room or corridor square as the spell-caster as a Level 4 Magic-User with 6MP before making its attack, which can be Upcast at your normal cost. Discard the spell that the Genie Casts.
Overcast
As Upcast but the spell the Genie Casts is kept and can be Upcast or Overcast.
US Genie
The target is attacked with five combat dice or opens one door anywhere revealing the room's contents and activating any revealed Enemies.
Upcast
Also Casts one of your spells from any explored square within the same room or corridor square as the spell-caster as a Level 4 Magic-User with 6MP before making its attack, which can be Upcast at your normal cost. Discard the spell that the Genie Casts.
Overcast
As Upcast but the spell the Genie Casts is kept and can be Upcast or Overcast.
Tempest
The target is unable to take any Actions (can still defend) until after their next turn.
Upcast
Targets a square and affects up to a 2x2 area that includes the target square.
Overcast
Targets a square and affects up to a 3x3 area with the target square in the centre.
Swift Wind
The target doubles their standard Movement the next time they move.
Upcast
The target can use their standard Movement, then Action, then standard Movement.
Overcast
The target can take their Action at any point during their increased Movement and then use any remaining Movement to move again.
Water Spells
Water of Healing
Heals 4BP of the target.
Upcast
Heals 2BP and 2MP.
Overcast
Heals 4BP and 4MP.
Euro 1st Sleep
The target rolls the number of combat dice equal to their current MP (automatically affects 0MP Undead), if they fail to roll at least one black shield they are unable to take any Actions until they are attacked (anything that can take BP/MP) or if they roll a 6 on one die at the start of one of their turns. They can defend the attack as normal.
Upcast
An affected target cannot defend, they wake up after an attack, or if or they roll a 6 on one die at the start of one of their turns.
Overcast
An affected target cannot defend, they wake up after an attack if they roll 6 on one die, or if they roll a 6 on one die at the start of one of their turns.
Euro 2nd Edition Sleep
The target rolls the number of combat dice equal to their current MP (automatically affects 0MP Undead), if they fail to roll at least one black shield they are unable to take any Actions or defend until they are attacked (anything that can take BP/MP) or if they roll a 6 on one die at the start of one of their turns.
Upcast
The target wakes up after they are attacked if they roll at least one black shield on the number of combat dice equal to their current MP, or they roll a 6 on one die at the start of one of their turns.
Overcast
The target wakes up after they are attacked if they roll a 6 on one die, or they roll a 6 on one die at the start of one of their turns.
US Sleep
The target rolls the number of standard dice equal to their current MP (cannot affect 0MP Undead targets), if they fail to roll at least one 6 they are unable to take any Actions or defend until they roll at least one 6 on the number of dice equal to their current MP at the start of one of their turns.
Upcast
If the target is affected by the spell when Cast any Enemies adjacent to the target can also be affected, any Enemies adjacent to any of those targets who are affected can also be affected, and any Enemies adjacent to any of those targets who are affected, etc.
Overcast
Any Enemies adjacent to the target can also be affected, any Enemies adjacent to any of those targets can also be affected, and any Enemies adjacent to any of those, etc.
Vail of Mist
The target can move through Enemies during their next Movement.
Upcast
The target can only be attacked in Melee (AoEs still work) on the Enemy's next turn.
Overcast
The target cannot be directly attacked (AoEs still work) on the Enemy's next turn.
Earth Spells
Heal Body
Heals 4BP of the target.
Upcast
Heals 5BP.
Overcast
Fully heals BP.
Euro 1st Edition Rock Skin
The target defends with two extra combat dice the next time they defend. If no successful die is rolled in an attack you do not count as having defended.
Upcast
The target defends with one extra die the following time they defend.
Overcast
The target defends with three extra combat dice the next time they defend, with two extra dice the following time and with one extra die the next time after that.
Euro 2nd Edition Rock Skin
The target defends with two extra combat dice until they take any BP damage.
Upcast
The target defends with two extra combat dice until they lose their first point of BP damage after the spell is Cast and then with one extra combat die until they lose their second point of BP damage after the spell is Cast.
Overcast
The target defends with two extra combat dice until they next take any BP damage and then with one extra defence die until the following time that they take any BP damage.
US Rock Skin
The target defends with one extra combat die until they take any BP damage.
Upcast
The target defends with two extra combat dice until they take any BP damage.
Overcast
The target defends with two extra combat dice until they next take any BP damage and then with one extra defence die until the following time that they take any BP damage.
Pass through Rock
The target can pass through solid objects during their next Movement.
Upcast
Targets one square's width of wall or rock tile allowing any Character to move through it until the end of the spell-caster's next turn.
Overcast
Targets one square's width of wall or rock tile allowing any Character that the spell-caster allows to move through it until the end of the spell-caster's next turn.
Ice Spells
Crystalise Skin is the alternate regional version of Rock Skin, Ice Bridge is a US scroll and Aid is a Japanese version spell.
Euro 1st Edition Crystalise Skin
The target defends with one extra combat die until they take any BP damage.
Upcast
The target defends with two extra combat dice until they take any BP damage.
