Elemental Spells

Elemental Spells
Mages and Petty Elementalists: There are two different types of elemental spellcasters, Mages and Petty Elementalists. A Mage specializes in one element, and the Petty Elementalist can cast spells of any element.
A Mage's specialization allows them certain privileges within their element. For example, the Fire Mage casts fire spells at 3/4 the cost of manna, and learns the spell at 3/4 the price in gold. In addition, some changes take place in the spellcaster, as the Mage starts to reflect the element that they study. They take reduced damage from spells of their element, and do additional damage to elementals of their inferior. However, they take additional damage from spells and elementals of their superior. All elements have an inferior and a superior. The inferior is the element that is overpowered, and the superior is the element that can overpower them. The superiors and inferiors are as follows:
Primary | Superior | Inferior |
Fire | Water | Earth |
Water | Air | Fire |
Air | Earth | Water |
Earth | Fire | Air |
ie. Fire's superior is Water, so a Fire Mage takes additional damage from an icicle spell, but Fire's inferior is Earth, so a Fire Mage would do additional damage to an Earth Elemental. In practice, the Mage becomes an Elemental Subtype, and are affected as the Elemental Monsters (See below).
The Petty Elementalist is what the Wizard usually is, ie a spellcaster that can cast spells from all four elements. A Petty Elementalist has no strengths and no weaknesses as far as the different elements of magic are concerned. A Mage is usually half spellcasting and half fighting, similar to an Elf, however their is no rule that says a Wizard Cannot be a Mage.
In addition, a Mage can at any time become a Petty Elementalist, however, a Petty Elementalist can never become a Mage.
Elemental Monsters
Elemental Magic works strangely against Elemental Monsters. Sometimes it does more damage. Sometimes it does less. To see more information see the Elemental Resistances Page for more information.
Spell Colleges: The spellcasters have devoted at least part of their lives to the magical arts. At the beginning of the game, it is assumed that they have a certain number of spells already learned that they don't have to pay for. I recommend the D.M. give each magic user a certain amount of credit to spend on spells. For Elves and Mages, I recommend 150 gc (Gold Coins), and for Wizards and Seers I recommend 450 gc. They may then cast any spell in their repertoire as many times as their manna will allow them to. Spell costs are indicated beside the manna rating of each spell.
Ball of Flame by: MB
This spell can be cast on any monster, enveloping it in a ball of flame. It will inflict 2 Body Points of damage. The victim then rolls 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Courage by: MB
This spell can be cast on any hero, including yourself. The next time that hero attacks, he may roll two extra combat dice. The spell is broken when that hero can no longer "see" a monster.
Fire of Wrath by: MB
This spell can be cast on any monster, blasting it with flames. It will inflict 1 body point of damage, unless the target can roll a 5 or 6 using 1d6.
Sabre
This spell will temporarily engulf one hero's weapon in flames, giving the character possessing the weapon 2 extra combat die when attacking. The spell will last for 2 turns, and may not be cast on any wooden weapon (staff, crossbow, etc.).

Burning Hands
This spell infuses the caster's next melee attack with a powerful burning energy. If the caster's next melee attack is successful (and at least 1 Body Point is removed), this energy does 1D6 additional Body Points of damage. The spell lasts for 1d4 turns or until the caster performs a melee attack, whichever happens first.
Ember Swarm
This spell summons a swarm of embers that target 3 connected squares the caster can "see" (squares may be adjacent or diagonal). Any target on those squares takes 3 Body Points of damage. Targets defend by rolling 2D6, and each 6 rolled reduces the damage by 1 Point. Undead take 1 point automatically, but may roll 1d6 to resist the 2nd point of damage by rolling a six. Undead creatures like ghosts who are incorporeal and lack physical form automatically take the full damage.
Extended Fireball
This spell sends a powerful ball of flame into any two connected adjacent squares the caster can "see". Any character on these squares suffers 2 Body Points of damage, undefendable.
Fire Shield
This spell may be cast on any hero, including yourself. It forms a protective barrier of fire around that character. Any other character (hero or monster) within a radius of one space will suffer 1 Body Point of undefendable fire damage per turn automatically. Shield lasts for 2 turns. The target of the spell may move freely around the board in order to deliberately expose enemies to the shield, although the shield will not do more than one point of damage per turn regardless of how many times the target is exposed to the shield.
Fire Stream*(2)
A stream of liquid fire erupts from the caster's fingertips. This spell may be cast on any one target the caster can "see". Damage is affected by distance:
1 Space adj = 4 Body Points
2 Spaces adj, (or) 1 Space Diag. = 3 Body Points
3 Spaces adj, (or) 2 Spaces Diag. = 2 Body Points
4 Spaces adj, (or) 3 Spaces Diag. = 1 Body Points
5+ Spaces adj, (or) 4+ Spaces Diag. = No Damage

