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Upcast/Overcast/Combined Spells + New Combined Fusion Spells

Discuss new Rules for HeroQuest.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells

Postby Gold Bearer » February 22nd, 2026, 4:58 pm

The new combined 'Fusion' spells are at the end of the second post. These optional rules neatly accompany (but aren't necessary for) the spell rules:
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.
Last edited by Gold Bearer on March 2nd, 2026, 2:29 pm, edited 5 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Upcast/Overcast/Combined Spells + New Combined Fusion Sp

Postby Gold Bearer » February 22nd, 2026, 4:59 pm

Chaos Spells
Lightning Bolt renamed to Lightning Strike because there's a Lightning Bolt spell in the Order spell group, Sleep renamed to Slumber to make it different to the Water version, Tempest replaced with Storm Elemental for the alternate version of Genie, Ball of Flame replaced with Ball of Fire for the alternate version of the Fire spells, Dispell renamed to Counter Magic because there's a Dispell in the Protection spell group and Mind Blast renamed to Mind Strike because there's a Mind Blast in the Psionic (Against the Ogre Horde) spell group.


Firestorm
All other Characters in the same room as the spell-caster roll two standard dice, if they roll no 5s or 6s they lose 3BP of Fire Damage, if they roll one 5 or 6 they lose 2BP of Fire Damage and if both dice are are 5 and/or 6 they take 1BP of Fire Damage.

Upcast
Can be Cast in a corridor.

Overcast
Does not affect Allies.


Lightning Strike
Travels in a straight line from the spell-caster until hitting a wall (Wall spells take the damage) or a closed door, all Characters in its path lose 2BP of Lightning Damage.

Upcast
Fires out in all directions starting with the eight squares adjacent to the spell-caster.

Overcast
Fires out in any amount of the eight directions that the spell-caster chooses.


Cloud of Chaos
All Enemies in the same room or corridor as the spell-caster when the spell is Cast roll the number of standard dice equal to their current MP (cannot affect Undead targets), if they fail to roll at least one 6 they are unable to defend or take any Actions other than Casting (not from an Item) until they roll at least one 6 on the number of standard dice equal to their current MP at the start of a future turn.

Upcast
Affected targets are unable to Cast spells.

Overcast
Affected targets roll to break the spell at the end of their turns.


Command
The target rolls the number of standard dice equal to their current MP, if they fail to roll at least one 6 the spell-caster takes their turns and can move and attack with them but not Cast spells or use Items until they roll at least one 6 on the number of standard dice equal to their current MP at the start of a future turn. If Cast by an Adventurer the target's turn is taken at the start of the EWP phase.

Upcast
The target rolls to break the spell at the end of their turns.

Overcast
The original spell-caster can Cast spells (not from an Item) with an affected target.


Fear
The target can attack with no more than one combat die when they make Physical Attacks until they roll at least one 6 on a number of the number of standard dice equal to their current MP (cannot affect Undead targets) at the start of a future turn.

Upcast
The effect also applies to Spell Attacks, Spell Attacks that use a set number of skulls are reduced to one skull.

Overcast
As Upcast and an affected target can defend with no more than one combat die.


Euro Slumber
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.


US Slumber
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 Storm Elemental
The target is attacked with five combat dice or opens One door anywhere revealing the room's contents and activating any revealed Enemies.

Upcast
The target is unable to take any Actions (can still defend) until after their next turn if most of the attack dice are skulls.

Overcast
The target is unable to take any Actions (can still defend) until after their next turn.


US Storm Elemental
A target anywhere is attacked with with five combat dice or opens One door anywhere revealing the room's contents and activating any revealed Enemies.

Upcast
The target is unable to take any Actions (can still defend) until after their next turn if most of the attack dice are skulls.

Overcast
The target is unable to take any Actions (can still defend) until after their next turn.


Euro Ball of Fire
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.


US Ball of Fire
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.


Rust
The spell-caster can choose to force target to discard either one Metal sword (of any type) Equipment card or one Metal Helmet Equipment card of the spell-caster's choice.

Upcast
The target discards one Metal Equipment card the spell-caster's choice.

Overcast
The target discards one Metal Helmet Equipment card and one Metal sword (of any type) Equipment card of the spell-caster's choice.


Escape
The spell-caster is moved to the X square marked in the Quest notes, if there is no X square marked then the spell-caster can move to any empty square that they can target.

Upcast
The spell-caster is moved to any square within the same room or corridor. If Cast by an Adventurer and they choose a square that is not empty the spell fails and is discarded.

Overcast
The spell-caster is moved to any square within the same and/or an ajoining (with at least one directly adjacent square) room or corridor. If Cast by an Adventurer and they choose a square that is not empty the spell fails but is not discarded.


Summon Orcs
Summons a group of Orcs on squares adjacent to the spell-caster, roll a standard die: 1-3 = Up to four Orcs, 4-5 = Up to five Orcs, 6 = Up to six Orcs.
If you're using the increased monster BPs the Orcs are hurt by the summoning and have 1BP.

Upcast
1-2 = Up to four Orcs, 3-4 = Up to five Orcs, 5-6 = Up to six Orcs.

Overcast
1 = Up to four Orcs, 2-3 = Up to five Orcs, 4-6 = Up to six Orcs.


Summon Undead
Summons a group of Undead on squares adjacent to the spell-caster, roll a standard die: 1-2 = Up to four Skeletons, 3-4 = Up to three Skeletons and two Zombies, 5-6 = Up to two Zombies and two Mummies.
If you're using the increased monster BPs summoned Zombies have 1BP and summoned mummies have 2BP.

Upcast
1-2 = Up to two Skeletons and two Zombies, 3-4 = Up to four Skeletons and two Zombies, 5-6 = Up to two Skeletons, two Zombies and two Mummies.

Overcast
1-2 = Up to two Skeletons and two Mummies, 3-4 = Up to four Skeletons, one Zombie and one Mummy, 5-6 = Up to four Skeletons, two Zombies and two Mummies.


Reanimation
All defeated 0MP Undead in the same room as the spell-caster when the spell is Cast rise up fully healed and are now Followers of the spell-caster if they were Enemies.

Upcast
Reanimates all defeated 0MP Undead and any non-Undead as Zombies.

Overcast
Reanimates all defeated Undead.


Summon Wolves
Summons half a die roll rounding up of wolves on squares adjacent to the spell-caster. If Cast by any kind of Chaos caster they Summon Giant Wolves: M8 A6 D3 BP5 MP1, if Cast by any kind of goblin caster they Summon Dire Wolves: M12 A2 D1 BP1 MP1, otherwise the spell-caster Summons Wargs: M10 A4 D2 BP3 MP1.
If you have no wolf models or the spell is Cast by a fimir you summon half a die roll rounding up of Bog Fimir (or of the same type if Cast by a fimir) instead of wolves: M6 A3 D3 BP4 MP3, draw one random Chaos Spell for each new Bog Fimir which are shared by all active Bog Fimir and discarded as normal as Cast, remove one random spell whenever a Bog Fimir dies.

Upcast
Summons two wolves (or Bog Fimir) on a 1-3 or three wolves (or Bog Fimir) on a 4-6.

Overcast
Summons three wolves (or Bog Fimir).


Warewolf's Curse
The target rolls a standard die and is afflicted with the Warewolf's Curse as a spell effect rather than a Condition on any roll other than a 6. If affected the target rolls two standard dice at the start of each of their turns, on a ten or higher the Character transforms into a Warewolf (dropping all Items on the square they are on) and their next turn is taken by the spell-caster at the end of the current Hero or EWP phase, after which they transform back into themselves. Cannot affect Undead targets. Lasts until cured.

Warewolf: M10 A6 D3 BP5 MP1.

Upcast
The target transforms into wolf form if they roll nine or higher.

Overcast
The target transforms into wolf form if they roll eight or higher.