Overcast
The target defends with two extra combat dice until they next take any BP damage and then with one extra defence die until the following time that they take any BP damage.
Euro 2nd Edition & US Crystalise Skin
The target defends with two extra combat dice the next time they defend. If no successful die is rolled in an attack you do not count as having defended.
Upcast
The target defends with one extra die the following time they defend.
Overcast
The target defends with three extra combat dice the next time they defend, with two extra dice the following time and with one extra die the next time after that.
Ice Bridge
Targets a square making it passable (without having to Jump).
Upcast
Affects all squares in straight line horizontally, virtically or diagonally from the spell-caster until hitting a wall (including Wall Spells destroying a Wall of Flame) or a closed door.
Overcast
Affects all squares in the same room or corridor as the spell-caster when Cast and destroys any Wall of Flames.
Aid
Heals 1BP of the target.
Upcast
Heals 1BP and 1MP.
Overcast
Heals 2BP.
Radiance Spells
Surge is the alternate regional version of Courage, Warmth is a US scroll and Holy Flame is a Japanese version spell.
Euro 1st Edition Surge
The next time the target makes a Physical Attack they roll two extra combat dice unless there is ever no Enemy in a direct Line of Sight before their next attack.
Upcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is neither an Enemy in their direct Line of Sight or in the same room.
Euro 2nd Edition Surge
The next time the target makes a Physical Attack they roll two extra combat dice unless there is ever no Enemy in a direct Line of Sight before their next attack.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice.
Overcast
The target attacks with two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
US Surge
The next time the target makes a Physical Attack they roll two extra combat dice.
Upcast
The next time the target makes a Physical Attack they roll two extra combat dice and then continue to use two extra combat dice when they make Physical Attacks until at any point there is no Enemy in their direct Line of Sight.
Overcast
As Upcast but the spell is not broken after the target's first attack if there is an Enemy in the same room, or in their direct Line of Sight.
Warmth
Heals 3BP of the target.
Upcast
Heals 3MP instead of 3BP.
Overcast
Choose to heal either 2BP and 1MP or 1BP and 2MP.
Holy Flame
The target is attacked with a two combat dice Fire Attack, the target defends with the number of dice equal to their current MP.
Upcast
Black shields count as skulls.
Overcast
Black shields count as skulls and automatically cause an additional 1BP damage.
Divine Spells
Treasure Without Doom & Psychic Recovery are US scrolls, Heal is a Japanese version spell.
Treasure Without Doom
Cast on yourself as a Free Action when drawing a Treasure Card, if you draw negative cards (anything that can hurt you) ignore it and draw a replacement or can be used to open a Treasure Chest automatically disarming any contained Trap.
Upcast
Draw a replacement card if you draw Nothing cards as well as negative cards or can be used to open any item of Furniture automatically disarming any contained Trap.
Overcast
Keep drawing cards until you get a positive card that is not a Gold, any Gold drawn is kept (only applies specifically to Gold cards, not items such as Gems that are worth GP) or the EWP points in the direction of the closest unfound Treasure in the Quest notes.
Psychic Recovery
Fully heals MP of the target.
Upcast
Instead of healing MP the spell ends all ongoing spells affecting the target that required them to fail a roll involving their MP to be affected.
Overcast
Combines the standard and Upcast effects.
Heal
Heals BP of the target equal to up to the number of white shields rolled on four dice.
Upcast
Black shields heal 1MP.
Overcast
Black shields heal 1BP and 1MP.
Psionic Spells
The full spell set contains five of each spell.
Mind Lock
The spell-caster and a target in their direct Line of Sight both roll the number of combat dice equal to their current MP (cannot affect 0MP Undead targets) and the target defends with white shields only against the number of skulls rolled by the spell-caster, for every undefended skull the target misses one turn up to the number of Mind Lock spells the spell-caster has (one turn only if Casting from an Item) before Casting and discarding one Mind Lock spell for each turn, an affected target is unable to take any Action until after their affected turns and can defend with no more than one combat die. An affected target can attempt to break the spell at the start of their turns by rolling combat the number of dice equal to their current MP and succeding if they roll at least three skulls, the spell also ends automatically immediately after missing their final turn.
Upcast
Target needs to roll at least three white shields instead of skulls to break the spell.
Overcast
Target needs to roll at least three black shields instead of skulls to break the spell.
Dominate
The spell-caster and a target in their direct Line of Sight both roll the number of combat dice equal to their current MP (cannot affect 0MP Undead targets) and the target defends with white shields only against the number of skulls rolled by the spell-caster, if the spell-caster scores at least two undefended skulls the spell-caster immediately takes the target's next turn out of sequence, the spell-caster can then continue their turn.
Upcast
The spell-caster only needs to roll at least one undefended skull to succeed.
Overcast
The spell-caster only needs to at least equal the target's defence roll to succeed.
Mind Blast
The spell-caster and a target in their direct Line of Sight both roll the number of combat dice equal to their current MP (cannot affect 0MP Undead targets) and if either rolls less skulls than the other they lose 1BP for each skull their opponent rolled in excess of their own number of rolled skulls.
Upcast
The target reduces their score by one for each black shield that they roll.