Crown of Fire*(1)
Any and all characters within a two space radius of the caster suffer a blast of flame. The caster then rolls three combat die, and each skull that appears inflicts one body point of damage on all characters. Caster is unaffected. Every character that fails to fully defend the spell is additionally set on fire for 1d4 turns, taking 1 Body Point of damage per turn. They may resist this damage by rolling 1d6 per Body Point, and on a roll of 5 or 6 the damage is resisted and the fire is extinguished (reoccuring damage stops).Caster is unaffected.
Immolate*(3)
The caster envelops him/herself in a ball of flame. Any characters within a one space radius to the caster immediately suffers 3 Body Points of undefendable fire damage, but the caster is also reduced by 3 Body Points. In addition, the caster gains +1 Combat Die to their attack for one turn due to their surrounding fire aura. The caster must have at least 4 Body Points to cast this spell.
Pillar of Flame
The caster summons a towering pillar of fire at a point within line-of-sight, scorching all characters in a 2-space radius. Each character suffers 4 Body Points of fire damage, 2 of which are undefendable. Characters resist the remaining 2 points by rolling 2D6; each 5 or 6 reduces damage by 1 Body Point. All characters in the spell effect are also set on fire and continue to take 1 Body Point of damage for 1d4 turns. They may resist this damage by rolling 1d6 per Body Point, and on a roll of 5 or 6 the damage is resisted and the fire is extinguished (reoccuring damage stops).

Battle Fire
This spell gives "courage" to all Heroes in the Spell Caster's line of sight. Each Hero affected can then roll 2 extra combat die to attack. The duration of the spell will vary for each hero affected. For each hero under the effects of the spell it lasts as long as there are monsters in the room with them, or lasts as long as they can still "see" a monster.
Pyre Wave
Original Text: This spell causes a burst of fire to burst from the floor that deals 5 Body Points of damage to 3 connected squares the caster can "see" (spaces can be adjacent or diagonal). Monsters defend by rolling 3D6, and each 6 reduces the damage by 1 Body Points. Any monster that takes three or more points of damage lose their next attack unless they can immediately roll a 6 on 1d6. They may still move, but they may not attack or cast any spells.

Phoenix Ascendant
The caster channels a phoenix's spirit into one Hero, granting +3 attack dice, +3 defense dice, and immunity to all damage from any source (including traps) for 1D4 turns. When the spell ends, the Hero takes 2 Body Points of fire damage (undefendable).
Wings of Flame
This spell summons up 4+1D4 blue flaming birds. These birds can be used to attack any target the caster can "see". The birds may all attack the same target, or may attack different ones. Each bird does 4 Body Points of damage. Characters defend by rolling 3D6. For each 6 rolled, the damage is reduced by 1 Body Point.