Restore Chaos
Heals 6BP of the target if Cast by the EWP or 6MP if Cast by an Adventurer.

Upcast
Heals 6BP and 6MP.

Overcast
Heals 6BP and 6MP and ends all ongoing negative spell effects.


Counter Magic
Cast out of turn as a Free Action when the target Casts a spell, you and the spell-caster both roll a standard die and add your current MPs, if you score higher than the spell-caster the spell has no effect. Can be affected by other Reaction Spells.

Upcast
You and the spell-caster both add your Magic-User Levels as well as your current MPs to your scores.

Overcast
The spell is automatically countered if you have a higher Magic-User Level than the spell-caster or if the spell-caster has no Magic-User Level.


Mirror Magic
Cast out of turn as a Free Action when a spell (not AoE) directly targets you, the spell affects the spell-caster instead of you. Can be affected by other Reaction Spells.

Upcast
Can be used to reflect a (not an AoE) spell that targets a directly adjacent Character.

Overcast
Can be used to reflect a (not an AoE) spell that targets any Character in the same room or corridor as you.


Mind Strike
A target in the direct Line of Sight of the spell-caster is unable to take any Actions other than Casting (not from an Item) and can defend with no more than one combat die until they roll at least one 6 on the number of standard dice equal to their current MP at the end of a future turn. Cannot affect 0MP Undead targets.

Upcast
The target cannot defend.

Overcast
The target cannot defend or Cast spells.


Mind Freeze
The target rolls the number of combat dice equal to their current MP (cannot affect Undead targets), if they roll at least one white shield they take Ice based damage that reduces their MP to 1 if their MP is higher than 1, if they fail to roll at least one white shield they take Ice based damage that reduces their MP to 0 if their MP is higher than 0.

Upcast
The target needs to roll at least one black instead of white shield.

Overcast
The target needs to roll at least one black shield and at least one white shield.


Chill
A directly adjacent target loses 1BP of Ice Damage. Cannot affect Undead targets.

Upcast
Roll a standard die: 1-3 = They lose 1BP, 4-5 = They lose 2BP, 6 = They lose 3BP.

Overcast
Roll a standard die: 1-2 = They lose 1BP, 3-4 = They lose 2BP, 5-6 = They lose 3BP.


Ice Storm
Targets a square and affects a 2x2 area that includes the target square. Roll three combat dice for each Character in the area, they lose 1BP of Ice Damage for each skull rolled.

Upcast
After making the roll for the first target you can apply the same number of skulls to all remaining targets instead of rolling for them.

Overcast
After making a roll for a target you can apply the same number of skulls to all remaining targets instead of rolling for them.


Ice Wall
Place up to four Ice tiles on empty squares that the spell-caster can target, they block Movement but not Line of Sight. Each lasts until at any point it is not in the direct Line of Sight of the spell-caster or it takes a running total of 5BP damage, they cannot defend.

Upcast
Up to five Ice tiles.

Overcast
Up to six Ice tiles.


Skate
During this turn, the spell-caster's Movement is increased to maximum (12 for set Movement, total of three dice for rolled Movement) and they can move through Enemies.

Upcast
14 squares for set Movement or the three highest of four dice for rolled Movement.

Overcast
16 squares for set Movement or the total of four dice for rolled Movement.


Soothe
Heals 3BP of the target.

Upcast
Heals 1BP and 2MP.

Overcast
Heals 2BP and 1MP.



Order Spells
Based on the spell names but not mechanics of 3rd edition Talisman (just because I had that when I originally made these spell rules), it nicely mirrors the Chaos spell group as a kind of good guy version with the same number of spells and quite a few Chaos spell equivalents. Magic-user level is from my rules, you can just use the number of spells they start each Adventure with divided by three rounding down.


Fireball
Targets a square in the direct Line of Sight of the spell-caster and/or in the same room or corridor, if Cast indoors Characters on the target square, squares directly adjacent to it and within two straight squares of the target square roll one standard die losing 2BP of Fire Damage if they roll lower than a 5 and 1BP of Fire Damage if they roll a 5 or 6, if Cast outdoors it affects only Characters on the target square and squares directly adjacent to it.

Upcast
If Cast indoors it affects Characters on the target square and within three squares (count diagnally as 1.5 squares), if Cast outdoors it affects Characters on the target square and squares directly adjacent to it and within two straight squares of the target square.

Overcast
If Cast indoors it affects Characters on the target square and within four squares (count diagnally as 1.5 squares), if Cast outdoors it affects Characters on the target square and within three squares (count diagnally as 1.5 squares).


Lightning Bolt
Targets a square in the direct Line of Sight of the spell-caster and/or in the same room or corridor that is also in a straight line of squares from the spell-caster, the Bolt travels four squares in total along that same line but going back the way it just came from if it hits a wall (Wall Spells take the damage) that it Does not destroy or a closed door, each time a Character or Wall Spell is hit by the bolt they roll one standard die losing 2BP of Lightning Damage if they roll lower than a 5 or 1BP of Lightning Damage if they roll a 5 or 6.

Upcast
The bolt travels a total of six squares.

Overcast
The bolt travels a total of eight squares.


Temporal Warp
All Allies everywhere can take either an extra Movement Action or an extra Main Action on their next turn and all Enemies everywhere can either take a Movement or a Main Action (not both) on their next turn. This Temporal Warp and an Enemy Temporal Warp will cancel each other out if they both affect the same Character at the same time.

Upcast
Affects the spell-caster during their next turn.

Overcast
Affects the spell-caster this turn.


Mesmerism
The spell-caster and the target roll a standard die, the spell-caster adds their Magic-User Level and the target adds their current MP, if the spell-caster's score beats the target's score the spell-caster takes the target's turns. If Cast by an Adventurer the target's turn is taken at the start of the EWP phase. If the spell-caster uses the target to Cast a spell it is chosen at random from a spell group of the Mesmerism spell-caster's choice, once they see the spell they select the target or they can choose to discard the spell. Make the same rolls again at the end of each of the Mesmerised target's turns, if the target's score beats the spell-caster's score the spell is broken. The spell is also ended if at any time the target is neither in the direct Line of Sight of the spell-caster and/or in the same room or corridor.

Upcast
The spell-caster adds their current MP instead of Magic-User Level to their rolls.

Overcast
The spell-caster adds their current MP instead of Magic-User Level to their rolls if their current MP is higher than their Magic-User Level and can increase any of their rolled scores by spending MP after rolling but before the target rolls, for each MP used the spell-caster loses 1MP and their score is increased by one.


Immobility
The spell-caster and the target roll a standard die, the spell-caster adds their Magic-User Level and the target adds their current MP, if the spell-caster's score beats the target's score the target is unable to move or take Search or Disarm Actions. Make the same rolls again at the start of the spell-caster's turns, if the target's score beats the spell-caster's score the spell is broken. The spell is also ended if at any time the target is neither in the direct Line of Sight of the spell-caster and/or in the same room or corridor.

Upcast
The target cannot attack.

Overcast
The target cannot attack or defend.


Aquisition
The target gives the spell-caster one of their spells at random, the spell-caster can Cast this spell themselves as a Free Action this turn or discard it.

Upcast
The spell-caster can Cast the spell on another turn in this Adventure.

Overcast
The spell-caster can Cast the spell on another turn in this or a future Adventure, if they already have an Aquired spell it is dicarded and replaced with the newly Aquired spell.


Brain Wave
Doubles the spell-caster's current MP up to its normal maximum.

Upcast
Can take the spell-caster's MP above its normal maximum but lose 1MP at the start of each of their turns if their current MP is above its normal maximum.

Overcast
Can take the spell-caster's MP above its normal maximum, it can remain above its normal maximum until the end of the Adventure but these additional MP cannot be healed other than by effects that specifically state they can raise MP above its normal maximum.


Divination
The spell-caster can reroll any amount of dice of a single roll once before the end of their next turn.

