by greenbarbarian » March 28th, 2017, 4:11 pm
HeroQuest Characters
- Characters level up once every three quests –
• One Turn vs. One Round – “One Turn” means something only takes effect for the length of the next player’s turn, regardless of whose turn it is. “One Round” means something is in affect until gameplay returns to the initial player.
1.) Wizard
You are the Wizard, a studious learner of the natural elements and a master spellcaster. You are both intelligent and wise, planning actions beforehand and seeking knowledge where others do not. So much more than just a typical spellcaster, you are also a philosopher, inventor, and scientist, studying a system of natural laws that are for the most part unknown and undiscovered. However, you are weak when it comes to physical combat, and therefore must do your best to avoid it.
The Wizard is proficient with the dagger and quarterstaff. He is unable to wear any armor.
Attack Dice: 1
Defend Dice: 2
Body: 4
Mind: 8
Movement… 2 Red Dice
Starting Weapon… Dagger
Starting Armor… None
Water Spells
• Water of Healing – This spell may be cast on any one Hero, including yourself. Contact with this revitalizing water will restore up to 4 lost Body Points, but will not give a Hero more than their starting number.
• Veil of Mist – This spell may be cast on any one Hero, Including yourself. On the Hero’s next move, they may move unseen through squares that are occupied by monsters.
• Blizzard – You create a blizzard that encircles you causing 1 Body Point of damage to all targets adjacent and diagonal to you (enemies and allies alike). This spell is taxing, rendering you unable to perform an action on your next turn.
• Ice Shards – Sharp shards of ice shoot from your hands towards one enemy in your line of sight. The spell does 4 attack dice of damage. The enemy rolls defense as normal.
• Wall of Frost –You create a wall of magical, impenetrable ice that stretches up to 3 squares long in a straight line adjacent to you. Walls, doors, and furniture stop the progression of the wall, but characters caught in its path are pushed to the side. The wall has 1 Body Point and rolls 6 defense dice, or can be immediately destroyed if a fire spell is used against it. The wall will last for 7 rounds before melting. May be cast in a room or corridor.
• Frozen Stiff – One monster, in line of sight of the wizard, is frozen for 3 rounds. Wizard and victim both roll 1 red die and add their current mind points. If the total of the monster is higher, he escapes from the spell. A frozen monster cannot defend any attacks.
• Flash Flood – All monsters in the room with you are washed out of the room and into the nearest corridor, where they lose their next turn. Place monsters on squares closest to the door . This spell may only be cast in a room.
• Rust – You cause an opponent’s non-magical, metal weapon to immediately rust, rendering it useless. The enemy can only attack and defend with 1 die.
• Ice Armor – This spell may be cast on any one Hero including yourself. You conjure up a protective layer of ice armor on the Hero, granting them 1 additional defense die for one round.
Earth Spells
• Rock Skin – This spell may be cast on any one Hero, including yourself. That Hero may throw 1 extra combat die when defending. The spell is broken when the Hero suffers 1 point of Body damage.
• Pass Through Rock – This spell can be cast on any one Hero, including yourself. That Hero may then move through walls on his next move. He may move through as many walls as his dice roll allows. Caution! There are shaded areas on each Quest Map which indicate solid rock. If a Hero ends his move in one of these areas, he is trapped forever!
• Sticky Mud – This spell causes mud to seep up from the cracks of the dungeon floor, rendering targets in your line of sight only able to move at half their speed (round down). Roll 1 red die, the number rolled equals the number of targets affected by the spell.
• Earthquake – This spell causes the very walls and foundation of the room to shake with fury. All characters in the room (both allies and enemies, minus the spellcaster) must roll one red die and add it to their Body Points. If the number is greater than or equal to the Wizard’s Mind Points, they are not affected by the spell. If less than the Wizard’s Mind Points, they lose 2 rounds to recover their equilibrium and cannot move, attack, or defend within those rounds.
• Entomb – Causes the ground to open its maw and swallow the target, imprisoning it for the number of rounds rolled on a red die. The creature suffers no damage and while entombed in the earth cannot attack or be attacked. Anyone may pass over the entombed square but may not stand on it.