Overcast
The target reduces their score by one for each white shield that they roll.
Darkness Spells
I added after the comma in the last sentence of Cloak of Shadows so you can't hide forever.
Cloak of Shadows
Targets a square and affects up to a 2x3 area that includes the target square, targets in the area cannot attack, be attacked or Cast Spells. The spell cannot be ended by the spell-caster and is not ended if they die, the only way it ends is if a Character ends their turn inside it with no Ally in the same room or corridor.
Upcast
The Area of Effect covers up to six squares with every additional square after the target square directly adjacent to at least one other square. The spell-caster can also use their their Main Action to end the whole spell if they can target any of the effected squares.
Overcast
As Upcast but squares the spell-caster can target need not be adjacent to another. The spell-caster can also use their their Main Action to end the spell on any affected squares if they can target the square or end the whole spell if they can target any affected square.
Empowered
The spell-caster can see into and through the affected squares.
Overpowered
The spell-caster and all Allies can see into and through the affected squares.
Chains of Darkness
The target is unable to take any Actions (can still defend) other than Casting (not from an Item) until after their next turn.
Upcast
Can be Cast on a target within the same and/or an ajoining (with at least one directly adjacent square) room or corridor.
Overcast
Can be Cast on a target anywhere.
Empowered
Affects all Characters in the same room or corridor(s) as the target.
Overpowered
Affects all Enemies in the same room or corridor(s) as the target.
Arrows of the Night
A target in the direct Line of Sight of the spell-caster is attacked with two combat dice, the target defends with the number of dice equal to their current MP.
Upcast
Attacks with three dice.
Overcast
Attacks with four dice.
Empowered
Attacks all Enemies in the same room or corridor as the spell-caster.
Overpowered
Attacks all Enemies everywhere.
Detection Spells
Future Sight
Casting this spell ends your turn, the spell-caster can reroll all the dice of any attack, defence or Movement rolls until the end of their next turn.
Upcast
Cast as a Free Action without using your Main Action.
Overcast
Cast as a Free Action without using your Main Action or ending your turn.
Empowered
You can choose to reroll one die from a roll instead of all of the dice.
Overpowered
You can choose to reroll any amount of dice of a roll instead of all of the dice.
Treasure Hoard
Cast on yourself as a Free Action when you're about to draw a Treasure Card, draw three Treasure Cards at the same time instead of one and apply all of them.
Upcast
Draw four Treasure Cards.
Overcast
Draw five Treasure Cards.
Empowered
You can choose to stop drawing additional cards at any time.
Overpowered
You can ignore the last card drawn and no further cards are drawn.
Clairvoyance
The EWP reveals the contents of a chosen room without activating enemies.
Upcast
If the room is empty you can keep choosing a room until you select one that is not.
Overcast
Includes all rooms with at least one directly adjacent square to the target room.
Empowered
Includes non-Magical Traps.
Overpowered
Includes all Traps, Secret Doors, listed Treasure and all Items and spells held.
Protection Spells
Invisibility renamed to Vanish because there's an Invisibility spell in the Order spell group.
Wall of Stone
Targets two directly adjacent squares blocking Movement and Line of Sight, defends with six combat dice using white shields and has 1BP.
Upcast
Defends with black shields if more black shields are rolled than white shields.
Overcast
Defends with both white and black shields.
Empowered
2BP.
Overpowered
3BP.
Vanish
The spell-caster cannot attack or be attacked Until the start of their next turn.
Upcast
Lasts until the spell-caster attacks, Casts a spell, Searches or moves at more than half their standard Movement rate in a turn.
Overcast
Lasts until the spell-caster attacks or Casts a spell.
Empowered
Cast as a Free Action.
Overpowered
Can be Cast out of turn as a Free Action.
Dispell
The target discards one random spell.
Upcast
Cast out of turn as a Free Action on a spell as it is being Cast by the target, the target loses their Action but keeps the spell. Can be affected by other Reaction Spells.
Overcast
Cast out of turn as a Free Action on a spell as it is being Cast by the target, the target loses their Action and the spell. Can be affected by other Reaction Spells.
Empowered
The target discards one random spell from a Spell Group of the spell-caster's choice, if Overcast this is in addition to the spell they tried to Cast.
Overpowered
The target discards one random spell from each of their Spell Groups, if Overcast this is in addition to the spell they tried to Cast.
Astral Spells
Dispell reworked slightly and renamed to Dispell Magic to make it different to the Dispell in the Protection spell group, Rust renamed to Destroy Item because the US version of Rust only affects metal equipment, Escape renamed to Planar Shift because the US version of Escape is a more limited transportation spell and Wall of Fire has some new 'firey' rules.
Dispell Magic
Can be used to either force the target to discard one random spell or ends one random ongoing spell on a target square (includes spells on a Character in the square).
Upcast
Either the target discards one random spell from a Spell Group of the spell-caster's choice or ends one ongoing spell of their choice on a target square, including on a Character.
Overcast
Either the target discards one random spell from each of their Spell Groups or ends all ongoing spells on a target square, including on a Character.
Empowered
Combines the two effects instead of choosing one.
