Tome of Magic
Faerie Spells
Spell Colleges & Starting Credit Spellcasters are assumed to have a number of spells already learned at game start at no cost. The DM is recommended to grant each magic user a starting credit: 150 Gold for Elves and Mages, 450 Gold for Wizards and Seers. Spell costs are indicated beside the Manna rating of each spell.

Many of these spells first appeared in the Milton Bradley HeroQuest expansion originally titled the "Elf Quest Pack," re-released by Avalon Hill and Hasbro as The Mage of the Mirror — these are marked MM. Others are original to J.D. Frazer JDF, from the Hasbro/Avalon Hill Druid character Druid, or from Milton Bradley MB. All have been rolled into the Faerie Magic school.
Level 1
Bramble WardNew
Summons a barrier of thorny brambles in one square the caster can see, blocking movement through that square for both Heroes and monsters. Any character who attempts to move through suffers 1 Body Point of undefendable damage and their movement stops in an adjacent square. The brambles last 1D4 turns.
Bull StrengthUpdated
Cast on any one Hero, including yourself. Increases the target's Feat of Strength by 1 and grants 1 extra Combat Die when attacking. Lasts 1D4 turns.
Disappear ✦1UpdatedMM
Cast on any Hero, including yourself. The Hero moves unseen for 2D4 turns and may only move and open doors — they cannot attack, search, disarm traps, or cast spells. Performing any of these actions, or stepping on a trap, ends the spell immediately. The Hero cannot be targeted by monsters or spellcasters, though they can still be affected by area spells.
Double Image ✦2UpdatedMM
Cast on the spellcaster or any one Hero. A lifelike image of the Hero appears. Whenever a physical or magical attack against the Hero is successful, roll 1D6 — on a 1, 2, or 3 the image is attacked and the Hero suffers no damage. The spell ends the moment the Hero can no longer see a monster, and does not protect against area attacks.
EntangleUpdated
Roots spring up under one target's feet, wrapping around them and preventing movement. The roots have 3 Body Points and defend with 1 Combat Die. Other monsters may not move through spaces occupied by rooted monsters. Flying creatures, incorporeal creatures, and those lacking solid form are unaffected.
Fungal Rot
Drawing on the natural forces of decay, all Undead creatures in the same room as the caster suddenly sprout mushrooms. This fungal rot deals 2D4 points of damage. Monsters defend by rolling 1D6 per Body Point — each 6 reduces damage by 1.
Glimmer ✦3UpdatedJDF
Summons a shimmering light around the caster's body, illuminating a 2-space radius and cancelling any darkness or darkness magic in the vicinity. Lasts 1D6 turns. Undead are repelled by the light — if attacked by an Undead while under Glimmer, the caster may roll 1 extra Combat Die in defense.
Glimmer Bridge
Creates a magical bridge suspended no farther than 2 spaces, allowing free crossing of pit traps and similar obstacles. The bridge lasts 3 turns, after which it disintegrates — anyone standing on it falls. The bridge can be used by both Heroes and monsters.
Glowfly SwarmNew
Summons a swarm of glowing fireflies that dance around one monster the caster can see, distracting it — the monster rolls 1 fewer Combat Die when attacking (minimum 1). The monster resists by rolling 1D6 per Mind Point; a 6 breaks the spell immediately. Unless broken, the fireflies last 1D4 turns.
Gossamer Wind ✦4JDF
A soft fluttering wind blows in a direction the caster chooses, defeating any missile weapon or spell (except lightning) fired against or within 45 degrees of that direction for 2 turns.
Lifeforce ✦5UpdatedDruid
Cast on any one Hero, including yourself. Translucent plant-like effects — tree bark, branches, leaves — seem to cover the Hero (purely illusory, vanishing when casting completes). Verdant magical power immediately restores up to 4 lost Body Points, without exceeding the Hero's starting total.
Petal VeilNew