• Iron Skin – This spell may be cast on any one Hero, including yourself. That Hero may throw 2 extra combat dice when defending. The spell is broken when the Hero suffers 2 Body Points of damage. While Iron Skin is active, movement is reduced to one movement die.
• Sand Blast – You blast sand into the eyes of your opponent, temporarily blinding him. The target rolls 1 attack die and 1 defense die for one round. Does not work against Skeletons or Mummies.
• Rock Wall – You create a wall of rock that stretches up to 3 squares long in a straight line adjacent to you. Walls, furniture, and doors stop the progression of the wall, but characters caught in its path are pushed to the other side. The wall has 1 Body Point and rolls 6 defense dice. The wall lasts for the length of the Quest or until it has been destroyed.
• Stone Bridge – You cast a stone bridge over a revealed pit trap, allowing you and your allies to pass over undamaged. The bridge counts as one square and will collapse immediately after you, the spellcaster, cross it.
Air Spells
• Wind Elemental – This spell conjures up a Wind Elemental who will do one of the following: open any door on the board (revealing what lies beyond), or use 5 combat dice to attack any monster within your line of sight.
• Tempest – This spell creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn, but can defend as normal.
• Swift Wind – This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time he moves.
• Loss of Breath – This spell causes a magical wind to suck the breath out of your enemy, rendering them helpless for one round. They cannot move or attack, and they defend with half their defense dice (rounded down). Does not work against Undead.
• Soothing Breeze – A gentle, cool breeze blows through the room, healing you and your allies for 2 lost Body Points. Can only be cast in a room.
• Disarm – A brief but powerful wind knocks your enemy’s weapon out of their hand. That enemy can now only attack and defend with 1 die.
• Tornado – You cast a tornado, knocking all enemies back to the nearest wall. Roll 1 red die. For this many turns the tornado wreaks havoc, and all monsters are pinned to the wall unable to move or attack (they may defend as normal). Likewise, all Heroes can only roll 1 red die for movement and can only attack with half their attack dice rounded down.
• Wind Barrier – This spell may be cast on any Hero, including yourself. This wind barrier engulfs the Hero, allowing them to roll twice their normal defense. During this process, the caster cannot move or attack, but may defend as normal. The spell ends when the spellcaster moves, suffers 1 at least Body Point of damage, or can no longer “see” the affected Hero.
• Float – A gentle but powerful wind lifts you into the air, causing you to float above the heads of your allies and enemies. You may now travel over occupied squares, however you cannot melee attack, nor can any enemy melee attack you except by projectiles (at which point you would defend as normal). You can still perform an action on each successive turn. The spell lasts for the number of rounds rolled on a red die.
Fire Spells
• Ball of Flame – This spell may be cast on any one monster, enveloping it in a ball of fire and inflict 2 Body Points of damage. The monster then rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.
• Fire of Wrath – This spell may be cast on any one monster, blasting it with flames. It will inflict 1 Body Point of damage, unless the monster can immediately roll a 5 or 6 using one red die.
• Fireball Blast – This ball of fire hits the first target for 2 points of damage and all adjacent creatures for 1 point of damage. All affected targets defend with half their defense dice rounded down.
• Firewall – You create a wall of fire that stretches up to 3 squares long in a straight line adjacent to you. The wall may pass through furniture, but dungeon walls stop its progression. Any characters caught in its path suffer 1 Body Point of damage. Any characters that attempt to pass through the firewall suffer 1 Body Point of damage, however projectiles may pass through it unscathed. The firewall lasts for 5 rounds.
• Flaming Weapon – You ignite a fellow Hero’s weapon in flames, granting them 2 additional combat dice on their next attack.
• Flame Thrower – You blast flames from your palms in a straight line for the length of six squares. Roll 4 attack dice and apply that attack on each character caught in the path, those characters defend as normal.
• Light of Hope – In the darkest dungeon and in the darkest moments, you are still able to shed light for you and your allies to see. All Heroes in the same room as the spellcaster can attack with 1 additional attack die for one round.
• Warm Campfire – Even in the deepest, coldest dungeons you are able to create a campfire to warm the blood of you and your allies. All Heroes in the same room as the spellcaster heal for 2 Body Points.
