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LIGHT WIZARD'S SPELL BOOK
POWER OF LIFE
Component: Silver Hand
The Wizard lays the silver hand upon the bare wounds of a fallen comrade, and uses it as a channel to pour out a little of his own life energy. The hand gently glows as the wizard casts the Power of Life spell. By means of it, the Wizard may heal any Wounds lost by any one model, himself included. The Wizard can only cast this spell on a model within his own death zone, and he cannot cast it if there is an enemy model within the death zone as well as a wounded comrade he is healing. This spell cannot restore to life a model which has been slain.
STRENGTH OF LIFE
Component: Powdered bones of a Large Monster
Sprinkling the bone dust on himself or any one other model within his death zone, the Wizard draws on the basic energies of life to infuse strength and vitality into the body. The affected character adds +1 to Strength and gains 1 point of Weapon Skill until the next exploration turn.
CLOAK OF PROTECTION
Component: Cloth of Gold
Placing the cloth of gold on his head, the Wizard pronounces the mystic incantation, and the cloth expands to make a shimmering cloak of golden light which covers him from head to toe. This cloak adds +2 to his Toughness against attacks from Undead creatures and Daemons, and +1 to his Toughness against all other attacks. The magical cloak lasts until the next exploration turn. The Wizard can only affect himself with this spell.
BLINDING LIGHT
Components: A Glass Prism and Grave Dust
The Wizard flings the dust into the air, and it is consumed in a blinding flash by pure life energy which is then focused within the glass prism. Rays shoot out from the prism into the eyes of the Wizard’s enemies. All enemy models within the same room or passage as the Wizard suffer a −1 penalty to hit rolls for the rest of the combat (until the next exploration turn).You know only the above Spells at the start of the Game.
ESCAPE
Component: A Lizard’s Tail
The Wizard drops the lizard’s tail behind him when the Heroes wish to escape from an encounter. A sheet of blinding white light springs up at the point where the tail hits the ground – solid life-essence, which no creature can pass through. The Heroes cannot be pursued, and automatically escape the encounter (if they return, apply the standard rules. See page 18 of the Advanced Heroquest rulebook).
RESTORE LIFE
Component: Fossil Leaf
This spell may only be cast when a combat has finished, before the Wizard does anything else. He crumbles the fossil leaf over the heart and eyes of a comrade who has died in the fight just ended (or been killed by a deadly trap, etc.). As he murmurs the incantation, the dust glows green, and miraculously turns into fragments of fresh green leaf! If the Wizard passes an Intelligence test, the glow of life-essence sinks slowly into the body of the fallen Hero: wounds close, breathing starts again, and after a few moments the eyelids flicker and open. The recently-dead Hero is restored to life at full strength.
REGENERATION
Component: Troll Bone Marrow
The Wizard chants some words of power for a few moments over the bone marrow, before handing it to the Hero who is to receive the benefit of the spell. The Hero then completes the spell by eating the bone marrow (or this may be the Wizard himself). Until the end of the next combat, the Hero will recover one lost Wound at the beginning of each GM phase of every combat turn.
REMOVE VENOM
Component: Snake Tooth
The Wizard holds the snake tooth between thumb and forefinger and chants for a few moments. Any poison in the room or passage the Wizard is in is sucked into his body through the tooth, and destroyed by the powerful life-energies that empower the Light Wizard’s magic. All poison in the room or passage is instantly destroyed, be it part of a trap or hazard, or even Rat Poison or Blade Venom carried by a comrade! If any trap or hazard is discovered in the room and the dice indicate that it features poison, it is rendered completely harmless, and any poisoned weapons function only as normal ones.
DAGGER OF BANISHMENT
Component: Miniature silver dagger
Chanting words of power, the Wizard hurls the tiny dagger at an unliving foe – a single Undead model or daemon within a maximum range of 8 squares. As with all ranged combat, the Wizard must have a clear line of sight to the target. The dagger spins and swirls in the air and expands into a glowing dagger of pure life force! If the dagger hits, the creature is destroyed; there is no need to roll damage dice.