Upcast
Can be used at any time during the current Adventure.

Overcast
Roll a combat die at the end of each of your turns while the spell is active: Skull = You can reroll again once before the end of your next turn when spell then ends, White Shield = You can reroll again once before the end of your next turn, Black Shield = Spell ends.


Alchemy
The spell-caster can partially transform one piece of regular Equipment in your pocession into impure gold making it practically useless but worth double its full value up to a maximum of 100gp. If Cast directly adjacent to the front side of an Alchemist's Bench the spell-caster Does not have to give up a piece of Equipment, each Alchemist's Bench only has enough supplies for one Alchemy spell.

Upcast
Turns any Potion into a different random Potion if an Alchemist's Bench is used.

Overcast
Turns a Potion into a more valuable random Potion if an Alchemist's Bench is used.


Teleport
The spell-caster is moved to any explored and empty square, if the square is not empty the spell fails but is kept. Can be Cast by the EWP even if the spell-caster is not active.

Upcast
Can be Cast on an Ally in the direct Line of Sight of the spell-caster instead.

Overcast
Can be Cast on any Character in the direct Line of Sight of the spell-caster instead.


Displacement
Any two Characters in the direct Line of Sight of the spell-caster and/or in the same room or corridor switch positions. If the targets occupy a different number of squares each has to occupy at least one square that the other occupied before they switched places.

Upcast
You can switch round the poitions of three Characters.

Overcast
You can switch round the poitions of any number of Characters.


Destroy Magic
Targets a square, ends all ongoing spells affecting it including on a Character.

Upcast
Ends all ongoing spells in the same room or corridor as the spell-caster.

Overcast
Ends any ongoing spells of the spell-caster's choice in the same room or corridor.


Destruction
Targets an object, destroying it. Any form of Magical wall or barrier is removed, a piece of Furniture is destroyed revealing anything in the Quest notes that the Furniture contained which can then be picked up by moving on or though any square that it occupied (if you're using the Furiture Search rules and there is no listed treasure for it in the Quest notes roll as if Searching it but ignoring Traps), a closed door is replaced with a Secret Door tile, a one square section of wall has a Breached Wall tile placed over it if it leads to an open area (place the contents if it leads to a room and there is an Adventurerer in the same room as the spell-caster when the spell is cast) or a Secret Door tile or if it leads to an empty room (solid rock) in which case it creates an alcove in that tiled space, if Cast on a wall at the edge of the board (that is now classed as a two square corridor including the alcove and the square directly adjacent to it).

Upcast
Destroys all eligable objects in a straight path from the spell-caster until it destroys a wall (keeps going if it destroys a Magical wall or barrier).

Overcast
Destroys all eligable objects (including a wall at the edge of the board) in a straight path from the spell-caster.


Invisibility
A willing target is unable to attack, be attacked or Cast spells until the start of the spell-caster's next turn.

Upcast
On future turns the spell-caster can extend the duration of spell until the start of their following turn by using their Main Action.

Overcast
On future turns the spell-caster can extend duration of the spell until the start of their following turn by using either their Main Action or their Movement.


Curse
All Enemies in the same room or corridor as the spell-caster when the spell is Cast reroll each successful individual attack and defence die once until the start of the spell-caster's next turn.

Upcast
Lasts until the spell-caster attacks or Casts another spell (including from an item).

Overcast
Lasts until the spell-caster Casts another spell (not from an item).


Healing
Heals 3BP and 3MP of the target.

Upcast
Heals 3BP and up to 6MP.

Overcast
Heals 6BP and up to 3MP.


Counterspell
Cast out of turn as a Free Action when the target Casts a spell, you and the target both roll a standard die and add your Magic-User Levels, if your score is at least as high as the spell-caster the spell has no effect. The spell is automatically countered if the spell-caster has no Magic-User Level. Can be affected by other Reaction Spells.

Upcast
Both of you add your current MPs as well as your Magic-User Levels to your scores.

Overcast
The spell is automatically countered if your current MP is higher than the spell-caster's current MP.


Reflection
Cast out of turn as a Free Action when a (not an AoE) spell directly targets you, you and the target both roll a standard die and add your Magic-User Levels, if the you score higher than the spell-caster the spell effects the spell-caster instead of the you. The spell is automatically reflected if the spell-caster has no Magic-User Level. Can be affected by other Reaction Spells.

Upcast
Can be used to reflect a spell that targets an adjacent Character.

Overcast
Can be used to reflect a spell that targets any Character in your direct Line of Sight.


Syphon
An adjacent target loses 1BP and raises the BP and maximum BP of the spell-caster by one for the rest of the Adventure. Cannot affect Undead targets.

Upcast
Can be Cast on a target in the direct Line of Sight of the spell-caster.

Overcast
The target loses 2BP and the spell-caster's BP and maximum BP are raised by two.


Psionic Blast
The target loses 1MP and raises the MP and maximum MP of the spell-caster by one for the rest of the Adventure. Cannot affect Undead targets.

Upcast
The target is unable to take any Actions (can still defend) until after their next turn.

Overcast
The target is unable to take any Actions or defend until after their next turn.


Finger of Death
Cast on a directly adjacent target, roll a combat die and a standard die, Skull = The target loses half the die roll of Ice Damage rounding down, White Shield = The target loses 1BP of Ice Damage on a 1-3 or 2BP of Ice Damage on a 4-6, Black Shield = The target loses half the die roll of Ice Damage rounding up. Cannot affect Undead targets.

Upcast
The target takes Ice Damage equal to: Skull = Half the roll rounding up, White Shield = Half the roll rounding down, Black Shield = The number rolled.

Overcast
The target takes Ice Damage equal to: Skull = The number rolled, White Shield = Half the roll rounding up, Black Shield = The target is killed (by Ice Damage).


Random
Cast as a Free Action and can be Cast out of turn when another spell is about to be Cast after they have chosen a target and interrupting the other spell. If Cast out of turn and you damage the other spell-caster with your spell their spell fails but they count as having Cast it, before continuing their turn. Cast a randonly drawn Order Spell or choose not to Cast it but still discard this spell. You can roll for the spell, roll a standard die and a combat die: Skull & 1-3 = Roll a standard die, 1 = Fireball, 2 = Lightning Bolt, 3 = Temporal Warp, 4 = Mesmerism, 5 = Immobility, 6 = Aquisition, Skull & 4-6 = Roll a standard die, 1 = Brainwave, 2 = Divination, 3 = Alchemy, 4 = Teleport, 5 = Displacement, 6 = Destroy Magic, Either Shield & 1-3 = Roll a standard die, 1 = Destruction, 2 = Invisibility, 3 = Curse, 4 = Healing, 5 = Counterspell, 6 = Reflection, Either Shield & 4-6 = Roll a standard die, 1 = Syphon, 2 = Psionic Blast, 3 = Finger of Death, 4 = Barrier, 5 = Preservation, 6 = Water Walking.

Upcast
You can redraw the spell (which can be a redraw of the same spell). You can also Upcast the random spell that you Cast.

Overcast
Draw two spells and choose one to Cast, or Cast neither. You can also Upcast or Overcast the random spell that you Cast.


Barrier
Place the lightning template (from Wizards of Morcar) between six horizontal or vertical squares (overlaping twelve squares which can be moved into) with at least one square in the direct Line of Sight of the spell-caster and/or in the same room or corridor, can go through walls and can be placed with some of it off of the edge of the board. The barrier blocks Line of Sight and all Movement, has 1BP, rolls four combat dice in defence defending with white shields and can only be destroyed with Magical (including Weapons) Attacks.

Upcast
The Barrier can be placed over six empty squares instead of between squares, blocking Movement onto those squares.

Overcast
As Upcast and the spell-caster can allow Characters through the Barrier, they cannot end their Movement inside of it if was placed on rather than between squares.