Lightning Spells
• Lightning Bolt – You fire a lightning bolt in a straight line of six squares. Anyone hit is attacked with 3 combat dice which they may defend against as normal. Resolve each attack separately. Discard after use.
• Thunderclap – A powerful thunderclap knocks your opponent off his feet. The monster becomes dazed for one turn and cannot move, attack, or defend.
• Lightning Storm – You unleash a lightning storm in the room, confusing and distracting your enemies. All monsters in the room defend with 1 less die for one round. Does not work with Undead.
• Chain Lightning – You unleash a lightning strike on a target that arcs to any enemies that are adjacent to the original target (three targets at most). They all suffer 1 Body Point of damage but may defend as normal against it.
• Lightning Strike – You unleash a torrent of lightning strikes, striking every monster in your line of sight with the strength of 2 attack dice. Resolve each attack separately, monsters defend as normal.
• Lightning Shield – This spell may be cast on any one Hero including yourself, surrounding the Hero in an electrical shield. If the Hero suffers from a successful melee attack, the attacker immediately suffers 1 Body Point of damage from the Lightning Shield, after which the Lightning Shield disappears.
• Lightning Bubble – You trap a monster inside a Lightning Bubble for one round. During that time the monster cannot move, nor can it attack or be attacked.
• Flash – You momentarily blind all monsters in the room with a Lightning Flash. All affected monsters cannot move, attack, or defend for one turn.
• Electric Surge – You cast Electric Surge on a fallen ally, jumpstarting the Hero’s heart to bring them back to life with 1 Body Point. You must play this spell immediately after a Hero’s death whether it’s your turn or not for it to have any effect.
2.) Sorcerer
You are the Sorcerer, a mage born with the natural abilities to wield magic. Due to your natural talents, you have spent your life studying the powers of the arcane, and have found an interest in the dark and forbidden arts. You believe that power is there for the taking, and anyone foolish enough to fear it does not understand it nor deserve it. However, you are weak when it comes to physical combat, and therefore must do your best to avoid it.
The Sorcerer is proficient with the Dagger and Quarterstaff. He is unable to wear armor.
Attack Dice: 1
Defend Dice: 2
Body: 4
Mind: 8
Movement… 2 Red Dice
Starting Weapon… Dagger
Starting Armor… None
Shadow Spells
• Black Bolts – You shoot black bolts from your finger tips, immediately causing 1 Body Point of damage to all enemies in the room. Enemies defend as normal.
• Death Grip – You reach out with an ethereal hand to grasp your enemy in a punishing grip. Roll one red die and add that number to your Mind Points, your target does the same. If your number is higher, then the monster cannot move or attack, but can defend as normal. Likewise, you cannot attack or defend but may move with 1 red movement die. Whether success or fail, discard this spell.
• Mind’s Eye – Using the power of your mind’s eye, you are able to see a “vision” of anywhere in the dungeon having never been there before. Point to any room and Zargon must put all contents of that room in place. Does not reveal secret doors or hidden traps.
• Lost in Shadow – Your enemy is swallowed up in a black fog of shadow. The monster cannot move, and can only attack and defend with 1 die. The monster can negate this spell by immediately rolling a 6 on one red die, otherwise the effect lasts for one round.
• Darkness – This spell may only be cast in a room, and cannot travel through doors or walls. You choose a square. That square and all squares adjacent to it (diagonal included) are cast into total darkness. No projectiles or spells may be cast in or out of the darkness. All figures that are moving in the darkness may only move 1 square per turn. The darkness lasts for the entirety of the Quest.
• Chains of Darkness – You may cast this spell on any one figure. That figure may not move or fight for one round, although they may defend or cast spells.
• Smoke Screen – You vanish behind a wall of smoke, becoming invisible for as long as you would like. While invisible, you cannot move, attack, or cast any spells (doing so breaks the invisibility spell). Likewise, you cannot be targeted by any enemy.
• Shadow Heal – You draw upon the powers of darkness to heal yourself or an ally for 2 Body Points, however you lose 2 Mind Points in the process.
• Shadow Slide – This spell turns you into a three-dimensional shadow, allowing you to slide away from immediate danger. Instead of defending a melee attack, you may roll one red die and move up to that many squares away in a straight line. The attack misses.