Overpowered
As Empowered and also upgrades a standard Casting to the Upcast effects, an Upcasting to Overcast effects and an Overcasting to spell effects of the spell-caster's choice.
Destroy Item
The target discards one Equipment card of the spell-caster's choice.
Upcast
The spell-caster can choose to force target to discard either two Metal or two Wooden Equipment cards of the spell-caster's choice.
Overcast
The target discards one Wooden Equipment card and one Metal Equipment card of the spell-caster's choice.
Empowered
Also destroys random piece of Equipment after selecting Equipment.
Overpowered
Also destroys one random piece of Equipment before selecting Equipment.
Planar Shift
The spell-caster is moved to an empty square anywhere. If Cast by an Adventurer and they choose a square that is not empty the spell fails and is discarded.
Upcast
Any Allies you choose before Casting in the same room or corridor are also moved to the same room or corridor as the spell-caster, again before Casting. If Cast by an Adventurer and the their own destination square is not empty the spell fails and is discarded, otherwise if the destination square for any targets is not empty the spell fails to move those targets.
Overcast
Any Characters you choose before Casting in the same room or corridor are also moved to the same room or corridor as the spell-caster. If Cast by an Adventurer and their own destination square is not empty the spell fails but is not discarded, if their own destination square is empty the other targets can then be moved to other available squares.
Empowered
Can be Cast as an out of turn Free Action immediately after an Ally's turn.
Overpowered
Can be Cast as an out of turn Free Action immediately after an Enemy's turn.
Madness
The target is unable to take any Actions until after their next turn, on their next turn the spell-caster can take their Movement Action. If Cast by an Adventurer the affected target's turn is taken before other Ememies in the next EWP phase.
Upcast
If the target has any remaining spells at the end of their next turn they Cast one on themselves chosen at random from a spell group of the Madness spell-caster's choice, if the spell cannot target the spell-caster or the square that they are occupying it has no effect.
Overcast
The spell-caster can also use the target to Cast one of the target's spells chosen at random from a spell group of the Madness spell-caster's choice, once the Madness spell-caster sees the spell they select the target or they can choose to discard the spell.
Empowered
The target makes a Physical Attack (as a Free Action if Upcast/Overcast) against the closest Character to them at the start of their own turn with the Weapon they already have Equipped, the Madness spell-caster chooses who they attack if there are multiple equally close Characters. If they cannot attack any Character the Madness spell-caster can still take the target's Movement Action.
Overpowered
The spell-caster can also use the target to make a Physical Attack (as a Free Action if Upcast/Overcast) with the Weapon they already have Equipped.
Strands of Binding
The target is unable to take any Actions (can still defend) other than Casting (not from an Item) until the strands are destroyed by the target with a Melee Attack or spell, they have 1BP and defend with four combat dice using black shields.
Upcast
Uses white shields instead of black shields to defend.
Overcast
Uses white shields to defend if more white shields than black shields are rolled.
Empowered
Can be Cast on two directly adjacent (to each other) targets treated separately.
Overpowered
Can be Cast on two adjacent (to each other) targets treated separately.
Wall of Flame
Targets two directly adjacent squares blocking Movement and Line of Sight, has 1BP, defends with six combat dice using both shields against Fire Attacks, black shields against Ice Attacks and white shields against other attacks. Causes 1BP of Fire Damage to Characters who are Vulnerable (see the Elements rules) to Fire and are directly adjacent to the wall when Cast, Characters with Fire Resistance can move through the wall at the cost of 1BP each time they do, Characters with Immunity to Fire can move through the wall freely and Characters with Fire Absorption roll to regain BP each time they move into the wall.
Upcast
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Fire Damage, Black Shield = Lose 1BP of Fire Damage and miss their current turn.
Overcast
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Fire Damage and miss their current turn, Black Shield = Lose 1BP of Fire Damage.
Empowered
Causes 1BP of Fire Damage to Characters who are directly adjacent to the wall when Cast, includes Characters who are not Vulnerable to Fire.
Overpowered
Causes 1BP of Fire Damage to Characters who are adjacent (not just directly) to the wall when Cast (includes Characters who are not Vulnerable to Fire) and affects any adjacent Characters rather than just directly adjacent if Upcast or Overcast.
Magi Spells
Lightning Bolt renamed to Lightning Blast because there's a Lightning Bolt spell in the Order spell group and Wall of Ice has rules for taking Fire or Ice based attacks.
Wall of Ice
Targets two directly adjacent squares blocking Movement and Line of Sight, has 1BP, defends with six combat dice using both shields against Ice Attacks, black shields against Fire Attacks and white shields against other attacks.
Upcast
2BP.
Overcast
3BP.
Empowered
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Ice Damage, Black Shield = Lose 1BP of Ice Damage and miss their current turn.
Overpowered
At the start of their turns directly adjacent Characters roll a combat die: Skull = Lose 1BP of Ice Damage and miss their current turn, Black Shield = Lose 1BP of Ice Damage.
