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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Templar wrote:Light Spells
Teleportation: You have to give up your movement this turn. Choose any square you can see, or a square you can't see no more than 8 squares away. Move your miniature there immideatly.
Portable Sun: You, and all other heroes in the same room or corridor rolls one extra dice when attacking, until the spell is broken. The spell is broken at the end of your next turn.
Spear of light: Choose a square no maore than five squares away. Monsters and heroes on a square crossed by an uninterrupted line between you and the target square is attacked with two combat dice each.
Templar wrote:Death spells
Plague: Choose a player or living monster that gets attacked with one combat dice. Before the evil wizard's turn choose another living figure in the same room or corridor as the first victim, who is also attacked with a combat dice. Choose a new miniature each round in the same room or corridor until there is no new legal target. A figure can only be targeted by plague once per quest.
Age: Choose a living monster or a player anywhere on the board. Roll four combat dice. For each skull rolled, the victim loses one body point. For each white shield rolled the player loses a body point. The figure targeted and the caster can roll a battle die in defense of each respective intelligence points.
Hunger: Select a square you can see. All living creatures and players who are in that square, or any of the eight surrounding squares in the same room or corridor, roll a dice less in defense and attack. This effect last until your next turn.
Templar wrote:Necromancy
Raise Skeleton: If you are in a room or corridor where a living monster was killed last round, you can raise a skeleton that you control. The skeleton shows up in a square next to yours and move and attack as a normal skeleton in the players turn. After the evil wizard's turn, roll a dice. On a one you lose control of the skeleton.
Raise Zombie: If you are in a room or corridor where a living monster was killed last round, you can raise a zombie that you control. The zombie shows up in a square next to yours and move and attack as a normal zombie in the players turn. After the evil wizard's turn, roll a dice. On a one or a two, you lose control of the zombie.
Raise Mummy: If you are in a room or corridor where a living monster was killed last round, you can raise a mummy that you control. The mummy shows up in a square next to yours and move and attack as a normal mummy in the players turn. After the evil wizard's turn, roll a dice. On a one, two or a three, you lose control of the mummy
Templar wrote:Witchcraft
Forked Lightning: All monsters and heroes who are in the three squares directly in front of and diagonally in front of you is attacked with three combat dice.
Luck: This spell can target any player. This player can reroll one battle dice when attacking and defending himself, until the spell is broken. The spell is broken when the player hit two monster shields in attack or defense. That roll is not influenced by luck.
Familiar: This spell summons a familiar that can do one of the following: give one of the summoner's items to another player anywhere on the board OR take an item from another player anywhere on the court and give to the summoner OR disarm all the traps in the same room or corridor the summoner is in.
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