Preservation
Cast out of turn as a Free Action when an Ally on any square in the direct Line of Sight of the spell-caster and/or in the same room or corridor is reduced to below 1BP, the target now has 1BP.

Upcast
Can be used when the target is reduced to below 1MP, giving them back 1MP.

Overcast
Can be used when the target is reduced to below 1BP or 1MP, heals 1BP and 1MP.


Water Walking
Heals 1BP and 1MP of the target or fully heals their BP and MP if the target drinks a Holy Water in their pocession (as an out of turn as a Free Action), also allows the target to literally walk on water during their current (if the spell-caster is the target) or next turn should the need arise. Cannot affect Undead targets.

Upcast
Ends all ongoing negative spell effects if the target drinks Holy Water, allows the target and the spell-caster to walk on water during their current/next turn.

Overcast
Ends all of the target's ongoing negative spell effects, allows the spell-caster and all Allies in the same room or corridor as the spell-caster when the spell is Cast to walk on water during their current/next turn.



4-ELEMENT COMBINED SPELLS
Combined spells are cast in the normal way, discard all spells that make up the cast spell. In my rules these spells aren't available to every Character with the right spells, they need the ability to be able to use them but of course you could just make them universally available.


Incandescence Spells
Combined Fire

Ball of Flame + Fire of Wrath =
Incineration
The target defends with one die (cannot be altered by other effects) against a three skull Fire Attack or a target anywhere defends with three dice against a three skull Fire Attack.

Upcast
Affects two directly adjacent squares anywhere, treat each target separately.

Overcast
Affects four squares in a 2x2 square area anywhere, treat each target separately.


Ball of Flame + Courage =
Fearlessness
The target rolls three extra combat dice on their next Physical Attack, two extra dice on their following Physical Attack and one extra die on the Physical Attack after that. The spell is broken if at any point after their first attack there is no Enemy in their direct Line of Sight.

Upcast
The spell is not broken as long as there is an Enemy in the same room as the target, or in their direct Line of Sight.

Overcast
As Upcast and the target rolls four extra combat dice on their next Physical Attack, three extra dice on their following Physical Attack, two extra dice on the Physical Attack after and one extra die on the Physical Attack after that.


Fire of Wrath + Courage =
Bravery
The spell-caster and all Allies in the same room or corridor when the spell is Cast roll two extra combat dice the next time they each make a Physical Attack.

Upcast
Three extra combat dice.

Overcast
Four extra combat dice.



Wind Spells
Combined Air

Tempest + Genie =
Tornado
All Characters in one room or corridor anywhere roll a combat die: Skull = Lose 1BP, Black Shield = Lose 1BP and are unable to take any Actions (still defend) until after their next turn.

Upcast
Skull = Lose 1BP, White Shield = Unable to take any Actions (still defend) until after their next turn, Black Shield = Lose 1BP and are unable to take any Actions (still defend) until after their next turn.

Overcast
Skull = Lose 1BP and are unable to take any Actions (still defend) until after their next turn, White Shield = Unable to take any Actions (still defend) until after their next turn, Black Shield = Lose 1BP.


Tempest + Swift Wind =
Wind Storm
All Enemies in the same room or corridor as the spell-caster when the spell is Cast are unable to take any Actions (still defend) until after their next turn.

Upcast
Affects all Enemies in one room or corridor with at least one square in the direct Line of Sight of the spell-caster.

Overcast
Affects all Enemies in one room or corridor anywhere.


Genie + Swift Wind =
Gail
Tail Wind, the spell-caster and/or each Ally in one room or corridor anywhere can move twice and take their Main Action in any order on their next turn.

Upcast
Head Wind, instead of the standard effects all Enemies in one room or corridor anywhere cannot move during their next turn.

Overcast
Cross Wind, combines the standard and Upcast effects.



Ocean Spells
Combined Water

Sleep + Vail of Mist =
Sedating Mist
All Enemies in the same room or corridor as the spell-caster when the spell is Cast roll 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 (still defend) or they roll a 6 on one die at the start of a future turn.

Upcast
Targets roll the number of combat dice equal to their current MP, if they fail to roll at least one black shield they are unable to defend the attack.

Overcast
Targets are unable to defend the attack unless they roll a 6 on one die.


Sleep + Water of Healing =
Rejuvenation
Adds 4BP and 4MP to the target but they are unable to take any Actions until after their next turn or they are attacked (they wake up before the attack so can still defend), this can raise BP/MP above its normal maximum but any BP/MP in excess of their normal maximum but these additional BP/MP cannot be healed other than by effects that specifically state they can raise the attribute above its normal maximum.

Upcast
The target can take either their Movement or their Main Action on their next turn.

Overcast
The target Does not lose any Actions.


Vail of Mist + Water of Healing =
Healing Mist
Heals 2BP and 2MP of the spell-caster and all Allies in the same room or corridor.

Upcast
Heals 3BP and 3MP.

Overcast
Heals 4BP and 4MP.



Land Spells
Combined Earth

Pass through Rock + Rock Skin =
Ethereal
The target becomes Ethereal (can only be harmed by Magical Attacks and can move through solid objects) until they either take any Action (including opening a door) other than their standard Movement Action.

Upcast
Affects the spell-caster and Allies in the same room or corridor when Cast.

Overcast
Affects the spell-caster and all Allies anywhere.


Pass through Rock + Heal Body =
Mineral Soothe
The target heals 1BP and 1MP each time the they move through stone on their next turn, or on this turn if the spell-caster is the target. Cannot be cast after rolling for Movement if Cast on the spell-caster.

Upcast
The target heals 1BP and 2MP each time they move through stone.

Overcast
The target heals 2BP and 1MP each time they move through stone.


Rock Skin + Heal Body =
Regeneration
The target rolls a combat die immediately and at the start of each of their turns until they lose a BP or MP, on a white shield they heal 1BP and on a black shield they heal 1MP.

Upcast
On a white shield they heal 1BP and on a black shield they fully heal MP.

Overcast
On a white shield they fully heal BP and on a black shield they fully heal MP.



Furnace Spells
Fire + Air

Ball of Flame + Tempest =
Flame Storm
All other Characters in the same room or corridor as the spell-caster defend with two dice (cannot be altered by other effects) against a two skull Fire Attack.

Upcast
Targets that take 2BP damage are unable to take any Actions (still defend) until after their next turn.

Overcast
Targets that take damage are unable to take any Actions (still defend) until after their next turn.


Fire of Wraith + Swift Wind =
Backdraft
All Characters in any one room or corridor defend with one die (cannot be altered by other effects) against a one skull Fire Attack.

Upcast
Targets lose an additional 1BP if they roll an unusable shield on their defence die.

Overcast
Targets lose an additional 1BP if they roll a skull on their defence die.


Courage + Genie =
Djinn
Attacks a target anywhere with seven combat dice or can be used to open all doors in any one room or corridor.

Upcast
MP7 Level 5 Magic-User with Fireball, Lightning Bolt and Finger of Death (see Order Spells) one of which can be Cast from any explored square within the same room or corridor as the target of the attack and can open all doors in that room or corridor. Roll a combat die for the chosen spell as it is being Cast: Skull = Cast as normal, White Shield = Upcast, Black Shield = Overcast. Upcasting or Overcasting the Djinn's spell is free.

Overcast
As Upcast but the spell can be Cast from any explored square within the same room or corridor as the spell-caster or as the attack, can open any doors in both and the skull/black shield results are reversed for the Upcasting/Overcasting or standard Casting roll.



Mist Spells
Fire + Water

Ball of Flame + Vail of Mist =
Fire Spray
All Characters in one room or corridor with at least one square in the direct Line of Sight of the spell-caster defend with two dice (cannot be altered by other effects) against a two skull Fire Attack.

Upcast
Does not affect the spell-caster.

Overcast
Only affects Enemies.