Heal Body by: MB
This spell may be cast on any one Hero, including yourself. Its magical power will restore up to 4 lost body points, but will not give a hero more than his starting number.
Pass Through Rock by: MB
This spell may be cast on any one Hero, including yourself That hero may then walk through walls on his next move. he may move through as many walls as as his dice roll allows. The shaded areas on the quest map indicate solid rock. If a hero ends his move in one of these areas, he is trapped forever (killed).
Rock Skin by: MB
This spell may be cast on any one Hero, including yourself. That hero may throw one extra combat die when defending. The spell is broken when the hero suffers 1 body point of damage.
Collapse*(4)
The caster selects 1-6 connected squares that they can "see" (roll 1D6 to determine, squares can be adjacent or diagonal); the roof over these squares collapses. These spaces are treated identically as a "Falling Block Trap"* and are marked with a Falling Block Trap tile. Targets roll three Combat Die, and for each skull rolled they lose one Body Point. Each target must then move to the closest available open space. Monsters are moved at Zargon's discretion, and heroes (if there are any) are moved at the player's discretion.
*See "Falling Block Traps" in "Milton Bradley" "Player's Handbook".
Earth Fist
By drawing on the primal powers of Earth, the caster causes his or her fist to turn into extremely dense rock for one turn. When attacking with an Earth Fist, the character rolls 7 combat die. Treat as a blunt weapon.
QuickSand
This spell will open up a quicksand pit beneath any character the spellcaster can "see". The character then rolls one combat die for each of his body points. If he rolls a black shield, he is allowed to move one space adjacent. If there are no adjacent spaces available, or if he fails to roll a black shield, he is trapped, and cannot move, attack, or defend. The quicksand takes off one Body Point per round, and the target may continue to try and escape until they succeed or die trying. Once the target has either escaped or died the Quicksand vanishes.
Rock Shards
This spell conjures up razor sharp shards of rock, which may be magically hurled at any one monster the caster can "see". They will inflict 3 Body Points of damage, one of which is undefendable. Victims may then defend by rolling 2D6 for the remaining two points of damage. For each 6 rolled, the damage is reduced by 1 Body Point.
Stone Bind
This spell may be cast on any target the caster can "see", binding them in stone. Targets take 1 Body Point of crushing damage and they cannot move or attack for 1D6 turns, but they may defend. Targets resist the spell by rolling 1D6 per Body Point, and by rolling a 6 they break free.
Tremble*(5)
The caster causes the walls of the entire dungeon to tremble for one turn, creating confusion and chaos. All characters, with the exception of the caster, miss their next turn while they reorient themselves. Characters defend by rolling one combat die for each Mind Point. By rolling 2 black shields, the character defends.
Earth Rise
This spell infuses one pebble with a massive amount of Earth Magic. This pebble can then be thrown at any one monster you can "see". In mid-flight, this pebble will transform into a boulder without changing velocity. This boulder will do 2D6 Body Points of damage to whomever is struck. Monsters with at least one open adjacent space may defend by rolling 1D6 per present Body Points. By rolling at least two 6's, the monster dodges and gets to move one space adjacent. The boulder continues forward until is strikes a wall or closed door, or any other character in its path (hero or monster), who may then attempt to dodge
Earth Sink
This spell is the opposite of Earth Rise, and can be used to rob one pile of rocks (Falling Block Trap) of its vital essence. This pile will then shrink in size until it is no more than a pile of pebbles.
Oubliette
This spell will open up a pit underneath one monster the caster can see. The monster then rolls 1D12 for each of his body points. If he rolls a 10 or higher, he is allowed to move one space adjacent. If there are no adjacent spaces available, or if he fails to roll at least 10, he is trapped and cannot move. If the character has not succeeded in getting out by the second attempt, the pit closes on top of them, crushing them and doing 1d4 points per round. This damage continues until they escape or until they die. If they escape the pit vanishes.
Stone Bastion
The caster raises a massive stone wall at a point within line-of-sight, blocking a 3-space-wide passage for 1D6 turns. Characters adjacent to the wall when it forms take 3 Body Points of damage. 1 Body Point is undefendable, but monsters may resist the last 2 points by rolling 2d6, and for each 6 they roll the damage is reduced by 1 point. The wall prevents movement and line-of-sight through it.