Blood Magic Spells
• Blood Drain – Performing this spell heals you for 2 Body Points, taking life force from an enemy to do so, resulting in death for some weaker foes. This spell is taxing, rendering you unable to perform an action on your next turn. Does not work on Undead.
• Congealed Blood – This attack causes your foe’s blood to thicken within his own body. The enemy is paralyzed and cannot move, attack, or defend. However, the target may roll one red die for each of its Mind Points. Successfully rolling a 6 breaks the spell. This roll occurs immediately and on each successive turn. Does not work against Undead.
• Boiling Blood – This spell causes your enemy’s blood to boil within his own body. Roll one red die and add that number to your Mind Points, target does the same. If your number is higher, then the monster suffers 2 Body Points of damage. Regardless of success or fail, discard spell card. Does not work against Undead.
• Blood Puppet – You have gained control of an enemy’s blood and can control his actions for one turn. Roll one red die and add that number to your Mind Points, target does the same. If your number is higher, then you have gained control of the target. When it is Zargon’s turn, you may act first to determine the foe’s action. Does not work against Undead.
• Retribution – You cast retribution on your foe, causing terrible wounds to open up across the target’s flesh when it deals damage to yourself or an ally. After the enemy deals damage in melee, it immediately takes half the damage rounded down. Cannot be less than 1. This spell lasts until the enemy is affected by it. Does not work against Undead.
• Blood Rise – You may cast this spell on yourself or any one Hero. You double the amount of oxygen in a character’s blood, granting them superhuman strength. On their next turn, the player may melee attack with double their attack dice. Only lasts on the affected character’s next turn.
• Blood Vengeance – This spell may be cast on any target in your line of sight. Anytime you take damage from an attack, that target suffers the same amount of damage without being able to defend.
• Blood Mirror – This spell may be cast on any one Hero including yourself. This spell causes a life-like image of the Hero to appear. If an attack against the Hero is successful, he rolls 1 attack die. If a skull is rolled, the image was attacked and the Hero suffers no damage. The Hero cannot defend against a failed rolled. The spell is broken as soon as the Hero takes damage or can no longer see a monster.
• Sour Blood – You blast your opponent’s blood with negative energy. This spell attacks with 4 attack dice.
Necromancy Spells
• Raise the Dead – Cast this spell on another player’s turn after a monster has been killed. The monster is then replaced with a Zombie which can move and attack immediately.
• Resurrect – This spell may be cast on any fallen hero to try to bring them back to life. If you roll a black shield on one combat die, the hero is resurrected with 1 Body Point. You may attempt this spell as often as you like, but with each attempt you will lose 1 Mind Point. This spell may only be attempted once per turn.
• Rigor Mortis – You may cast this spell against any one adjacent monster. Once cast, the monster will not be able to move away and will roll half their normal number of combat dice for as long as you are still adjacent to them. The spell is broken if you move away, take damage, or the monster is destroyed.
• Summon Skeletons – This spell allows you to summon two skeletons that appear adjacent to you. These Skeletons are under your control and may be used immediately. They crumble to dust once you can no longer see an enemy. This spell requires extreme concentration, and while the Skeletons are active you can only move with 1 red die, and cannot melee attack or cast any spells.
• Fear – The target of this spell is filled with unreasonable terror, and may not attack or cast spells on its next turn, although it may move or defend.
• Skull of Doom – You hurl a magical skull at an opponent in your line of sight. The skull explodes like a fireball and attacks the target with 2 attack dice, which it may defend against as normal.
• Exploding Corpse – This spell causes the body of any dead enemy to explode, automatically resulting in 1 Body Point of damage to enemies adjacent to the corpse. This spell can only be cast on a living target; the effect of the spell takes place immediately following that target’s death.
• Bone Spear – You use the bone shards in the room from past fallen warriors to create a giant bone spear you hurl at your enemy (must be in line of sight). The bone spear attacks with 3 attack dice, the monster may defend as normal.
• Summon Mummy – This spell summons a Mummy, which will appear on any square adjacent to you. The Mummy is under your control and may be used immediately. It crumbles to a heap of bandages once you can no longer see an enemy. This spell requires extreme concentration, and while the Mummy is active you can only move with 1 red die, and cannot melee attack or cast any spells.