Weaves a veil of swirling petals around one Hero, including the caster. The Hero gains +1 Combat Die when defending against ranged physical or magical attacks (e.g., arrows, Ball of Flame). The veil lasts 1D4 turns or until the Hero takes 1 Body Point of damage from any source.
Pixie ✦6UpdatedDruid
Conjures a pixie who can be given one of two commands. "Heal" — the pixie restores up to 2 Body Points to one Hero. "Search" — the pixie reveals all traps and secret doors within line of sight. In addition, if sent into a room with monsters, each monster rolls 1 Combat Die per Mind Point to avoid distraction — rolling all skulls means the monster's next physical attack is reduced by 1 Combat Die (minimum 1).
Pollen BurstNew
Conjures a cloud of shimmering pollen around one monster the caster can see, dealing 2 Body Points of damage. The monster defends by rolling 2D6 — each 5 or 6 reduces damage by 1. True Elementals, Undead, Elves, and Fey (except Dryad) are unaffected. Magical Beasts and Nature Spirits (except Dryad) are vulnerable — if they take at least 1 Body Point, they cannot move on their next turn unless they roll 1D6 per Mind Point and get a 6.
PureUpdated
Cast on any one Hero, including yourself. Restores up to 2 Body Points lost to poison darts or needles, or restores up to 2 lost Attack and/or Defend Dice lost to venom, removing the venom in the process. This effect lasts 1D4 turns, proactively preventing the Hero from being poisoned again during the spell's duration.
RegenerationUpdated
Cast on any one Hero, including yourself. The recipient appears to wear a glowing crown of holly leaves and berries. They regenerate 2 lost Body Points per round for 1D6 rounds. Will not exceed the Hero's starting total.
RuseUpdated
Multiple images of the spellcaster appear, granting the caster 2 extra Defend Dice. Lasts 2 turns.
Seer's EyeUpdated
Produces an undetectable, floating, invisible eye remotely controlled by the caster. The eye moves at 2D8 per turn and lasts 1D6 turns. It may pass through characters but not solid objects (doors or walls). It may also be used to search occupied rooms for traps and secret doors.
ShadowStrikeUpdated
Cast on any one Hero, including yourself. On their next turn, this character may teleport anywhere they can see (maximum 10 squares one-way), perform an action, and return.
Shapeshift ✦8Druid
Drawing from primal Nature, the caster takes on the aspect of the Bear, gaining 1 additional Defend Die and 1 additional Attack Die when attacking an adjacent monster. The spell ends when the caster suffers 1 Body Point of damage.
Slow ✦7UpdatedMM
Reduces one monster's movement to 1 square per turn and reduces their Combat Dice by 1 in both attack and defense (minimum 1 each). The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a total of 10 or higher breaks it.
SpiderwindUpdated
Cast on any one Hero, including yourself. A magical wind infuses the target with the essence of the spider, increasing their Feat of Dexterity by 1 and granting 1 extra Combat Die in defense. Lasts 1D4 turns.
Spore CloudUpdated
Conjures a cloud of noxious toadstool spores filling 3 adjacent squares. Targets that start their turn in or pass through the cloud lose 2 Combat Dice in both Attack and Defend. Targets defend by rolling 2D6 — each 6 reduces the penalty by 1 die. The cloud is mostly opaque; ranged attacks (physical or magical) into or through the cloud miss unless the attacker rolls a 6 on 1D6. Lasts 1D4 turns. Elves, Druids, Seers, and monsters with the Fey attribute see clearly through the cloud.
Summon Nature SpiritUpdated
Summons a small bright-green floating nature spirit that follows the caster. Though not intelligent, it functions as a mobile healer and can be given two commands. "Heal" — the spirit heals the caster or any Hero within 3 spaces of the caster the moment they take damage, until it has distributed 5 points of healing total, at which point it vanishes. "Save" — the spirit gives all its healing to the first Hero within 3 spaces to drop to zero Body Points, then ceases to exist.
ThornskinUpdated