GeoShards
This spell causes 1D6 connected squares the caster can "see" to burst forth with razor sharp crystals. Characters standing on these squares may defend immediately or on a future turn by rolling 1D8 per present Body Points. If Victims roll two 8's, they are allowed to move to one open adjacent space. If they fail to roll two 8's, or if there is no open space adjacent to them, the victim suffers 2D4 Body Points of damage, undefendable. Victims do not have to roll both 8's at the same time. If they roll a single 8 on their first turn, and a single 8 on their second turn, they still escape. A character trapped on one of these squares takes 2D4 Body Points of damage every turn until they escape or die. Treat sharded squares the same as "Falling Block Traps".
Hammer of Cha-Grinda
This spell summons forth a battle hammer in the likeness of the one used by the ancient Earth Spirit, Cha-Grinda. This hammer lasts for 2+1d6 turns, and when using this hammer, you roll 8 combat die to attack. This hammer may only be used by the caster, and may only attack adjacent characters. After 2+1d6 turns, or if the caster ever loses contact with the hammer, it shatters into dust. Note: This hammer automatically clears Falling Block Traps. In addition, if attacking a Fire, Wind, or Water Elemental you may roll 10 Combat Die to attack, but if the hammer is ever used to attack an Earth Elemental, it shatters.
ShatterShock
When invoking this spell, the spellcaster draws on the powers of the stone beneath them, then slams their fist into the ground. This shock creates a mole-tunnel effect for up to 2D6 spaces (the caster can choose less, but not more) straight in any direction the caster chooses. Any characters standing on one of these squares rolls one combat die. On any roll except a black shield, the character is thrown to the closest available space (in any direction) and automatically loses two Body Points and their next turn. Any non-magical doors in its path are also blown open, and any non-magical walls in its path are blasted through (treat as a secret door). Note: This spell passes right under or through magical doors and walls and any other obstruction until it reaches its maximum length. Any character (hero or monster) standing one space adjacent to the line loses 1 Combat Die in both attack and defense for 1 turn due to shock.
Stoneheart Aegis
The caster summons forth stone that seems to infuse one hero (which can be themselves). This spell has two effects: First it fills the hero with the Strength of Earth. If the hero attacks a monster for the duration of the spell and they do at least one Body Point of damage, the spell adds 1 more additional point of damage. Secondly, it imbues the Hero with Earth's Resilience, granting +2 defense dice and +2 Body Points for 1+1D6 turns. These Body Points are infused into the rock that infuses them and are temporary, and as such they can exceed the hero's starting Body Points. The spell lasts 1+1d4 turns. (Once the spell effect ends any Body Points in excess of the hero's starting points are lost.)

Boulder Barrage
The caster summons 1D4+2 massive boulders and magically hurls them at any monsters in line-of-sight, each dealing 4 Body Points, 2 points undefendable. The caster may target the same monster, or multiple monsters, at the caster's discretion. Monsters may defend by rolling 2d6, and for each 6 they roll it reduces the damage by 1. Targets hit lose their next turn.

ElectroStatic Charge
This spell will temporarily electrify one hero's weapon, giving them 2 extra attack die. The spell will last for two turns, and must be cast on a metal melee weapon.
Genie by: MB
This spell conjures up a genie who will do one of the following, open up any door on the board (revealing what lies beyond) OR use 5 combat dice to attack any monster within your line of sight.
Poison Spray
This spell causes a burst of poisonous gas to come shooting out of the caster's hand. The gas will envelope one monster the caster can "see", and will do two Body Points of damage. Monsters defend by rolling 2d6, and for each 5 or 6 rolled the damage is reduced by one Body Point. Undead are Immune to Poison Gas.
Swift Wind by: MB
This spell may be cast on one Hero, including yourself. Its powerful burst of energy enables that hero to roll twice as many red dice as normal the next time he moves.
Tempest by: MB
This creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.