When using this spell against a Daemon, however, the Wizard must pass an Intelligence test in order to destroy the creature. If the test is failed, the dagger hits with a number of damage dice equal to the creature’s Toughness score. Greater Daemons are not subject to the instant death effect, but suffer damage dice equal to their Toughness score.
SLEEP OF AGES
Component: A piece of Duck Down
By whispering the incantation of this spell, and waving his hands in a gentle arc, the Wizard lets the feather float to the ground. As he does so, he points to any single model within his line of sight. That model falls to the ground in a deep sleep, and remains asleep permanently until woken.
A sleeping creature can be woken by any comrade which is on an adjacent square, but the waker must spend one full combat turn shaking the sleeper into wakefulness and cannot do anything else at the same time. A sleeping creature can be struck with a +4 bonus to all hit rolls, and the striker adds 2 damage dice and +2 to the roll of each damage dice! The blow(s) then wake the sleeper, if the creature is still alive.
LIGHT OF LEARNING
Component: A lit Lamp
This spell is called upon by a Light Wizard when he wishes to magically see through a closed door to see what may lie on the other side. He chants the words of the spell and his eyes are surrounded by a gentle pale light. As the light of the lamp falls upon the door, the wizard is able to see through it into the passage or room which lies on the other side.
This spell forces the GM immediately to roll up the room type and contents (or passage) if the adventure being played is a randomly generated one. In any event, the Wizard must be given clear details of what can be seen in the room or passage: any monsters, chests, magic circles, and the like. The spell does not allow the Wizard to see anything which wouldn’t be discovered by natural powers of sight, such as a concealed pit trap, for instance.
BANISH FEAR
Component: The Heart of a Lion
The Wizard holds up the lion’s heart, and as he pronounces the incantation the heart begins to beat again, becoming suffused with pure white light! Every friendly model in the Wizard’s death zone when the spell is cast becomes completely immune to fear until the start of the next exploration turn.
Fearsome Monsters do not affect those protected by this spell, and nor do spells which cause fear, like the Bright Wizards’ Flight spell.
LIGHT OF LEARNING
Component: A lit Lamp
This spell is called upon by a Light Wizard when he wishes to magically see through a closed door to see what may lie on the other side. He chants the words of the spell and his eyes are surrounded by a gentle pale light. As the light of the lamp falls upon the door, the wizard is able to see through it into the passage or room which lies on the other side.
This spell forces the GM immediately to roll up the room type and contents (or passage) if the adventure being played is a randomly generated one. In any event, the Wizard must be given clear details of what can be seen in the room or passage: any monsters, chests, magic circles, and the like. The spell does not allow the Wizard to see anything which wouldn't be discovered by natural powers of sight, such as a concealed pit trap, for instance.






Neuralstasis wrote:One thing I noticed that could possibly be changed/fixed in EAHQ is the Orc Champion's speed of 5, which is one lower than a normal Orc, with the same equipment. I think this is just an error from the original AHQ designers. ...
Armour | Bow Skill | Toughness | Speed
Shield | -1 | +1 | —
Leather Armour | -1 | +1 | −1
Chain Armour | -1 | +2 | −2
ORC: WS 6 | BS 5 | S 5 | T 7 | Sp 6 | Br 7 | Int 5 | W 4 | DD 3 | PV 1 | Equipment: Leather Armour, Shield, SwordORC CHAMPION: WS 7 | BS 5 | S 6 | T 8 | Sp 5 | Br 8 | Int 5 | W 4 | DD 4 | PV 2 | Suggested Equipment: Chain Armour, Shield, SwordORC WARCHIEF: WS 9 | BS 3 | S 6 | T 9 | Sp 6 | Br 10 | Int 7 | W 4 | DD 5 | PV 8 | Equipment: Chain Armour, Double-Handed Weapon (Fumble 1–2, Critical 11–12)INVULNERABLE MONSTERS
The rule that at least one 12 must be rolled among the damage dice for a hit to inflict any Wounds at all against such monsters means that a "natural" 12 must be rolled – that is, the 12 face must be uppermost on the D12 after it has been rolled. Some magical weapons (including the Sword of the Flaming Heart in the Quest for The Lichemaster) give the user a bonus on damage dice rolls, but an 11 on the dice to which a +1 bonus is added is not a "natural" 12, and will not be sufficient to inflict Wounds against an Invulnerable Monster.