The caster sprouts thorns. When attacked in melee, the caster may reflect up to 3 skulls back at the attacker — those skulls are treated as if the caster had attacked the target (the target then rolls defense normally). Before rolling defense against any attack, the caster chooses how many skulls to reflect. Reflected skulls may be split across multiple attacks; after 3 total skulls have been reflected the thorns fall off. Spells and ranged attacks are unaffected. The thorns vanish after 1D6 turns if unused.
Twist Wood ✦9MM
Causes any wooden item to become so warped it is rendered useless. Utterly destroys wooden weapons (bows, staffs, crossbows) and can also be used against doors and furniture. When used against doors or furniture, roll 1D100 — on 85 or lower the item is destroyed. Magical wooden items receive the same 15% chance of defense.
Vine Whip
A vine lashes from the caster's hand at any target they can see, dealing 2 Body Points of damage. The target defends by rolling 2D6 — each 5 or 6 reduces damage by 1.
Wyrding TouchUpdated
A wilting energy surges into the caster's finger. The caster need only touch an adjacent monster to deal 1 Body Point of damage. The monster defends by rolling 1D6 per Body Point — a 6 defends. If not defended, the spell continues to deal 1 Body Point per turn for 1+1D4 turns.
Level 2
AfterClapUpdated
Covers one magic-using Hero in the same room as the caster (including the caster) with an aura that doubles the effect of the next spell cast. Roll 1D6 when casting AfterClap — success on a 3 or higher. Offensive spells double their damage; defensive spells double their defense; utility spells double their strength or duration (player's choice); healing spells double their healing.
Bramble ShieldNew
Thorny brambles cover the skin of one Hero the caster can see, granting 2 additional Combat Dice in defense. If a monster successfully hits the Hero in melee and deals at least 1 Body Point, the attacking monster also takes 1 point of undefendable damage. The brambles fall off after 2+1D4 turns or after reflecting 2 Body Points of damage, whichever comes first.
Burnished GauntletUpdated
A burnished gauntlet appears and strikes one monster the caster can see. The caster rolls 1D6 per Mind Point; the victim rolls 1D6 per Body Point. If the caster's roll is higher, the victim is rendered unconscious and may not move, attack, defend, or cast spells for 2 turns. If the victim's roll is higher, the spell is ineffective. On a tie, both sides reroll.
ConfuseUpdated
Mushroom spore clouds sow confusion — all monsters in the same room as the caster begin attacking whatever is closest. The spell may be broken on a future turn by rolling 1D6 per Mind Point; two 6s (which need not be rolled on the same turn) break the effect. If not defended, the spell lasts 2+1D4 turns.
Deep Sleep ✦12UpdatedMM
Cast on any monster the caster can see. Enchanted sand surrounds the monster and it falls asleep immediately for 1D4 turns. Undefendable by monsters with fewer than 3 Mind Points. Monsters with 3 or more Mind Points defend by rolling 1D6 per Mind Point above 3. Sleeping monsters may not perform any action, including defending against spells or attacks.
DisguiseUpdated
Faerie glamour allows the caster to assume the shape of any humanoid monster or character seen that game (humanoid = solid, two arms, two legs, one head — wolves, spiders, and incorporeal undead are excluded). No stats or abilities are changed. Creatures with more than 5 Mind Points may see through the disguise by rolling 1 Combat Die per Mind Point above 4 — a black shield sees through it. While disguised among monsters, the caster may search for traps or secret doors and cast defensive, utility, or healing spells freely. However, searching for treasure, attacking, casting offensive spells, or dealing any damage instantly breaks the disguise. The disguise lasts 5 turns or until the caster takes at least 1 Body Point of damage.
Faerie LifeforceUpdated
All Heroes the caster can see light up with a dull pink light, healing 1D4 Body Points each. Will not exceed a Hero's starting total.
Flitting ShadowsUpdated