Fire of Wrath + Sleep =
Entrance
A target anywhere is unable to take any Actions until they are attacked (still defend) or they roll a 6 on one die at the start of a future turn.

Upcast
Affects two targets in the direct Line of Sight of the spell-caster when Cast.

Overcast
Affects three targets in the same room or corridor as the spell-caster when Cast.


Courage + Water of Healing =
Invigoration
Heals 4BP of the target which can take their BP above its normal maximum, any BP over their maximum BP cannot be healed other than by a spell that specifically allows that such as another Invigoration spell.

Upcast
Heals 4BP and raises the target's maximum BP for the rest of the Adventure if it takes them above their BP above its normal maximum.

Overcast
Heals 4BP and raises the target's maximum BP by 4 for the rest of the Adventure.



Volcanic Spells
Fire + Earth

Ball of Flame + Pass through Rock =
Seeking Flame
A target anywhere defends with two dice (cannot be altered by other effects) against a three skull Fire Attack.

Upcast
The target loses the full 3BP if either defence die is an unsuccessful shield.

Overcast
As Upcast and each successful individual defence die is rerolled once.


Fire of Wrath + Heal Body =
Phoenix
Revives a dead Ally in the same room or corridor as the spell-caster with 3BP.

Upcast
The target is revived with full MP.

Overcast
The target is revived with full BP.


Courage + Rock Skin =
Empowerment
The target attacks with three extra dice the next time they make a Physical Attack and defends with three extra dice the next time they defend. You do not count as having defended if no successful die is rolled for an attack against you but do count as having attacked if you roll no successful dice.

Upcast
The target defends with three extra combat dice until the end of the next EWP phase or until the next time they defend (whichever happens last) and attacks with three extra combat dice when they make Physical Attacks until at any point after their first attack there is no Enemy in their direct Line of Sight.

Overcast
The target defends with three extra combat dice until they next take BP damage , until the end of the next EWP phase or until the next time they defend (whichever happens last) and makes Physical Attacks with three extra combat dice until at any point their first attack there is neither an Enemy in their direct Line of Sight or in the same room.



Whirlpool Spells
Air + Water

Tempest + Vail of Mist =
Lightning Storm
All Enemies in the same room or corridor as the spell-caster roll a combat die: Skull = Lose 1BP of Lightning Damage, Black Shield = Lose 2BP of Lightning Damage.

Upcast
Targets roll two combat dice and use the most damaging.

Overcast
Targets roll two combat dice and use both.


Genie + Sleep =
Lullaby
All Characters in any one room or corridor roll 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 (still defend) or they roll a 6 on one die at the start of one of their turns.

Upcast
Affected targets roll to break the spell at the end of their turns.

Overcast
As Upcast and affected targets cannot defend, they wake up after the attack.


Swift Wind + Water of Healing =
Gust of Healing
Heals 3BP and 3MP of the spell-caster and all Characters in the same room or corridor.

Upcast
Heals 3BP and 3MP of the spell-caster and Allies in the same room or corridor.

Overcast
Heals 3BP and 3MP of the spell-caster and all Allies anywhere.



Whirlwind Spells
Air + Earth

Tempest + Pass through Rock =
Cyclone
All Characters in any one room or corridor are unable to take any Actions (still defend) until after their next turn.

Upcast
Affects Characters in a straight line of squares (through walls) from the spell-caster.

Overcast
Affects Characters other than the spell-caster in all rooms or corridors included in a straight line of squares (through walls) from the spell-caster.


Genie + Rock Skin =
Rock Blast
Destroys a one square section of wall, place a Breached Wall tile if it leads to an open area (place the contents if it leads to a room and there is an Adventurerer in the same room as the spell-caster when the spell is cast) or a Secret Door tile or if it leads to an empty room (solid rock) or is Cast at a wall at the edge of the board (creating an alcove in that tiled space that is now classed as a two square corridor including the alcove square and the square directly adjacent to it). Can also be used to automatically destroy a Wall of Stone spell.

Upcast
Instead of destroying a wall it causes debris to fall from above attacking all Enemies in one room or corridor with at least one square in the direct Line of Sight of the spell-caster with three combat dice.

Overcast
Adds the Upcast effects in the same room or corridor as the target wall.


Swift Wind + Heal Body =
Soothing Breeze
Heals 4BP of the spell-caster and all Characters in the same room or corridor.

Upcast
Heals 4BP of all Allies in the same room or corridor as the spell-caster.

Overcast
Heals 4BP of the spell-caster and all Allies in the same room or corridor.



Nature Spells
Water + Earth

Sleep + Rock Skin =
Petrify
The target is turned to stone, Petrified targets are unable to take any Actions or BP damage until they roll equal to or under their current MP on one die (0MP Undead are permanently Petrified) at the end of their one of their turns (they can choose not to roll).

Upcast
The target has to roll equal to or under their current MP on the highest of two dice to free themselves.

Overcast
The target has to roll equal to or under their current MP on the total of two dice to free themselves.


Vail of Mist + Pass through Rock =
Dust Storm
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 make Ranged or Throwing Attacks and spells that require a direct Line of Sight to cannot be Cast from or into the Dust Storm.

Upcast
Each successful individual defence and Melee attack die is rerolled once.

Overcast
Characters are unable to defend or make Physical Attacks.


Water of Healing + Heal Body =
Restoration
Fully restores BP and MP of the target and ends all ongoing negative spell effects.

Upcast
If the target's Max BP and Max MP have different values the lower current Attribute is temporarily raised to the value of the higher Attribute, if the target has equal Max BP and Max MP both are raised by one. These additional BP/MP cannot be healed other than by effects that specifically state that they can raise the attribute above its normal maximum.

Overcast
If the target's Max BP and Max MP have different values the lower Max Attribute is raised to the value of the higher Max Attribute, if the target has equal Max BP and Max MP both are increased by one. This raises their Max BP and/or MP for the rest of the Adventure.



Storm Spells
Full Spell Groups

Ball of Flame + Fire of Wrath + Courage =
Inferno
All Characters in any one room or corridor defend with three dice (cannot be altered by other effects) against a three skull Fire Attack.

Upcast
All Furniture in the room or corridor is destroyed revealing anything in the Quest notes that the Furniture contained which can then be picked up by moving on or though any square that it occupied (if you're using the Furiture Search rules and there is no listed treasure for it in the Quest notes roll as if Searching it but ignoring Traps).

Overcast
The Infero also fills any ajoining (with at least one directly adjacent square) rooms and corridors.


Tempest + Genie + Swift Wind =
Typhoon
All Characters in any one room or corridor defend with two dice (cannot be altered by other effects) against a two skull attack and any doors in the targeted room or corridor are blown open, rooms are activated in the same way as if the door had been opened with Genie.

Upcast
Choose which doors to open.

Overcast
All targets are unable to take any Actions until after their next turn.


Sleep + Vail of Mist + Water of Healing =
Monsoon
All Characters in any one room or corridor defend with one die (cannot be altered by other effects) against a one skull attack and are automatically knocked out if they fail to defend the Spell Attack as if a Sleep Spell has just been Cast on them and they failed the initial roll.

Upcast
Targets that fail to defend the Spell Attack are automatically knocked out as if an Upcast Sleep Spell has just been Cast on them and they failed the initial roll, targets that successfully defend the Spell Attack roll to see if they are knocked out as if a standard Sleep spell has just been Cast on them.

Overcast
All targets are automatically knocked out as if an Upcast Sleep Spell has just been Cast on them and they failed the initial roll.


Pass through Rock + Rock Skin + Heal Body =
Quake
Place any amount of single and/or double Pit Tiles in any one room or corridor but not directly adjacent to each other, Characters on those squares fall in losing 1BP.

Upcast
Uses Deep Pit Tiles instead of Pit Tiles following the standard Deep Pit falling rules.

Overcast
Freely use single and/or double Pit Tiles and/or Deep Pit Tiles.