Blinding Sleet
During the next EWP phase if Cast by an Adventurer or until the start of the next EWP phase if Cast by the EWP Characters occupying the room that the spell is Cast in are unable to move, Cast spells, make Ranged or Throwing Attacks or to defend against Ranged or Throwing Attacks or defend against spells Cast from non-adjacent squares.
Upcast
Each successful individual attack die is rerolled once.
Overcast
Each successful individual attack and defence die is rerolled once.
Empowered
Characters are unable to perform any Actions until after their next turn.
Overpowered
Enemies are unable to perform any Actions until after their next turn.
Thieving Wind
The target loses a random piece of Equipment.
Upcast
The target also can move no more than half rate during their next turn.
Overcast
The target also can either take their Main Action or Movement Action on their next turn, not both and can move no more than half rate if they take their Movement Action.
Empowered
Affects all other Characters in the same room or corridor as the spell-caster.
Overpowered
Affects all Enemies in the same room or corridor as the spell-caster.
Hurricane
Must be Cast on a target who is in a straight line of squares from the spell-caster forcing them away along that same line until they hit a Trap, Furniture, a barrier of any kind or another Character.
Upcast
Affects all Characters (furthest first) in a straight line from the spell-caster.
Overcast
Affects all Characters (furthest first) beyond a square of the spell-caster's choice.
Empowered
Affected Characters roll a standard die: 1/2 = Lose 1BP, 3/4 = Are unable to take any Actions until after their next turn, 5/6 = Lose 1BP and are unable to take any Actions until after their next turn.
Overpowered
Affected Characters lose 1BP and are unable to take any Actions until after their next turn.
Lightning Blast
Travels in a horizontal or vertical line of six squares from the spell-caster or until hitting a wall (including Wall Spells that it Does not destroy) or a closed door, Characters and Wall Spells are attacked separately with a three combat dice Lightning Attack.
Upcast
Can be Cast diagonally and add one additional combat die for each piece of Metal Armour each target is currently using.
Overcast
Can be Cast diagonally and add one additional skull to the roll for each piece of Metal Armour each target is currently using.
Empowered
Can be Cast diagonally and can be Recast on future turns using your Main Action until you leave the room or corridor you were in for the initial Casting.
Overpowered
Can be Cast diagonally and can be Recast once on future turns as a Free Action until you leave the room or corridor you were in for the initial Casting.
Earthquake
Travels in a straight horizontal or vertical line of six squares from the spell-caster (use the Earthquake tile), any Charcters in its path fall in and lose 1BP, it is treated as a long Pit Trap, any walls touched by the tile are Breached (place a Breached Wall tile and any contents as if a door had been opened), if the Earthquake touches a Magical Wall both are dispelled (the Earthquake Does not continue its path and the Earthquake tile is not placed on the board). Characters in the Pit cannot see outside of the Pit, Characters outside of Pit can see into the Pit if they are adjacent to it. If the spell ends (when the spell-caster is reduced to 0BP or 0MP or chooses to end it) Characters in the Pit are not harmed, the ground raises up.
Upcast
Can be placed anywhere with all squares within the same room or corridor as the spell-caster.
Overcast
Can be placed anywhere with at least one square within the same room or corridor as the spell-caster.
Empowered
Can be placed anywhere with all squares in the same room or corridor as the spell-caster, if Upcast it can be placed anywhere with at least one square in the direct Line of Sight of the spell-caster, if Overcast it can be placed anywhere within the same and/or an ajoining (with at least one directly adjacent square) room or corridor.
Overpowered
Can be placed anywhere with at least one square within the same room or corridor as the spell-caster, if Upcast it can it be placed anywhere within an ajoining (with at least one directly adjacent square) room or corridor, if Overcast it can be placed anywhere.
Tomb Spells
Fear renamed to Terror because there's a Fear Spell in the Chaos spell group, Call Skeletons renamed to Summon Skeletons because Call/Conjure/Summon all have unique mechanics.
Deathbolt
The target loses 1BP. Cannot affect Undead targets.
Upcast
Roll a combat die for damage: Skull = 1BP, White Shield = 2BP, Black Shield = 3BP.
Overcast
Roll a combat die for damage: Skull = 3BP, White Shield = 2BP, Black Shield = 1BP.
Use the same combat die roll for Upcasting/Overcasting with Empowering/Overpowering.
Empowered
The target also loses: Skull = 1MP, White Shield = 2MP, Black Shield = 3MP.
Overpowered
The target also loses: Skull = 3MP, White Shield = 2MP, Black Shield = 1MP.
Skulls of Doom
Targets a square in the direct Line of Sight of the spell-caster with a two combat dice Fire Attack.
Upcast
Attacks the same target square twice.
Overcast
Three attacks in total split freely between one or more target squares chosen before making the first attack.
Empowered
Targets on all squares adjacent to the target square defend against a one skull Fire Attack if you roll at least one skull for the main attack.
Overpowered
The target square is attacked with three dice, all targets on squares adjacent to the target square defend against a two skull Fire Attack if you roll at least two skulls for the main attack or defend against a one skull Fire Attack if you roll one skull for the main attack, all targets on the sixteen squares surrounding those defend against a one skull Fire Attack if you roll at least one skull for the main attack.