[...] This does not apply to damage rolled as the result of a free attack or to any attack made with a magical weapon. ...
Ordinary Orcs (and Orc Sentries) should in future be played with Toughness 7.
ORC REFERENCE TABLE
The Orc Monster Reference Table [below] shows an Orc with a Short Bow weapon, for you to use with Orcs who have this ranged weapon. There is also a revision to the Orc's profile: Toughness is 7, and not 8 as in the original Advanced Heroquest rulebook. Ordinary Orcs (and Orc Sentries) should in future be played with Toughness 7.


SENTRIES
There is a special rule for a certain type of monster, these are called Sentries. Sentries add +1 to the GM's surprise roll. ...
ORC SENTRY: WS 6 | BS 5 | S 5 | T 7 | Sp 7 | Br 7 | Int 5 | W 4 | DD 3 | PV 2 | Equipment: Shield, Sword

BRIGHT WIZARD'S SPELL BOOK
DRAGON ARMOUR
Component: Red Dragon Dust
Casting the dust into the air, the Wizard’s gestures pull it into a tightening band of glistening red scales. The segments expand, fuse and encase the target. This spell may be cast on any model in the Wizard’s death zone. Until the next exploration turn, add +1 to the model’s Toughness.
OPEN WINDOW
Component: Silver Key
Shedding only a little blood, an eye opens in the flesh of the spellcaster’s forehead, an eye with no white or iris – just a glittering green light. With this eye, the Wizard may see into a dungeon section that has not already been explored. Pick any potential area that has not been explored (behind a door or past a junction, for example) and generate what is there by the normal means. If there are monsters, they will have no idea that they have been spied upon. If the Heroes enter an area with monsters that have been spied upon, add +3 to the Leader’s surprise roll.
FLAMES OF DEATH
Component: Fire Dust
The Wizard casts a sizzling fireball at the enemy, which engulfs them in white flame. Place a fireball template anywhere within 12 squares of the caster within his line of sight (treat this just like ranged attacks – see the Combat section). Any models, friendly or enemy, which fall under the fireball template are automatically hit. Roll 5 damage dice to see what effect a hit has.
FLAMES OF THE PHOENIX
Component: Phoenix Feather
The Wizard lays his hands upon the bare wounds of a fallen comrade, and takes the pain into himself, to be consumed by the strength of his magic. By means of this spell, the Wizard may heal any Wounds lost by any one model, himself included. There must be no model other than the wounded comrade in the Wizard’s death zone when he casts the spell.You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.
THE BRIGHT KEY
Component: Silver Key
The Wizard clenches his fist tightly, surrounding it with a nimbus of hot light. He then opens his hand, which will take an enormous effort, as if it were encased in rock. When it is finally opened, the Wizard will have created a door where there was none. The Wizard player may place a door in any wall of the section in which the Wizard stands. If this would lead into an unexplored part of the dungeon, and the Heroes choose to open it, first roll a dice. If the result is 4 or less, there is only solid rock behind the door. Otherwise, create the dungeon behind the door as normal.
FLAMING HAND OF DESTRUCTION
Component: Red Dragon Dust
This spell transforms the Wizard’s hands, so that they burn with an intense magical flame, a grim energy that does not consume the flesh, though it seems to blacken all the while the spell is engaged. In any following combat turn, if the Wizard successfully hits a target in combat, the target automatically loses as many Wounds as are shown by the roll of one dice. Do not roll conventional damage dice. The spell dies down at the beginning of the next exploration turn.