Faerie trickery floods one monster's peripheral vision with flitting shadows. The target is thoroughly distracted, reducing attacks and defense by 2 dice each (minimum 1). Spellcasting monsters attempting to cast while affected must roll 1 Combat Die per Mind Point — at least one white or black shield maintains concentration. The spell lasts 1D6 turns. Monsters defend by rolling 1D6 per Mind Point — two 6s (not necessarily on the same turn) shake off the effect. Spellcasting monsters may attempt to shake off the effect before casting retaliatory spells.
HarmUpdated
Summons a mote of pure life energy hurled at any Undead creature the caster can see, dealing 2+1D4 points of undefendable damage.
Hypnotic BlazeUpdated
The caster calls forth an illusion of a massive animated blaze in any one empty space they can see. All monsters and Heroes with line of sight to that square (except the caster) are paralyzed for 1D4 turns — unable to move, attack, defend, or perform any action. Victims roll 1D6 per Mind Point; two 6s (not necessarily on the same turn) shake off the effect.
MaelstromUpdated
Conjures 3 thorny, leaf-shaped magical missiles that can be fired at any monster the caster can see, dealing 3 Body Points of damage — the first of which is undefendable. The monster rolls 2D6 to defend the remaining 2 — each 5 or 6 reduces damage by 1.
Prismatic SprayUpdated
Summons a beam of energy cast on any character for 2 Body Points of damage. Defend by rolling a 5 or 6 on 2D6. Roll 1D8 for the energy type. This spell invokes Elemental Resistance.
1Red — Fire
2Orange — Maelstrom
3Yellow — Lightning
4Green — Poison Gas
5Blue — Ice
6Indigo — Holy Water
7Violet — Acid
8Multi-Hued — Double Damage; reroll twice (ignoring 8s), damage stacks
Restore MindUpdated
Cast on yourself or any Hero in sight. The caster summons an illusion of a serene forest pool, restoring up to 4 Mind Points without exceeding the Hero's starting total. Also shores up mental defenses — the target cannot lose Mind Points for 1D4 turns.
Sarnac's Magic BladeUpdated
Creates a 4-foot blue magic sword from the caster's outstretched hands. Lasts 1D8 rounds. When attacking with this blade, roll 5 Combat Dice. Attacks may be made diagonally, and the caster may attack immediately upon casting.
Swarm StrikeNew
A swarm of venomous fireflies strikes one monster the caster can see for 3 Body Points. The monster defends by rolling 3D6 — each 5 or 6 reduces damage by 1. If at least 1 Body Point is dealt, the monster loses 1 Attack Die for 1D4 turns. Monsters with the Fey attribute are immune.
Thorn WhipUpdated
A vine lashes from the caster's hand at any monster they can see for 2 Body Points of damage. The target defends by rolling 2D6 — each 6 reduces damage by 1. If hit for at least 1 Body Point, the thorns deal an additional 1D4 points of undefendable damage.
Vine SkeletonUpdated
Cast on the bones of any dead skeleton. A small plant spirit is summoned and uses vines to rebuild the skeleton, which then follows and obeys the caster until destroyed. Stats: 2 Attack Dice, 2 Defend Dice, 2 Body Points, 2 Mind Points. The skeleton may be equipped with one weapon — either a Broad Sword or a Bow — which cannot be changed later. The skeleton cannot be healed.
Level 3
Blade DanceUpdated
When cast on a weapon, the weapon attacks on its own. Requires at least 16 Manna Points to cast; the caster must expend 4 additional Manna Points for each subsequent turn they wish the spell to continue. The blade attacks any target the caster can see, or the strongest monster in the room — at the caster's discretion.
Eerie Song (Song of the Sidhe)Updated
The caster calls forth the mournful song of the Lost Faerie. All characters within earshot are rooted to the spot for 1D6 turns. Their actions are not restricted — they may still attack, defend, and cast spells, but cannot move. Monsters with the Fey attribute are immune. Undead are resistant and may attempt to resist by rolling 1D6 per Mind Point — a 5 or 6 resists.
Glimmer VeilNew