Terror
The target is unable to Attack or Cast spells until after their next turn. Cannot affect Undead targets.
Upcast
The target is also unable to move towards the spell-caster.
Overcast
The target is also unable to move towards any Enemy.
Empowered
The target also rerolls each successful individual defence die once.
Overpowered
The target also cannot defend.
Raise the Dead
Cast out of turn as a Free Action when an Ally and/or any Undead Character on a square that the spell-caster can target dies, they are replaced with a Skeleton Follower under the control of the spell-caster that immediately takes a free turn before continuing the spell-caster's turn and then taking the Raised Follower's regular turn.
Upcast
Replaced with a Zombie.
Overcast
Replaced with a Mummy.
Empowered
Replaced by Marsh Skeleton, Upcast Swamp Zombie, Overcast Plague Mummy.
Overpowered
Replaced by Reaver, Upcast Wight, Overcast Mummy Tomb Guard.
Marsh Skeleton: M6 A2 D2 BP2 MP0 Undead, Skeletal. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Swamp Zombie: M4 A2 D3 BP3 MP0 Undead. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Plague Mummy: M4 A3 D4 BP4 MP0 Fire Vulnerability. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Disease: Roll two combat dice at the start of your turns: Skull + White Shield (1 in 3) = Can take either your Movement or your Main Action this turn, Two Skulls (1 in 4) = Lose 1BP, Skull + Black Shield (1 in 6) = Lose 1MP and you can only take either your Movement or your Main Action this turn, White Shield + Black Shield (1 in 9) = Just still Diseased, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured.
Reaver: M6 A3 D3 BP3 MP3 Undead, Skeletal, Reaver Blade: Magical Weapon, roll a combat die when it causes damage: Skull = 1BP extra damage, Black Shield = Double damage.
Wight: M8 A3 D3 BP4 MP0 Undead, Chill Touch Ability.
Mummy Tomb Guard: M6 A4 D5 BP5 MP2 Undead, Fire Vulnerability, Chill Touch Ability.
Chill Touch: Can be Cast as a once per turn Free Action on a directly adjacent target, roll a combat die: Skull = The target loses 1BP of Ice Damage, Black Shield = The target loses 1MP. Can be Upcast losing 1MP or Overcast losing 1MP and the Chill Touch Ability.
Upcast Chill Touch: Skull = Loses 1BP, Black Shield = 1BP & 1MP.
Overcast Chill Touch: Skull = Loses 1BP, White Shield = 1MP, Black Shield = 1BP & 1MP.
Summon Skeletons
Place two Skeletons as the spell-caster's Followers on any squares that the spell-caster can target.
Upcast
Summons three Skeletons.
Overcast
Summons four Skeletons.
Empowered
One Reaver replaces Skeletons, Upcast two Reavers, Overcast three Reavers.
Overpowered
Two Reavers replace Skeletons, Upcast three Reavers, Overcast four Reavers.
Reaver: M6 A3 D3 BP3 MP3 Undead, Skeletal, Reaver Blade: Magical Weapon, roll a combat die when it causes damage: Skull = 1BP extra damage, Black Shield = Double damage.
Summon Mummy
Place a Mummy on a square adjacent to the spell-caster as their Follower.
If you're using the increased monster BPs and/or the spell is Upcast/Overcast and/or Empowered/Overpowered summons have minus two BP down to a minimum of 1BP.
Upcast
Summons a Plague Mummy.
Overcast
Summons a Mummy Tomb Guard.
Empowered
Summons a Plague Mummy, Upcast Tomb Guard, Overcast Tomb Champion.
Overpowered
Summons a Tomb Guard, Upcast Tomb Champion, Overcast Tomb Lord.
Plague Mummy: M4 A3 D4 BP4(2) MP0 Fire Vulnerability. If you roll more skulls and black shields (combined) when attacking than the target's number of white shields and black shields (combined) on their defence roll then the target (if not Undead) is Diseased.
Disease: Roll two combat dice at the start of your turns: Skull + White Shield (1 in 3) = Can take either your Movement or your Main Action this turn, Two Skulls (1 in 4) = Lose 1BP, Skull + Black Shield (1 in 6) = Lose 1MP and you can only take either your Movement or your Main Action this turn, White Shield + Black Shield (1 in 9) = Just still Diseased, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured.
Mummy Tomb Guard: M6 A4 D5 BP5(3) MP2 Undead, Fire Vulnerability, Chill Touch Ability.
Mummy Tomb Champion: M8 A5 D6 BP6(4) MP4 Undead, Fire Vulnerability, Chill Touch Ability. Level 1 Magic-User with one of each Psionic Spell. Separate once per turn Casting Action, Main Action cannot be used to Cast Spells.
Mummy Tomb Lord: M10 A6 D7 BP7(5) MP6 Undead, Fire Vulnerability, Chill Touch Ability. Level 2 Magic-User with with with one of each Psionic Spell and three random Necro Spells (or if Cast by the Sorcerer the three Necro spells that the didn't take into the Adventure). Separate once per turn Casting Action, Main Action cannot be used to Cast Spells.