Fusion Spells
Every Element

Courage + Genie + Sleep + Heal Body =
Chaos Elemental
MP8 Level 6 Magic-User with Cloud of Chaos and Restore Chaos (one of which can be Cast) and Slumber (which can also be Cast as a Free Action), spells are Cast from any explored squares. Roll a combat die for each spell as it is being Cast: Skull = Upcast, White Shield = Overcast, Black Shield = Deepcast.

Upcast
Chaos Genie, MP9 Level 7 Magic-User. Can open all (or none) of the doors (at the same time) in the same room or corridor as the spell-caster and/or as either Cast spell and can then attack a target anywhere with five combat dice either before or after Casting both of the spells. When Casting: Skull = Deepcast, White Shield = Overcast, Black Shield = Upcast.

Overcast
Chaos Djinn, MP10 Level 8 Magic-User. Can attack a target anywhere with seven combat dice before or after Casting either spell and can open any doors in the same room or corridor as the spell-caster, as the attack and as either Cast spell. Both spells are Deepcast.

Deepcast Cloud of Chaos
Targets are automatically affected when the spell is Cast.

Deepcast Restore Chaos
Heals 6BP and 6MP reviving the target if Dead and ends all ongoing negative spell effects.

Deepcast Slumber
Affects all Enemies in any one room or corridor.


Ball of Flame + Tempest + Water of Healing + Rock Skin =
Ethereal Angel
MP8 Level 6 Magic-User with Firestorm and Lightning Strike (one of which can be Cast) and Soothe (which can also be Cast as a Free Action), spells are Cast from any explored squares. Roll a combat die for each spell as it is being Cast: Skull = Upcast, White Shield = Overcast, Black Shield = Deepcast.

Upcast
Ethereal Demon, MP9 Level 7 Magic-User. Can Cast Firestorm and Lightning Strike, not Soothe. When Casting: Skull = Deepcast, White Shield = Overcast, Black Shield = Upcast.

Overcast
Ethereal Devil, MP10 Level 8 Magic-User. Can Cast Firestorm, Lightning Strike and Soothe. All spells are Deepcast.

Deepcast Firestorm
Combines the Upcast and Overcast effects.

Deepcast Lightning Strike
As Overcast and can end each Strike at any point along their line.

Deepcast Soothe
Choose to heal either 3BP and 1MP or 1BP and 3MP.


Fire of Wrath + Swift Wind + Vail of Mist + Pass through Rock =
Fey Spirit
MP8 Level 6 Magic-User with Summon Undead and Reanimation (one of which can be Cast) and Fear (which can also be Cast as a Free Action), spells are Cast from any explored squares. Roll a combat die for each spell as it is being Cast: Skull = Upcast, White Shield = Overcast, Black Shield = Deepcast.

Upcast
Fey Shadow, MP9 Level 7 Magic-User. Also attempts to possess an Enemy of your choice anywhere, roll a combat die: Skull = Take the target's next turn immediately, White Shield = The target is unaffected, Black Shield = Take the target's next turn immediately and make this roll again immediately before your (the original spell-caster's) next turn. When Casting: Skull = Deepcast, White Shield = Overcast, Black Shield = Upcast.

Overcast
Fey Shade, MP10 Level 8 Magic-User. Also possesses an Enemy of your choice anywhere, take their next turn immediately and roll a combat die immediately before your (the original spell-caster's) next turn: Skull = Take the target's next turn immediately, White Shield = The target fights off the possession, Black Shield = Take the target's next turn immediately and make this roll again immediately before your (the original spell-caster's) next turn. Both spells are Deepcast.

Deepcast Summon Undead
1-2 = Up to three Skeletons, two Zombies and one Mummy, 3-4 = Up to four Skeletons and two Mummies, 5-6 = Up to four Skeletons, two Zombies, two Mummies and one Spirit Rider (use Chaos Sorcerer/Warlock model). The Spirit Rider can be Summoned on any square within the same room or corridor as the spell-caster.

Spirit Rider: M8 A4 D3 BP1 MP3, successfully defends if at least one black shield is rolled.

Deepcast Reanimation
Combines Upcast and Overcast effects.

Deepcast Fear
The effect also applies to defence rolls.
Last edited by Gold Bearer on February 28th, 2026, 1:28 pm, edited 3 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Upcast/Overcast/Combined Spells + New Combined Fusion Sp

Postby Gold Bearer » February 22nd, 2026, 5:00 pm

CANTRIPS
Cantrips are unlimited use spells to those with access, they use only the Character's Main Action and are one combat die Spell Attacks. They generally don't count as true spells and any spell used to stop or redirect them is automatically successful. Upcasting turns Blast into Plague, Flame into Burn, Frost into Freeze, Strike into Shock and Venom into Poison. Overcasting allows the Upcast versions to be Cast on a target anywhere, otherwise the potential range depends on the Character Level of the user (has to be a Master to Overcast).


Blast
Non-Elemental attack.


Flame
Fire Attack.

Burn
Fire Attack, causes Burning (see Conditions) if the target takes damage or a black shield is rolled for the attack.


Frost
Ice Attack.

Freeze
Ice Attack, causes Frozon (see Conditions) if the target takes damage or a black shield is rolled for the attack.


Strike
Lightning Attack.

Shock
Lightning Attack, causes Shocked (see Conditions) if the target takes damage or a black shield is rolled for the attack.


Venom
Toxin Attack (Undead and other non-living targets are Immune).

Poison
Toxin Attack (Undead and other non-living targets are Immune), causes Poisoned (see Conditions) if the target takes damage or a black shield is rolled for the attack.


Plague
The target defends with the number of dice equal to their current MP (Undead and other non-living targets are Immune), causes (non-Elemental) Disease (see Conditions) if the target takes damage or a black shield is rolled for the attack.



Undead Cantrips
Used by certain Undead as a once per turn Free Action, other rules same as regular Cantrips.


Chill Touch
Cast on a directly adjacent target, roll a combat die: Skull = The target loses 1BP of Ice Damage, Black Shield = The target loses 1MP.

Upcast
Skull = The target loses 1BP, Black Shield = 1BP & 1MP.

Overcast
Skull = The target loses 1BP, White Shield = 1MP, Black Shield = 1BP & 1MP.


Hypnosis
The spell-caster and the target roll a standard die and add their current MP and their Magic-User Level if they have one. Glamoured, if the spell-caster beats the target's score the spell-caster takes the target's next turn immediately before continuing their turn. Transfixed, if the spell-caster equals the target's score the target misses their next turn. Cannot affect 0MP Undead targets.

Upcast
A Transfixed target misses their turns and cannot use out of turn Free Actions until they roll equal to or under their current MP on one die at the start of one of their turns, a Glamoured target's turns in futrure rounds are taken by the spell-caster until the target rolls equal to or under their current MP on one die at the start of one of their turns.

Overcast
A Transfixed target misses their turns and cannot use out of turn Free Actions until they roll under their current MP on one die at the end of one of their turns, a Glamoured target's turns in futrure rounds are taken by the spell-caster until the target rolls equal to or under their current MP on one die at the end of one of their turns.



TURN UNDEAD
Turn Undead is not a spell and is not Cast, it cannot be affected by Magic. It costs 1MP to do.
Roll a combat die and a standard die once applying the effect to every Undead Character in the same room or corridor with a lower MP than your roll. Skull = Destroy Undead, White Shield = Repel Undead, Black Shield = Charm Undead.

Destroy Undead
Roll once for damage on all affected targets, Skull = 1BP, White Shield = Your current MP, Black Shield = Killed.

Repel Undead
Affected targets do nothing but move as far as possible directly away from you on their next turn.

Charm Undead
Roll once for all targets, Skull = Take the next turn of affected targets immediately then continue your turn, White Shield = Affected targets are your Followers until death or the end of the Adventure, Black Shield = Affected targets miss their next turn.