Summons a Will-o'-the-Wisp that orbits the caster or one Hero in sight, cloaking them in faerie light and granting +2 Defense Dice plus immunity to one enemy spell. Lasts 1D6 turns or until the Will-o'-the-Wisp absorbs one spell.
Hedge
A magical hedge grows from floor to ceiling, filling 3D4 connected spaces. Each square is alive — if a character stands adjacent, it attacks by hurling thorns worth 2 Combat Dice. Each square has 2 Body Points and defends with 2 Combat Dice. A character may not see or pass through a hedge square until it is destroyed.
Majik War PaintUpdated
A small vial of majik war paint is summoned, usable on the caster or one adjacent Hero. The paint turns the recipient into a berserker, granting 2 extra attacks per turn and 2 extra Combat Dice in both attack and defense. Lasts 2+1D4 turns or until the character can no longer see a monster, whichever comes first.
Moonlit SanctuaryNew
The caster raises their hands and a powerful illusion stretches above — the ceiling disappears, replaced by a full night sky and moon. Beams of moonlight shine on Heroes, granting 2 extra Combat Dice in defense. The illusion also illuminates the entire room, overpowering even magical darkness. Lasts 2+1D4 turns. (Covers a 3-space radius if cast outdoors.)
Mornac's Starblades
Creates 1D6 magical star-shaped blades functioning as magical throwing daggers. Each deals 1 point of undefendable damage to any monster in the caster's line of sight. The blades last 2 rounds each. One blade may be thrown per round, and one may be thrown at the moment of casting.
Pixie BarrageNew
Summons a cloud of pixies in any open space the caster can see. The pixies pelt one monster adjacent to the cloud with glowing darts for 2 Body Points of undefendable damage. If more than one monster is adjacent, the caster chooses the primary target; a second monster may also be targeted for 1 point of damage. Monsters with the Fey attribute may defend by rolling 2D6 — each 5 or 6 reduces damage by 1.
ShatterUpdated
Simultaneously crystallizes and shatters one target the caster can see, instantly killing it. Victims defend by rolling 1D8 per Body Point — an 8 defends.
SunburstUpdated
A brilliant flash of light emanates from the caster's hand. All characters within a 3-space cone miss one turn while regaining their sight. Any character within 1 space of the caster takes 1 Body Point of damage from the heat. Fire Elementals are immune. Incorporeal Undead miss two turns while reforming, but gain an extra Combat Die in defense while doing so unless attacked by anti-Undead weapons.
SwarmUpdated
Summons a swarm of hornets dealing 2 Body Points of damage to all characters in the same room (or within a 3-space radius outdoors). All victims roll 2D6 — each 1 rolled reduces damage by 1 Body Point. True Elementals and incorporeal Undead are immune.
TanukiUpdated
The caster transforms into a statue for 1D6 turns. They cannot move or attack, but spellcasting is unrestricted. Defense is tripled against both attacks and spells. The spell may be voluntarily ended at any time.
Tinkling LaughUpdated
A musical laughter erupts from any space within the caster's line of sight. The two monsters closest to the laughter are drawn to that space, breaking the spell upon arrival and allowing them to behave normally. Monsters with the Fey descriptor are immune. Undead may resist by rolling 1D6 per Mind Point — a 5 or 6 resists. When multiple monsters are equidistant, the caster chooses which are affected.
Warp
One target the caster can see has their perceptions completely warped for 1D6 turns. The target moves in a random direction each turn (roll 1D4: 1=N, 2=E, 3=S, 4=W) and does not attack until the spell is broken. Characters defend by rolling 1 Combat Die per Mind Point — two black shields break the spell.
Wild SummonNew
The caster lets out a cry and a powerful fey creature manifests, immediately attacking one monster the caster can see. The creature has 4 Attack Dice, 4 Defend Dice, 4 Body Points, and moves 6 spaces per turn. If it destroys its target, the caster may direct it to a new target at no action cost. If not killed, the creature vanishes after 1+1D4 turns. The creature refuses to attack any monster with the Fey attribute.