Chill Touch: Can be Cast as a once per turn Free Action on a directly adjacent target, roll a combat die: Skull = The target loses 1BP of Ice Damage, Black Shield = The target loses 1MP. Can be Upcast losing 1MP or Overcast losing 1MP and the Chill Touch Ability.
Upcast Chill Touch: Skull = Loses 1BP, Black Shield = 1BP & 1MP.
Overcast Chill Touch: Skull = Loses 1BP, White Shield = 1MP, Black Shield = 1BP & 1MP.
Spore Spells
Summon Goblins and Summon Orcs renamed to Call Goblins and Call Orcs because Call, Conjure and Summon all have unique mechanics. I didn't want to change spells other than making each one unique but Call Orcs made no sense at all and I think it was confirmed that it was a mistake and should have had the same wording as Call Goblins so I went with that.
Call Goblins
If Cast by a Greenskin up to four goblins (any types) from within the Quest can be placed on squares in the direct Line of Sight of the spell-caster, make a note of which were taken if they were not already revealed. Any that have not taken their turn this round can take their turns immediately before continuing the spell-caster's turn.
If Cast by a non-Greenskin up to four (Common) Goblins are Conjured on squares in the direct Line of Sight of the spell-caster rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and the Goblins are removed from play at the start of the spell-caster's next turn.
Upcast
If Cast by a Greenskin up to four Goblins are Conjured rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and the Goblins are removed from play at the start of the spell-caster's next turn. If Cast by a Forest Goblin or Savage Orc they Conjure Forest Goblins, if Cast by a Night Goblin they Conjure Night Goblins.
If Cast by a non-Greenskin the Conjured Goblins are Forest Goblins.
Overcast
If Cast by a Greenskin up to four Goblins are Summoned rather than Called from elsewhere. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them. If Cast by a Forest Goblin or Savage Orc they Summon Forest Goblins, if Cast by a Night Goblin they Summon Night Goblins.
If Cast by a non-Greenskin the Conjured Goblins are Night Goblins.
Empowered
One extra goblin.
Overpowered
Two extra goblins.
Forest Goblin: Spear, Axe, Tattoos (Magic Armour), M8 A2/* D1* BP1 MP2, Diagonal, Throw.
Night Goblin: Short Bow, Sword, Cloth Armour, M6 A2^ D1 BP1 MP3, two shots at half move.
Call Orcs
If Cast by a Greenskin up to two orcs (any types) from within the Quest can be placed on squares in the direct Line of Sight of the spell-caster, note which ones were taken if they were not already revealed. Any who have not taken their turn this round can take their turns immediately before continuing the spell-caster's turn.
If Cast by a non-Greenskin up to two (Common) Orcs are Conjured on squares in the direct Line of Sight of the spell-caster rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and the Orcs are removed from play at the start of the spell-caster's next turn.
Upcast
If Cast by a Greenskin up to two goblins (any types) can also be Called.
If Cast by a non-Greenskin one of the orcs is an Orc Boss: Flail (diagonal attacks) & Chainmail, M8 A3/ D3 BP2 MP3.
Overcast
If Cast by a Greenskin up to two goblins (any types) and up to two fimir (any types) can also be Called.
If Cast by a non-Greenskin both orcs are Orc Bosses: Flail (diagonal attacks) & Chainmail, M8 A3/ D3 BP2 MP3.
Empowered
If Cast by a Greenskin they are Conjured rather than Called from elsewhere. Conjured Characters take their turns immediately, the spell-caster then continues their turn and they are removed from play at the start of the spell-caster's next turn. If Cast by a Forest Goblin or Savage Orc they Conjure Savage Orcs (and Forest Goblins if Upcast or Overcast), if Cast by a Night Goblin they Conjure Black Orcs (and Night Goblins if Upcast or Overcast).
If Cast by a non-Greenskin one of the orcs is Conjured and the other is Summoned. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them.
Overpowered
If Cast by a Greenskin the Characters are Summoned rather than Called from elsewhere. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them. If Cast by a Forest Goblin or Savage Orc they Summon Savage Orcs (and Forest Goblins if Upcast or Overcast), if Cast by a Night Goblin they Summon Black Orcs (and Night Goblins if Upcast or Overcast).
If Cast by a non-Greenskin both orcs are Summoned. Summoned Characters become Followers, taking their turns immediately after the Character that Summoned them.
Savage Orc: M8, A3/3, D3*, BP2, MP1. Double Axe, Tattoos (Magic Armour), Savagry.
Savagry: Two Melee Atacks per turn, must attack the closest (or one of) Enemy in Melee.
Black Orc: M8, A3, D4, BP3, MP3. Mace, Chainmail, Shield.
Orc Berserker
Can be Cast out of turn immediately before any Ally's turn, using your Action in advance. If Cast by an orc then it must be Cast on an orc but not on the spell-caster. If not Cast by an orc and there are any orcs in the direct Line of Sight of the spell-caster then it must be Cast on one of those orcs, otherwise it can be Cast on any target in the direct Line of Sight of the spell-caster other than the spell-caster. The target has two Movement Actions, two Attack Actions and no other Actions on their next turn before the end of the current/next EWP Phase. The spell does not distinguish between different orc types.