PSEUDO SPELL GROUPS
There are other spell groups made up entirely of spells from other spell groups.

4-Element Spells
Fire [Ball of Flame, Courage, Fire of Wrath], Air [Genie, Tempest, Swift Wind], Water [Water of Healing, Sleep, Vail of Mist]and Earth [Heal Body, Rock Skin, Pass through Rock] Spells.

Eldritch Spells
Darkness [Cloak of Shadows, Chains of Darkness, Arrows of the Night], Detection [Future Sight, Treasure Hoard, Clairvoyance] and Protection [Wall of Stone, Vanish (Euro Invisibility], Dispell (Euro version)] Spells.

Sorcery Spells
Astral [Dispell Magic, Destroy Item (Euro Rust), Escape (US version), Madness, Strands of Binding, Wall of Flame], Magi [Wall of Ice, Blinding Sleet, Thieving Wind, Hurricane, Lightning Blast (Euro Lightning Bolt), Earthquake], Spore [Call Goblins (Euro Summon Goblins), Call Orcs (Euro Summon Orcs), Orc Berserker, Sharpen Blades, Shield of Protection, Spirit of Vengeance] and Death [Deathbolt, Skulls of Doom, Terror (Euro Fear), Raise the Dead, Summon Skeletons (Euro Call Skeletons), Summon Mummy] Spells.

Chaos Core Spells
Lightning Strike (US Lightning Bolt), Cloud of Chaos, Summon Orcs (US version), Summon Undead, Rust (US version), Storm Elemental, Firestorm, Planar Shift (Euro Escape), Command, Fear (US version), Slumber, Ball of Fire.

Chaos Wild Spells
Lightning Strike (US Lightning Bolt), Cloud of Chaos, Summon Orcs (US version), Summon Undead, Rust (US version), Storm Elemental.

Chaos Fire Spells
Firestorm, Planar Shift (Euro Escape), Command, Fear (US version), Slumber, Ball of Fire.

Chaos Ice Spells
Ice Storm, Chill, Mind Freeze, Skate, Ice Wall, Soothe.

Chaos Elf Spells
Restore Chaos, Counter Magic (US Dispell), Mirror Magic, Mind Strike (US Mind Blast), Reanimation, Summon Wolves, Warewolf's Curse.

Elven Spells
Treasure Without Doom, Psychic Recovery, Warmth, Ice Bridge.

Sacred Spells
Holy Flame, Heal, Aid. (The three Japanese spells)

Holy Spells
Radiant [Warmth, Holy Flame, Surge] and Divine [Treasure Without Doom, Psychic Recovery, Heal] Spells.

Divinity Spells
Future Sight, Psychic Recovery, Heal.
Treasure Hoard and Clairvoyance from the Detection Spells the Treasure Without Doom Divine Spell are uslesless for the EWP, so replacing the Treasure Without Doom Divine Spell with Future Sight (the other Detection Spell) gives them a usable 'Divinity' spell group.



COLLEGES OF MAGIC
Based on Warhammer. Luckily there's 90 official HQ spells (including alternate versions), so 10 for each College. There were 10 spells in each College 4th edition which is the vesion these spell groups are based on.

Bright Spells
Ball of Flame, Courage, Fire of Wrath, Surge, Holy Flame, Escape (US version), Wall of Flame, Skulls of Doom, Firestorm, Ball of Fire.

Celestial Spells
Tempest, Pass through Rock, Future Sight, Clairvoyance, Hurricane, Lightning Strike (US Lightning Bolt), Storm Elemental, Planar Shift (Euro Escape), Flashback, Timestop.

Gold Spells
Genie, Treasure Hoard, Wall of Stone, Treasure Without Doom, Dominate, Mind Lock, Mind Blast (Euro version), Sharpen Blades, Rust (US version), Fear (US version).

Light Spells
Dispel, Warmth, Psychic Recovery, Dispel Magic, Destroy Item (Euro Rust), Strands of Binding, Earthquake, Counter Magic (US Dispell), Mirror Magic, Mind Strike (US Mind Blast).

Amethyst Spells
Chains of Darkness, Spirit of Vengeance, Deathbolt, Raise the Dead, Terror (Euro Fear), Summon Skeletons (Euro Call Skeletons), Summon Mummy, Summon Undead, Reanimation, Hypnotic Blaze.

Grey Spells
Swift Wind, Sleep, Cloak of Shadows, Vanish (Euro Invisibility), Madness, Lightning Blast (Euro Lightning Bolt), Thieving Wind, Command, Double Image, Disappear.

Jade Spells
Water of Healing, Vail of Mist, Heal Body, Rock Skin, Heal, Shield of Protection, Slumber, Soothe, Slow, Deep Sleep.

Amber Spells
Arrows of the Night, Call Goblins (Euro Summon Goblins), Call Orcs (Euro Summon Orcs), Orc Berserker, Cloud of Chaos, Restore Chaos, Summon Orcs (US version), Summon Wolves, Warewolf's Curse, Twist Wood.

Cold Spells
Crystalise Skin, Aid, Ice Bridge, Blinding Sleet, Wall of Ice, Ice Wall, Skate, Ice Storm, Chill, Mind Freeze.



LORES OF MAGIC
Spells are added to the previous Colleges lists. There are 25 Order Spells and 37 combined spells, Summon Fimir is added for 63 spells in total (seven additional spells for each Lore).

Flame Spells
Bright Spells, Fireball, Incineration, Flame Storm, Backdraft, Fire Spray, Seeking Flame, Inferno.

Heavens Spells
Celestial Spells, Lightning Bolt (Order version), Temporal Warp, Divination, Barrier, Lightning Storm, Cyclone, Ethereal Angel.

Forge Spells
Gold Spells, Mesmerism, Alchemy, Destruction, Rock Blast, Petrify, Dust Storm, Quake.

Arora Spells
Light Spells, Brain Wave, Counterspell, Reflection, Fearlessness, Bravery, Invigoration, Empowerment.

Death Spells
Amethyst Spells, Aquisition, Destroy Magic, Psionic Blast, Random, Ethereal, Regeneration, Fey Spirit.

Shadow Spells
Grey Spells, Teleport, Displacement, Invisibility (Order version), Tornado, Wind Storm, Sedating Mist, Typhoon.

Life Spells
Jade Spells, Healing, Syphon, Preservation, Phoenix, Lullaby, Restoration, Monsoon.

Beastial Spells
Amber Spells, Summon Fimir, Immobility, Curse, Mineral Soothe, Djinn, Entrance, Chaos Elemental.

Frost Spells
Cold Spells, Finger of Death, Water Walking, Gail, Rejuvenation, Healing Mist, Gust of Healing, Soothing Breeze.



SCHOOLS OF MAGIC
Based on D&D. There's 154 spells in total, so 19 for each School.

Abjuration Spells
Water of Healing, Heal Body, Aid, Warmth, Psychic Recovery, Heal, Shield of Protection, Soothe, Restore Chaos, Healing, Preservation, Water Walking, Rejuvenation, Healing Mist, Mineral Soothe, Phoenix, Gust of Healing, Soothing Breeze, Restoration.

Conjuration Spells
Ball of Flame, Fire of Wrath, Genie, Arrows of the Night, Holy Flame, Strands of Binding,Wall of Ice, Call Goblins (Euro Summon Goblins), Call Orcs (Euro Summon Orcs), Ball of Fire, Storm Elemental, Cloud of Chaos, Summon Orcs (US version), Summon Wolves, Barrier, Tornado, Djinn, Cyclone, Typhoon.

Enchantment Spells
Courage, Sleep, Surge, Mind Lock, Orc Berserker, Deep Sleep, Dominate, Slumber, Command, Mind Freeze, Mind Strike (US Mind Blast), Mesmerism, Curse, Random, Fearlessness, Bravery, Entrance, Lullaby, Chaos Elemental.