FLIGHT
Component: Red Dragon Dust
Strange tendrils of magic leave the palms and fingertips of the Wizard as he casts this spell, which weave to the target like the lash of a whip. As they strike, they cause a brief, blinding agony – and then a desperate desire to run, to be anywhere but this painful place. The Wizard may cast this spell on any one model to which he has whole or partial line of sight before it has moved. The Wizard player may then have the model run in any direction he chooses.
SWIFT WIND
Component: Fire Dust
As the last words are spoken, the air around the Wizard seems to chill, and become slightly opaque. Beyond this glass, all moves very slowly. The aura travels with the Wizard as he begins to move. For one turn, the Wizard and a number of others may move at a very rapid rate. Roll a dice, and halve the result (round up). That many characters may be moved either a maximum of 18 squares (exploration turn) or may double their Speed (combat turn).
POWER OF THE PHOENIX
Components: Phoenix Feather and a Dragon Tooth
From deep within himself, the Wizard utters a shout which carries into the void, to be heard only by the soul of a fallen comrade, beckoning it back to the body it has left. In this fashion, the Wizard may resurrect a dead character. The spell can only be cast the turn after the character was killed. If the Wizard passes an Intelligence test, the character is returned to life at full strength. If he fails, he will actually cast the soul of the dead person into tortured oblivion.
STILL AIR
Component: Phoenix Feather
The complicated words and gestures of this spell are spoken swiftly, as if racing to beat some desperate fate. But the formula also demands that they be broken off at a critical moment, and for an instant the Wizard will freeze, even his heart pausing as the energy courses through his hands. Then, for one turn, no monster in the dungeon section selected by the Wizard may move or attack. The Wizard must have line of sight to the dungeon section to cast this spell.
INFERNO OF DOOM
Components: Fire Dust and a Dragon Tooth
A firestorm leaps out from the Wizard’s outstretched hands, which can render a man to ashes in a few seconds. Place a fireball template anywhere within 12 squares of the caster within his line of sight (treat this just like ranged attacks – see the Combat section). Any models, friendly or enemy, which fall under the fireball template are automatically hit. Roll 7 damage dice to see what effect a hit has. Before casting the spell, the Wizard must make an Intelligence test; if it is failed, only 5 damage dice can be rolled.
COURAGE
Component: Silver Key
The magic that powers this spell is drawn from very dangerous sources indeed, such that the Wizard will actually see ghastly, fell creatures from the corners of his eyes, slavering for his body and soul, reaching talons for his flesh… Then, in an instant, all fear is gone. The Wizard may cast this spell on himself or any model in his death zone. The model's Bravery is automatically 12 until the beginning of the next exploration turn.
JADE WIZARD'S SPELL BOOK
THE GREEN EYE
Component: Small Glass Lens
The Wizard’s stare becomes glassy as a green fire seems to ignite within his eyes. The two bright balls of emerald light grow brighter and larger until they merge into one and, with a loud crack and a cascade of sparks, shoot out a beam of green energy which injures any model in its path. The Wizard should choose a direction to fire the beam. It shoots forward in a straight line in the chosen direction, forming a corridor 1 square wide and 12 squares long. Every model, friendly or enemy, in this corridor of light is automatically hit. Roll 5 damage dice for each model to see what effect a hit has.
THE JADE SHROUD
Component: A Giant Spider’s web
The Wizard waves his hands above the wounded body of an injured comrade, causing a fine mesh of green filaments to drift down and cover the Hero's body, healing any injuries he has. Using this spell, the Wizard restores any Wounds lost by one model, including himself. There must be no model in the Wizard’s death zone, other than the wounded comrade, when this spell is cast.
THE CLOAK OF DAINNE
Component: Green Dragon Dust
Upon throwing the Green Dragon Dust into the air, a thin, insubstantial cloak of pale green light forms in the air and draws itself around the target. It adds +1 to the model's Toughness – and lasts until the end of the next exploration turn. This spell may be cast against any model in the Wizard’s death zone.