Bane
This spell will create a cloud of poisonous gas that will envelope one room (or a radius of 3 spaces outdoors). All characters in that room will suffer 2 Body Points of damage. Creatures defend by rolling 2d6, and for each 6 rolled the damage is reduced by 1 point. Undead are immune to Poison Gas.
Flight*(6)
This spell may be cast on any character, including yourself. It lifts the character into the air, thus avoiding any traps, sprung or unsprung. It also enables the character to roll up the 3 extra movement die on their next turn (for a maximum of five). At the end of their turn, they character settles to the dungeon floor, and is subject to any traps on the space they stop on.
Gale Burst
This spell creates a gust in a 2x2 square area the caster can "see". Targets in the square are pushed 2 spaces away in any direction the caster chooses, as long as it is in a straight line. Targets also may not physically attack another creature for 1 turn. Targets take 1 Body Points of damage and stop moving if they hit an obstacle, which could be a door, wall, piece of furniture, or another target. Targets defend by rolling 1d6, and if they roll a 5 or 6 they are unaffected. If multiple targets are in the square, the target furthest away from the caster moves first. If a target is pushed upon a trap they set it off as normal.
Rainstorm*(7)
The caster summons a torrential fall of rain on four connected squares he can "see" (squares can be adjacent or diagonal). Any characters caught under the rain roll 1D6. On a roll of 1-3, lose one turn; 4-5, lose 2 turns; 6, lose three turns. Targets defend by rolling 1d6 at the beginning of each turn they lose. If they have a space adjacent to them that is out of the effect of the spell and they roll a 6 they may move out of the effect of the spell.
Whirling Dervish
This spell may be cast on any one bladed melee weapon, causing a whirlwind to surround the blade. The next time a Hero uses the weapon to attack they may attack every monster they can reach within a one-space radius. Although the Hero may start their attacks with any monster within range, the attacks must then be resolved sequentially in counter-clockwise order. If the weapon is not used within three turns the winds disperse.
Winds of Speed
This spell may be cast on any Hero you can "see", including yourself. This spell will cause the recipient to speed up, giving them two attacks for the next D6 turns.

Lightening Storm
This spell creates a room full of clouds which throw lightening, inflicting 3 Body Points of damage on all characters in the same room with the spell caster (or within a 3 space radius outdoors). The caster is unaffected. All victims immediately roll 2D6. For each 5 or 6 rolled, the damage is reduced by 1 Body Point. Not used in corridors.
Tempest Vortex
The caster summons a swirling vortex centered on one space the caster can "see". This vortex affects all spaces in a 2-space radius from the center square. All characters in the area take 4 Body Points of damage (1 undefendable) as they are thrown around the room. All characters in the area of the spell's effect may be shifted two squares in any direction the caster wants. Monsters moved onto trapped squares against their will set them off. Characters defend the damage by rolling 3D6; each 5 or 6 reduces damage by 1 Body Point.

Wall of Wind
This spell may be cast on any character, including yourself. It creates a wall of swirling wind around that character that defeats ALL projectile spells and weapons (except lightning) fired at (or by) that character. Also, any character (hero or monster) that starts their turn within a one space Radius of the recipient is caught in a tempest and misses their next turn. Any monster who deliberately enters the spell effect area has to roll 1d6 per Body Point. If they fail to roll two 5's or 6's (or one 5 and one 6) also lose the remainder of their turn and any actions they were going to take. The whirlwind lasts 2 turns.
Windrider's Boon
The caster selects one hero (which can be themselves) and summons forth a small vortex that surrounds their arms and legs. This infuses the Hero with storm's speed, granting +2 attack dice and the ability to move through characters and obstacles for 1+1D4 turns. If that hero attacks a monster and successfully does at least 1 Body Point of damage they may choose to fire part of the vortex at that monster, pushing them 1 space directly away from the hero (provided that space is clear. If not there is no effect). Monsters who are pushed onto traps against their will set them off. Monsters defend the push by rolling 1D8 per Body Point, and by rolling an 8 they resist.

Lightening Web
With a pulse of power, the caster of this spell summons up a web of lightning. This web will strike any and all characters standing within a four-space cone in front of the spellcaster. All creatures hit by this web lose 4 Body Points, undefendable.
Storm's Wrath
The caster summons a storm in a 4-space radius, dealing 4 Body Points (undefendable) and scattering characters 2 spaces randomly. Targets can defend the push by rolling 1D8 per Body Point, and if they roll an 8 they resist the push. Scattered characters lose their next turn.
Winds of Return
Causes the spirit of a fallen comrade to return to its body with half its normal Body and Mind Points (rounded down).