Demonology Spells
• Demonic Leeches – This spell causes demonic leeches to appear on the skin of your target, immediately causing 1 Mind Point of damage unless the target can roll a black shield on 1 attack die per Mind Point. If the target’s Mind Points reach 0, the target is dead. The leeches last for 4 rounds before dissolving into the demonic realm.
• Demonic Circle – You cast Demonic Circle on the ground, summoning demon spirits to swarm around you in a 2 by 2 area. Any Heroes inside the circle roll +2 defense dice if attacked from the outside. If Monsters enter the circle and attack you from within, you gain no defense bonus. Enemies cannot cast any spells at you while you are inside the circle, likewise you may not cast any spells while you remain within the circle. Demonic Circle lasts until you can no longer see a Monster, or when you leave the circle.
• Demon Realm – You cast your enemy into the Demon Realm, removing them from the fight for a short time. The target immediately disappears into the Demon Realm for 4 rounds, after which the target reappears on its original square.
• Summon Demonic Imp – You summon two demonic imps which appear adjacent to you with the following stats…
o Attack Dice: 1
o Defend Dice: 1
o Body Points: 1
o Mind Points: 1
o Movement: 7 squares
They may act immediately after your turn. During the time of the imps’ existence in our realm, you can only move with 1 red movement die, and cannot cast any spells. The Imps cannot move out of your line of sight and exist until you decide to banish them back to the demon realm, at which point the spell ends. Banishing a demon is considered an action.
• Summon Succubus – You summon a Succubus which appears adjacent to you with the following stats…
o Attack Dice: 2
o Defend Dice: 1
o Body Points: 2
o Mind Points: 2
o Movement: 6 squares
For every point of damage the Succubus causes to a monster, you gain as a Body Point (not exceeding your original number). Additionally, the Succubus has the ability to hypnotize an opponent for one turn, disabling them from being able to attack, defend or move. To do so, the Succubus must be standing adjacent to the target and must roll a skull on 1 attack die. The target may immediately defend from the Succubus’ hypnotic gaze by attempting to roll a 6 on one red die for each of its Mind Points. The Succubus cannot hypnotize and melee attack at the same time. The Succubus may act immediately following your turn. During the time of the Succubus’ existence in our realm, you can only move with 1 red movement die, and cannot cast any spells. The Succubus cannot move out of your line of sight and exists until you decide to banish it back to the demon realm, at which point the spell ends. Banishing a demon is considered an action.
• Hell Hound – You summon a Hell Hound which appears adjacent to you with the following stats…
o Attack Dice: 3
o Defend Dice: 2
o Body Points: 2
o Mind Points: 1
o Movement: 5 squares
Additionally, the Hell Hound has the ability to charge a target. To do this, the Hell Hound must be no more than 5 squares away from the target (in a straight line) and must roll a skull on 1 attack die, at which point the Hell Hound charges and is immediately moved adjacent to the target. The target cannot defend, is stunned for one turn, and suffers 1 Body Point of damage. The Hell Hound cannot charge and perform a normal melee attack at the same time, and the Hell Hound can only charge once per summon. The Hell Hound is volatile, and its existence in our realm prohibits you from being able to move, melee attack, cast any other spells, or defend. The Hell Hound cannot move out of your line of sight, and exists until you decide to banish it back to the demon realm, at which point the spell ends. Banishing a demon is considered an action.
• Demon Possession – You allow yourself to be possessed by a demon spirit for a brief amount of time. You may now melee attack with 3 dice and defend with 3 dice. Lasts for 1 round.
• Dark Pact – Casting this spell sacrifices one of your summoned demons, stealing their Body Points for yourself. You cannot exceed your original number of Body Points.
• Demon Skin – This spell causes your skin to turn into hard, dark purple plates of armor. You may roll double your defend dice for 2 rounds.
Arcane Spells
• Arcane Missiles – This spell allows you to fire arcane missiles at a single target in your line of sight. You roll 4 attack dice for the attack.