THE POOL OF MANY PLACES
Component: A Suspension of Crushed Jade in Water
The Wizard lets a single drop of water fall onto the ground at his feet. As it touches the flagstones it grows in volume until the Wizard is standing next to a pool of deep green water that sparkles with otherworldly energy. The pool can be represented with the pool floorplan. It allows up to 5 models per turn to teleport to another location. Upon jumping into the pool the models disappear, only to reappear elsewhere. The models may be placed on any of the dungeon sections that are currently in play. All of the models must be placed in an area 3 squares by 3 squares centred on the first model placed. The pool lasts until the end of the next exploration turn.You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.
THE JADE CASKET
Components: A Giant Spider’s web and Emerald Dust
The Wizard lays his hands onto the body of a fallen comrade, in an attempt to bring him back to life.
Immediately the Hero levitates and is smothered in a thin cocoon of crystalline material, a deep green in colour. After a few moments the cocoon splits and the Hero inside steps out, fully restored to life. This spell may only be cast on a dead model, and only in the turn after the model was killed. If the Wizard passes an Intelligence test, the character is returned to life at full vigour. If he fails, the Hero appears to be alive, only to crumble into dust mere seconds later as his soul is destroyed and his body falls apart.
THE EMERALD FOUNTAIN
Component: Swamp Dragon Blood
The Wizard raises his hands above his head, placing his palms together for a few moments. His fingers begin to spark and a green mist begins to flow from their tips. Upon easing his hands apart a stream of green energy flows from between them, like water from a fountain, covering his opponents and burning their flesh. It cascades down onto the surrounding area, spitting and crackling with the discharge of vast energies. Every model, friendly or enemy, within four squares of the Wizard take 5 damage dice of injury.
HAND OF DECAY
Component: Spleen of Toad
The Wizard’s hands take on a pale green hue, and the flesh seems to rot away leaving just the pale white of his bones showing through the lumps of peeling skin.
If the Wizard hits a target during this combat, it begins to age and wither, the flesh falling from its body in bloody lumps. Roll a dice; the target loses that many Wounds. Do not roll conventional damage dice. The Wizard’s hands return to normal at the beginning of the next exploration turn.
THE THOUSAND CUTS
Component: A Jade Statuette
A swirling maelstrom of tiny green shards forms around the Wizard’s hand as he crushes the statuette. They spin around in ever-increasing circles, gradually causing the mass of whirling blades to get bigger, until they suddenly detach themselves and hurtle towards the chosen target. They cluster around him, stabbing and slashing his flesh as they constrict and squeeze tighter and tighter. The Wizard may choose any target in his line of sight (treat this as a ranged attack) and up to 12 squares away. The shards surround the target, inflicting 12 damage dice of injury. If the shards fail to cause a Wound on the chosen target they move on to the next nearest model. This process continues until they have wounded one model, at which point they disappear.
MIST OF SPEED
Component: Crystal Vial of Chlorine
As the Wizard utters this spell a thick green mist spews from his mouth, quickly enveloping the area around him. As he moves so does the fog. Beyond the area covered by the cloud, the air is still and time runs slowly. For one turn, the Wizard and a number of others may move at a rapid rate. Roll a dice and halve the number (rounding up); that many Heroes may be moved at either 18 squares (exploration turn) or may double their Speed (combat turn).
THE EMERALD WATERFALL
Components: Swamp Dragon Blood and Emerald Dust
The Wizard throws his arms into the air, clapping his hands together three times. As he does so, a raging torrent of green fire arcs upwards from between his palms. It drenches the surrounding area, sending out bright green sparks into the air as it spits and crackles with unnatural vigour. Every model, friendly or enemy, within four squares of the Wizard take 7 damage dice of injury. Before casting this spell the Wizard must make an Intelligence test; if it is failed, only 5 damage dice can be rolled.


Sorry for the necrobump.



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