Level 4
Auralon's Deflective PlatesUpdated
Creates 3+1D4 glowing circular plates that surround only the caster. Each plate grants 1 extra Combat Die in defense. The spell lasts one round per plate.
Fey WildfireNew
Conjures blazing fey flames across a 3×3 square area within line of sight. Every target without the Fey attribute takes 4 Body Points of damage and continues to burn for 1D3 turns at 1 Body Point per turn. The initial damage may be defended by rolling 3D6 — each 6 reduces damage by 1 (maximum 3 reduced). The burning may be extinguished immediately or on a future turn by rolling a 6 on 1D6. Fey creatures instead take 5 Body Points of undefendable damage but do not continue to burn.
Glamour MazeNew
Summons an illusory maze filling the room for 1+1D4 turns. Monsters cannot move or attack unless they resist by rolling 1D6 per Mind Point — a 6 breaks the effect. Heroes move, attack, and cast spells freely but cannot search (traps, secret doors, or treasure). All affected may attempt to resist by rolling 1D6 per Mind Point — a 6 resists.
Pixie SwarmNew
Summons a swarm of pixies that heals 4 Body Points to all Heroes over 2 turns (2 BP/turn). Heroes also gain +1 Combat Die to attack for 2 turns. The swarm may be attacked as one entity — 4 Body Points, 4 Combat Dice to defend. If destroyed, all healing stops.
Thorn FortressNew
Surrounds the caster or one chosen Hero in sight with a thorny barrier for 2+1D4 turns, granting 3 additional Combat Dice to defend. Anyone who attacks the protected Hero in melee takes 2 Body Points of undefendable damage per attack. The barrier also absorbs one spell before breaking.
Level 5
Elixir of the FeyUpdated
Conjures a vial of magical liquid with several uses. Given to a living character: automatically restores all wounds and grants +1 Defend Die for 2 rounds. Given to a dead character: restores them to life with half their Body Points. In both cases, all debuffs and negative effects are removed.
Eternal GroveNew
Envelops all Heroes in the room (or a 3-space radius) with a regenerative grove for 1+1D4 turns. Grants +3 Defend Dice and heals 1 Body Point per turn. The grove absorbs one spell per Hero.
Fey AscensionNew
Channels fey power into one Hero in line of sight, granting +3 Attack Dice, +3 Defend Dice, and double movement for 1D6 turns. When the spell ends, the Hero is exhausted and may not attack for 1 turn.
Flock of DoomUpdated
Summons a flock of birds attacking every monster in the same room as the caster (or within 3 spaces outdoors) for 5 Body Points of damage. Each monster rolls 3D8 — each 8 reduces damage by 1.
Summon Faerie Ring
Summons a ring of mushrooms around the caster, placing them in a ring of power. All subsequent Faerie spell effects are increased by 1½× (round down), and Chaos spell effects targeting the caster are halved. Attack and defend dice are unaffected. The spell is broken the moment the caster moves.
Footnotes & Design Notes

One change made to all J.D. Frazer spells: Manna values have been added. Also, wherever applicable, 1D6 indicates the roll of one red die (same as a D6).

✦1 MM Altered to make it more similar to the invisibility spell in D&D.

✦2 MM No change.

✦3 JDF Slight rewording; no real difference.

✦4 JDF Only change: spell now lasts 2 turns.

✦5 Druid No change.

✦6 Druid Functions identically to the Hasbro/Avalon Hill spell; reworded for clarity.

✦7 MM Changed to make the spell easier to defend.

✦8 Druid No change.

✦9 MM No change.

✦10 JDF Defendability of this spell increased.

✦11 MM No change; moved to 2-Manna cost as it felt more powerful than Level 1.

✦12 MM (See ✦11)

✦13 JDF Updated to end if the player does anything overtly aggressive (consistent with D&D). Moved to Level 2 as a second invisibility spell at Level 1 felt redundant.

✦14 JDF Made undefendable for all characters and placed in Bard earshot terms.

✦15 JDF No change.

✦16 JDF No change.

✦17 JDF Defense placed in the wording of the spell.