• Arcane Stream – This spell allows you enter the all-flowing arcane stream and teleport to another location. When an enemy successfully melee attacks you, you may (instead of rolling defense) teleport to any square in your line of sight. This spell can only be used when defending a melee attack.
• Mana Shield – This spell may be cast on any one Hero including yourself. This spell allows the Hero to roll 2 extra defend dice for one round.
• Rune of Power – You place a Rune of Power at your feet. So long as you continue to stand on that square, you roll 3 attack dice and 3 defend dice.
• Erosion – You may cast this spell on a single target in your line of sight. Roll 1 red die and add that number to your Mind Points, target does the same. If your number is higher, then this spell causes the target to roll 1 less defend die for each round that the target still stands. Occurs immediately and on each successive turn. Target’s defense cannot go lower than 1.
• Chrono Shift – This spell may be cast on any one Hero including yourself. It temporarily stops time for everyone else on the game board, enabling the Hero to take another turn immediately after his current turn.
• Arcane Orb – You cast Arcane Orb, hurling a spherical ball of energy in a straight line at a target. Roll 2 attack dice. Additionally, the Arcane Orb may pass through your initial target to enemies standing directly behind him. Roll 1 attack die for each enemy standing behind your initial target. The targets must be standing in a straight line.
• Mania – You cast arcane energies at your enemy’s mind, causing them to temporarily go crazy. Roll 1 red die and add that number to your Mind Points, your target does the same. If your number is higher, then your target temporarily loses its mind and immediately attacks the nearest character to it, whether friend or foe. If multiple monsters are near the target, it will attack the character with the least amount of Body Points.
• Void Eruption – This spell causes a single target and any other targets adjacent to it, friend or foe, to become stunned for 1 turn.
• Arcane Chains – This spell is cast in a 3 by 3 area on the floor. Any monsters that are adjacent to it are automatically sucked into it, causing them unable to move for the duration of the chains’ existence. Monsters cannot move but may still attack and defend. This spell requires extreme concentration, while it is being cast you cannot move, attack, defend, or cast other spells. Moving or performing an action causes the spell to end.
• Arcane Beams – This spell causes beams of energy to blast forth from your eyes, inflicting 3 attack dice of damage at a single target.
3.) Witch
You are the Witch, a misunderstood conjuror who dabbles in the arts of black magic. You have a blend of spells that both hinder your enemies and help your allies. With your familiar by your side, your communion with the unknown is a magical source the Wizard and Sorcerer are unable to access. As a spellcaster, you cannot use any large weapons or wear heavy armor.
The Witch is proficient with the dagger, quarterstaff, sickle, whip, or crossbow. She cannot wear any armor.
Attack Dice: 1
Defend Dice: 2
Body: 4
Mind: 7
Movement… 2 Red Dice
Starting Weapon… Dagger
Starting Armor… None
Base Spells
• Nine Lives – Once per Quest, and only 9 times total, you may call upon your familiar to resurrect you after death. Your familiar breathes its healing energy into your mouth, restoring your Body Points to 1. Do not discard this card until 9 resurrections have occurred throughout the entirety of the game.
• Herbalism – You pull from your pouch a handful of dried leaves and herbs, healing yourself or an ally for 2 Body Points. Must be adjacent to the Hero you are healing.
• Hex – You cast an ancient hex at your enemy, causing them to attack with 1 less attack die for one round. You may cast this spell twice per Quest. Does not work against the Undead.
• Cackle – You unleash a powerful cackle that echoes in the ears and minds of your enemies, causing them to fear the approach of you and your party. Every enemy in the room (or corridor) in your line of sight attacks and defends with 1 less die for one round.
Additional Spells
• Premonition – You momentarily see a vision of the immediate future and use it to your advantage. You may re-roll either an attack, defend, or movement roll if you’re not happy with the initial roll. Must commit to the second roll’s outcome.
• Pentagram – Once per Quest you cast a pentagram glyph on the stone floor at the feet of your enemy, causing them to writhe in anguish. Roll 1 red die and add that number to your Mind Points. Target does the same. If your number is higher, then the monster suffers 1 Body Point of damage. Must be cast on an occupied square. Regardless of success or fail, discard spell card.