Bladestream
This spell wraps one melee weapon in a swirling, spinning blade of water that functions similarly to a chainsaw. When attacking with a bladestreamed weapon the wielder rolls two extra combat die. The spell lasts until the wielder can no longer "see" a monster.
Icicle
This spell can be cast on any monster, pelting them with ice shards. It will inflict 2 Body Points of damage. The victim then rolls 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Liquefy
This spell transforms the caster temporarily into liquid. The caster may then move 2D10 spaces before returning to solid form. While in liquid form, the caster may ignore any unsprung traps, however, you may not move past sprung traps, especially pit traps. A liquefied character may move into a pit trap with no penalty.
Poison Blade
This spell will allow the caster to coat one bladed weapon with poison (dagger, short sword, long sword, etc). If the player wielding the weapon attacks and does at least 1 Body Point of damage the poison will do 1 additional Body Point of damage, and will continue to do 1 Body Point of damage each turn for 1d3 turns. The poison stays on the weapon for 2d4 rounds or until the wielder makes a successful attack, whichever happens first. Undead may resist the poison by rolling 1 Combat Die per Body Point. If they roll a black shield they resist the poison.
Sleep by: MB*(8)
This spell puts a monster into a deep sleep so it cannot move, attack, or defend itself. The spell can be broken at once or on a future turn by a monster rolling a 1d6 for everyone of its mind points. If a 6 is rolled, the spell is broken. May not be used against the undead.
Veil of Mist by: MB*(9)
This spell may be cast on any one hero, including yourself. On the hero's next move, they are covered by a veil of mist and may move unseen through spaces that are occupied by enemies.
Water of Healing by: MB
This spell can be cast on any hero including yourself. Contact with this revitalizing water will restore up to 4 lost body points, but will not give a hero more than his starting number.
Acid Hands
This spell causes the caster's hands to emit a spray of corrosive acid that can hit any one target the caster can "see". This acid does 3 Body Points of damage. Monsters defend by rolling 2D6, and for each 6 rolled one body point is defended.
Bands of Mist
This spell calls into existence three misty rings around a single monster the caster can "see". A monster caught in these bands cannot move or attack, and their defense is lowered by 2 Combat Die until the bands are broken. The spell may be defended immediately or at the beginning of Zargon's turn by victims rolling 1D10 per Body Point. On a roll of 8 or 9, the bands are broken. (Will not lower a Monster's Defend Die below 1.)
Deluge
This spell conjures up a geyser of water that drenches one character the caster can "see". The water does two points of blunt damage and two points of drowning damage. Characters defend by rolling 4d6, and for each five or six rolled the damage is reduced by one point. Undead & Deep Ones are immune to the drowning damage. (See Elemental Resistances.)
Freeze
This spell calls up a hand of ice which grips and freezes one target the spellcaster can "see". This character cannot move, attack, or defend (etc.) until they break the spell. This spell can be broken at once or on a future turn by rolling a 3 on 1D6, one per mind point.
Healing Vapors
This spell will create a cloud of healing water which will heal up to 2 lost Body Points on every character in the room (or within a 3 space radius outdoors), including the caster, but will not give a character more than his starting number.
Ice Armour
This spell may be cast on any one character, including yourself. That character my throw one extra combat die when defending, or absorb the effects of one fire spell. The spell is broken when the character suffers 1 Body Point of damage, or until it absorbs one fire spell.
Slick*(10)
The caster selects 1-6 connected squares they can "see" (roll 1D6 to determine, spaces may be adjacent or diagonal); these squares are covered with a slick of water and are very slippery. Any character who starts their turn or walks through a square that is slicked must roll 1D6. On a roll of 5 or 6, the character slips, takes one Body Point of damage and must end it's turn there. Slicked squares remain slicked for the remainder of the quest unless the creature on the square is targeted by a Fire Spell.
Tidal Surge
This spell summons up a wave that targets 1 monster the caster can "see", dealing 3 Body Points of damage and moving them 1D6 spaces away in the direction opposite of the caster. Targets stop moving early if they hit an obstacle, which could be a door, wall, piece of furniture, or another target. 1 Body Point of the damage is undefendable, but monsters may defend the remaining damage by rolling 2d6. The damage is reduced for each 5 or 6 they roll. If a target is pushed upon a trap they set it off as normal.