Upcast
Targets have two extra Movement Actions and one extra Attack Action.
Overcast
Targets have one extra Movement Action and two extra Attack Actions.
Empowered
Can be Cast on two orcs in the direct Line of Sight of the spell-caster.
Overpowered
Can be Cast on up to three orcs in the direct Line of Sight of the spell-caster.
Sharpen Blades
Can be Cast out of turn immediately before any Ally's turn, using your Action in advance. If Cast by an orc then it only affects orcs, if not Cast by an orc then it affects Allies and orcs. All targets in the same room as the spell-caster when the spell is Cast attack with one extra combat until the end of the current/next EWP Phase. The spell does not distinguish between different orc types.
Upcast
Also affects all Allies in the room, the effect is not doubled if the Orcs are also Allies.
Overcast
Also affects all Allies in the room, the effect is doubled if the Orcs are also Allies.
Empowered
Can be Cast in a corridor.
Overpowered
Affects targets in one room or corridor in the direct Line of Sight of the spell-caster or a corridor that shares at least one square with a corrdior that the spell-caster is in.
Shield of Protection
The spell-caster and all Allies of the same Liniage as the spell-caster (e.g. orcs or elves of any types) who are in the same room as the spell-caster when the spell is Cast defend with one extra combat die until the start of the spell-caster's next turn.
Upcast
The spell-caster defends with an additional extra combat die.
Overcast
All targets defend with an additional extra combat die.
Empowered
Targets defend on white or black shields, whichever they roll more of.
Overpowered
Targets defend on both white and black shields.
Spirit of Vengeance
A target anywhere is attacked with four combat dice.
Upcast
The target also automatically loses 1MP for each black shield rolled on the attack.
Overcast
The target also automatically loses 1MP for each white shield rolled on the attack.
Empowered
Black shields count as skulls (and cause 1MP damage if Upcast).
Overpowered
Black shields count as skulls and automatically cause an additional 1BP damage (and cause 1MP damage if Upcast).
Elf Spells
Deep Sleep doesn't work with a set turn order if the caster goes last because it only lasts until the start of the next EWP turn, using the Turn Order rules on the linked topic or just letting the heroes change order every round solves it. Another option is to allow it to be cast out of turn immediately before an Ally's turn, using the Action in advance. There are similar spells that reduce defence dice and/or prevent out of turn actions that would also benefit from one of those fixes. Disappear doesn't work with set movement or targets who move at different move speeds so I made it a separate roll and restricted the target to no more than half movement, to use the original rule the roll is for both their movement and the spell.
Flashback
Cast out of turn as a Free Action immediately after your own or an Ally's turn, the turn is replayed and all results of the original turn are canceled.
Upcast
Can be Cast on an Enemy immediately after that Enemy's turn.
Overcast
Results of the original turn are not canceled but Items and spells remain unused.
Time Stop
Cast out of turn as a Free Action immediately after your own or an Ally's turn, the target gets a another turn immediately.
Upcast
Can be Cast on a target immediately after a different Ally's turn.
Overcast
Can be Cast on a target immediately after a different Character's turn.
Hypnotic Blaze
All other Characters in the same room or corridor as the spell-caster when the spell is Cast must roll equal to or under their current MP on one die or they are unable to take any Actions other than Casting and cannot defend for three rounds (until the start of the spell-caster's third turn after this one).
Upcast
Does not affect Allies.
Overcast
Targets must roll under their current MP to succeed.
Double Image
The target has one duplicate and rolls a standard die each time they take damage until there is no Enemy in their direct Line of Sight, if they roll a 1-3 the duplicate is hit instead and the target takes no damage.
Upcast
Treble Image, two duplicates that are hit on a 1-4.
Overcast
Omni Image, five duplicates that are hit on a 1-5.
Disappear
The target cannot attack, be attacked, be affected by other spells, Cast spells, move more than half their Movement rate, Search, Disarm or spring Traps until they roll eight or higher at the start of their future turns on two dice or choose to end the spell.
Upcast
Lasts until the target rolls nine or higher at the start of their future turns.
Overcast
Lasts until the target rolls ten or higher at the start of their future turns.
Slow
The target can move no more than one square each turn and attacks and defends with one fewer combat dice (cannot be reduced to below 1) until they are no longer in the direct Line of Sight of the spell-caster.
Upcast
The target cannot take their Movement Action if they Cast during the same turn.
Overcast
The target can either take their Movement Action or Main Action, not both.
Deep Sleep
A target in the direct Line of Sight of the spell-caster whose current MP is no higher than 3 is unable to defend or take out of turn Actions until the start of their next turn.
Upcast
Can be Cast on a target with a current MP of up to 4.
Overcast
Can be Cast on a target with a current MP of up to 5.
Twist Wood
The target discards one Wooden Equipment card of the spell-caster's choice.
Upcast
The target discards two Wooden Equipment cards of the spell-caster's choice.
Overcast
Two targets each discard one Wooden Equipment card of the spell-caster's choice.

1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 