Evocation Spells
Swift Wind, Ice Bridge, Wall of Flame, Thieving Wind, Hurricane, Lightning Blast (Euro Lightning Bolt), Firestorm, Lightning Strike (US Lightning Bolt), Ice Storm, Ice Wall, Fireball, Lightning Bolt (Order version), Incineration, Flame Storm, Backdraft, Fire Spray, Seeking Flame, Lightning Storm, Inferno.

Illusion Spells
Tempest, Vail of Mist, Cloak of Shadows, Disappear, Madness, Blinding Sleet, Terror (Euro Fear), Hypnotic Blaze, Double Image, Vanish (Euro Invisibility), Fear (US version), Counter Magic (US Dispell), Invisibility (Order version), Counterspell, Wind Storm, Gail, Sedating Mist, Dust Storm, Monsoon.

Mantic Spells
Clairvoyance, Future Sight, Treasure Hoard, Treasure Without Doom, Planar Shift (Euro Escape), Flashback, Time Stop, Escape (US version), Mirror Magic, Temporal Warp, Aquisition, Brain Wave, Divination, Teleport, Displacement, Reflection, Invigoration, Empowerment, Ethereal Angel.

Necrosis Spells
Chains of Darkness, Dispell (Euro version), Mind Blast (Euro version), Dispell Magic, Spirit of Vengeance, Skulls of Doom, Summon Skeletons (Euro Call Skeletons), Summon Mummy, Death Bolt, Raise the Dead, Slow, Chill, Reanimation, Summon Undead, Immobility, Syphon, Psionic Blast, Finger of Death, Fey Spirit.

Transmutation Spells
Pass through Rock, Rock Skin, Wall of Stone, Crystalise Skin, Destroy Item (Euro Rust), Earthquake, Sharpen Blades, Twist Wood, Rust (US version), Werewolf’s Curse, Skate, Alchemy, Destroy Magic, Destruction, Ethereal, Regeneration, Rock Blast, Petrify, Quake.



MANCER SPELL GROUPS
For alternate mancer types. The idea is a level 1 mancer has three random spells from their first spell group, a level 2 has all six, a level 3 also has three random spells from their second spell group and a level 4 mancer gets all twelve.
Each of the official HQ spells is used once (other than the three that are unusable for the EWP) in each mancer's first spell group and once in their second spell group, with the exception that the six that have an alternate chaos/element version appear only once in total so numbers are right and they're just alternate versions of the same spells anyway.
If you wanted them to be good guys instead you could use two of each of those unused spells and two of each of the six that are used once, moving a few spells around. Those spells are included at the end so you can see what they are to make it easier, and for spell books.

Pyro Spells
Immolation Spells
Ball of Flame, Fire of Wrath, Courage, Firestorm, Hypnotic Blaze, Wall of Flame.
Sun Spells
Skulls of Doom, Holy Flame, Ball of Fire, Planar Shift (Euro Escape), Warmth, Twist Wood.

Aero Spells
Weather Spells
Genie, Tempest, Swift Wind, Hurricane, Thieving Wind, Lightning Blast (Euro Lightning Bolt).
Cloud Spells
Lightning Strike (US Lightning Bolt), Storm Elemental, Spirit of Vengeance, Blinding Sleet, Vanish (Euro Invisibility), Disappear.

Hydro Spells
Tidal Spells
Water of Healing, Vail of Mist, Sleep, Restore Chaos, Rust (US version), Dispell Magic.
Aqua Spells
Tempest, Double Image, Escape (US version), Wall of Ice, Ice Wall, Ice Bridge.

Geo Spells
Wilderness Spells
Heal Body, Pass through Rock, Rock Skin, Crystalise Skin, Wall of Stone, Earthquake.
Woodland Spells
Cloud of Chaos, Strands of Binding, Counter Magic (US Dispell), Dispell (Euro version), Call Goblins (Euro Summon Goblins), Call Orcs (Euro Summon Orcs).

Cryo Spells
Blizzard Spells
Ice Bridge, Ice Storm, Chill, Ice Wall, Wall of Ice, Blinding Sleet.
Glacial Spells
Mind Freeze, Skate, Soothe, Crystalise Skin, Aid, Slow.

Astro Spells
Spatial Spells
Dispell (Euro version), Counter Magic (US Dispell), Lightning Strike (US Lightning Bolt), Skate, Planar Shift (Euro Escape), Escape (US version).
Cosmos Spells
Mirror Magic, Firestorm, Ice Storm, Arrows of the Night, Pass through Rock, Swift Wind.

Chrono Spells
Time Spells
Future Sight, Flashback, Time Stop, Slow, Deep Sleep, Destroy Item (Euro Rust).
Temporal Spells
Mind Lock, Rust (US version), Madness, Hurricane, Earthquake, Wall of Stone.

Neuro Spells
Mind Spells
Dominate, Mind Blast (Euro version), Mind Lock, Fear (US version), Command, Madness.
Cerebral Spells
Hypnotic Blaze, Mind Strike (US Mind Blast), Terror (Euro Fear), Courage, Deep Sleep, Chains of Darkness.

Bio Spells
Forest Spells
Surge, Summon Wolves, Warewolf's Curse, Twist Wood, Strands of Binding, Shield of Protection.
Wild Spells
Deathbolt, Restore Chaos, Summon Orcs (US version), Orc Orc Berserker, Sharpen Blades, Rock Skin.

Myco Spells
Jungle Spells
Cloud of Chaos, Summon Orcs (US version), Call Goblins (Euro Summon Goblins), Call Orcs (Euro Summon Orcs), Orc Berserker, Sharpen Blades.
Fungle Spells
Raise the Dead, Summon Skeletons (Euro Call Skeletons), Summon Mummy, Dominate, Future Sight, Shield of Protection.

Hiero Spells
Holy Spells
Psychic Recovery, Heal, Aid, Holy Flame, Warmth, Soothe.
Clergy Spells
Heal Body, Water of Healing, Wall of Flame, Destroy Item (Euro Rust), Thieving Wind, Surge.

Phosphoro Spells
Phosphorescent Spells
Cloak of Shadows, Vanish (Euro Invisibility), Disappear, Double Image, Mirror Magic, Mind Freeze.
Luminescent Spells
Time Stop, Flashback, Command, Ball of Flame, Lightning Blast (Euro Lightning Bolt), Dispell Magic.

Nycto Spells
Umbral Spells
Chains of Darkness, Arrows of the Night, Summon Undead, Reanimation, Mind Strike (US Mind Blast), Spirit of Vengeance.
Moon Spells
Warewolf's Curse, Summon Wolves, Mind Blast (Euro version), Slumber, Vail of Mist, Cloak of Shadows.

Necro Spells
Grave Spells
Deathbolt, Skulls of Doom, Terror (Euro Fear), Summon Skeletons (Euro Call Skeletons), Summon Mummy, Raise the Dead.
Crypt Spells
Summon Undead, Reanimation, Chill, Fear (US version), Phychic Recovery, Heal.

Other Spells
Ethereal Spells
Clairvoyance, Treasure Hoard, Treasure Without Doom, Slumber, Ball of Fire, Storm Elemental.
Eclectic Spells
Clairvoyance, Treasure Hoard, Treasure Without Doom, Sleep, Fire of Wrath, Genie.
Last edited by Gold Bearer on March 2nd, 2026, 2:31 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Upcast/Overcast/Combined Spells + New Combined Fusion Sp

Postby Gold Bearer » February 28th, 2026, 1:33 pm

Either the site is a bit dead compared to what it used to be or I've annoyed everybody who prefers the US version in the rules section. :|

If anyone cares I've tidied up a few things I'd overlooked and made it look neater as well as updating the turn order rules in the other topic to make them smoother and simpler. I'll make cards for these at some point.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Evil Sorcerer: Morcar
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