Blizzard
This spell may be cast on any one character, pelting them with magical ice crystals. It will inflict 5 Body Points of damage. The character then rolls 5D6 and for each 6 rolled, the damage is reduced by 1 Body Point. If the spell does at least two Body Points of damage, in addition these cyrstals freeze the target. This character cannot move, attack, or defend (etc.) until they break the spell. This spell can be broken at once or on a future turn by rolling a 3 on 1D6, one die per Mind Point.
Whirlpool
The caster summons a whirlpool at a point within line-of-sight, affecting a 2-space radius. All characters in the area take 3 Body Points of damage and lose their next turn. Characters resist by rolling 1D6 per Mind Point; one 5 or 6 negates all effects.
Wilt
This spell causes a force which will draw all of the moisture out of any one susceptible character, lowering it by 5 Body Points. Characters defend by rolling 1d6 per Mind Point, and for every 6 rolled the damage is reduced by 1 Body Point. Undead, Gargoyles & Armour Golems are not Affected.
Cloud of Healing
This spell will create a cloud of healing vapors which will heal up to 4 lost Body Points on every character in the room, including the caster, but will not give a character more than his starting number. All characters under the spell's effect also gain +1 movement die for 1 turns. (Be cautious with this spell. It will heal monsters.)
Ice Shield
This spell may be cast on any character, including yourself. It forms a protective barrier of frost around that character. Any character who steps within a Radius of one space will suffer 1 Body Point of damage. The target of the spell may move freely around the board in order to deliberately expose enemies to the shield, although the shield will not do more than one point of damage per turn regardless of how many times the target is exposed to the shield. In addition, any character who starts their turn in the area of the spell becomes frozen. A frozen character cannot attack, defend, or move (etc.). Characters defend by rolling 1D6 for each current Body Point. On a roll of 5 or 6 they are freed, The shield remains active for 2 turns.
Icy Wave
This spell summons up a wave of water that deals 6 Body Points of damage to 1 monster the caster can "see", pushing them 2D6 spaces in the direction directly away from the caster (stop on obstacle). Defend with 4D6; each 6 reduces 1 BP. If the target takes three or more points of damage, the target is frozen and cannot move, attack or defend, until they roll a 3 on 1D6, and they get 1D6 per Mind Point.

Maelstrom's Fury
The caster summons a maelstrom centered on one space the caster can "see". The massive whirlpool spreads to cover a 4-space radius, dealing 4 Body Points and pulling characters 2 spaces toward the center. Characters in the maelstrom lose their next turn. Those trapped in the maelstrom defend the Body Point damage by rolling 3d6, and each 6 they roll reduces the damage by 1. They resist the pull of the water by rolling 1d8 per Body Point, and by rolling an 8 they hold their ground and don't move.
Footnotes
The first note I want to make before I start is that one of the changes that I have made to all of J.D.'s originals is that I have put manna values to them. Also, whenever applicable, I have used the terminology of 1D6 to indicate the roll of 1 "red die", which is the same as a D6.
1. No changes, except for a slight re-wording and an the emphasis on "radius" is mine.
2. Original spell did not specify damage done at a diagonal distance, so that is mine.
3. No changes.
4. The spell functions the same as J.D.'s original, except the squares collapsed are considered to be "Falling Block Traps".
5. This spell in J.D.'s original, was undefendable by monsters. I thought this was unfair, so I leveled the playing field. I also put the defense in the wording of the spell rather than in the prologue.
6. I combined Mr. Frazer's "Float" spell with my "Flight" spell to create a conglomerate spell. The new spell functions the same as the "Float" spell, but it has the additional affect of upping your movement roll.
7. No changes.
8. Slight rewording by Karnov. Original by Milton Bradley.
9. Slight rewording. Original by Milton Bradley.
10. No changes.
Back to
Tome of Magic.
Back to
Main Page.