• Ward – You cast a protective ward at the feet of any one Hero including yourself. That Hero may roll 1 additional defense die. The ward disappears once the Hero leaves the square, or when all the monsters in the room are dead.
• Crystal Ball – You look into your crystal ball, revealing the layout and contents of any room in the dungeon. Zargon must place all furniture, monsters, and doors that exist in that room onto the board. Does not reveal hidden traps or secret doors.
• Flight – You whisper an incantation that allows you to fly over squares occupied by the enemy. You may roll your movement dice before deciding to use this spell.
• Witch’s Brew – You drink a thick, green liquid from your flask, granting you the ability to melee attack the same enemy twice. The enemy defends as normal after each attack. This spell does not count as an Action and must be played before the initial melee attack. Discard card after use.
• Swarm of Insects – You call forth insects from the cracks of the dungeon floor to swarm a group of enemies. Roll one red die, this number represents the number of affected monsters in your line of sight. All affected enemies caught in the swarm are unable to move and can only attack and defend with 1 die. Lasts one round.
• Séance – You may cast this spell to revive the spirit of a fallen comrade. It requires two other party members, and all must remain in the room where the fallen hero was slain, standing adjacent to one another.
• Giant Bat – You call forth a giant bat from the dark corners of the dungeon to attack an enemy. The bat appears adjacent to your target with the following stats:
o Attack Dice: 2
o Defend Dice: 1
o Body Points: 2
o Mind Points: 1
o Movement: 10 squares
The bat’s turn takes place immediately after the Witch, and will continuously attack the target until the enemy dies or the bat is killed. If the enemy is killed, the bat will attack another enemy of the Witch’s choice. Lasts until the bat is killed or the Witch can no longer “see” a monster.
• Haunt – You haunt the mind of your enemy with nightmare visions. Roll 1 red die and add that number to your Mind Points. Target does the same. If your number is higher, then the enemy suffers from the spell causing them to defend with 1 less die for one round. Discard spell card whether success or fail.
• Misfortune – You cast misfortune on an enemy, causing them to have a lesser chance of hitting their target. From now on, your enemy can only roll black shields to attack. Lasts until they are killed.
• Shapeshift – Once per Quest you shapeshift and take on the appearance of a Goblin. You may enter rooms without being attacked, however if you move on to a square adjacent to an enemy or attack an enemy, the spell wears off revealing yourself. Regardless of your Goblin appearance, your stats remain as a Witch.
• Summon Crows – From the shadowy corners of the dungeon you summon a murder of crows to attack the enemy. Roll 1 attack die. If a skull is rolled, the enemy suffers 1 Body Point of damage. Regardless of the roll, the enemy can only attack and defend with half their numbers rounded down for one round.
• Waxen Image – You create a wax doll of an enemy. Roll one red die and add that number to your Mind Points. Enemy does the same. If your number is higher, then you have gained control of your target and may use it to immediately attack another enemy. The stats of your controlled target remain. Control of your target lasts until it has died or you can no longer see it.
• Slumber – You cast a sleep spell on an enemy. Roll one red die and add that number to your Mind Points. Enemy does the same. If your number is higher, then your enemy has fallen asleep and cannot move, attack, or defend. Enemy awakens if attacked (cannot defend), if yourself or another Hero passes by it on an adjacent square, or when you can no longer see the target.
• Ill Omen – Select an enemy in your line of sight. That target is forced to roll twice on both its next attack and defend (if applicable) and accept the worst of each outcome.
• Moonstruck – An image of the full moon is revealed in the ceiling of the dungeon, causing your target to become enraged and confused. Roll one red die and add that number to your Mind Points. Enemy does the same. If your number is higher, then your target attacks the nearest character, whether Hero or monster, and will not let up until the character it is attacking is dead. Regardless of success or fail, discard this spell card.
• Spite – You cast spite upon your enemy. If your target succeeds in inflicting at least 1 Body Point of damage to you, it will immediately move and attack the nearest monster, at which point the spell ends.
• Unwilling Shield – You choose one monster in the room to share your pain with. Roll one red die and add that number to your mind points, your target does the same. If your number is higher, then any melee damage you receive during the fight is inflicted upon the chosen target.
• Prophecy –