Sleep
This spell will put one monster or player to sleep. He may try to defend himself by rolling one die per Mind point. If he rolls a shield he is unaffected. Once asleep he may not defend if attacked. He will awake if he rolls a six at the start of his turn, or if attacked.
This uses a mechanism of rolling one combat die per Mind point (but doesn't specify whether this is current or starting), rolling a shield (doesn't specify white, black or either), but unstated assumption may be white for heroes and black for monsters as per usual combat rules
Arrows of the Night
You may fire these magical bolts at any target within your line of sight. You may then attack the target with two attack dice and he must defend with as many dice as he has Mind points. Discard after use.
This uses a mechanism of rolling one combat die per Mind point (but doesn't specify whether this is current or starting), rolling a shield (doesn't specify white, black or either) so same as Sleep probably.
Mind Lock
This spell allows a servant of Chaos to freeze a hero’s mind and prevent him from taking any action. The Chaos Sorcerer makes a Mind Attack against his target by rolling a number of combat dice equal to his Mind points. His target defends with as many combat dice as he has Mind points. The defender is frozen for one turn for each skull scored by the attacker. If no skulls are scored against the target, the spell has no effect. A Mind Locked character places one Mind Lock token on his character board for each turn he is affected, removing one for each of his turns. Having removed a token, a frozen character may attempt to break the Chaos Sorcerer’s hold by rolling one combat die for each Mind point. If he manages to roll three skulls or more, he may remove all remaining Mind Lock tokens on his character board. A frozen character may not move, attack or perform any other action, but he may defend against other attacks using only one defend die.
This uses basically the same combat mechanism as physical combat for mind combat, which is neat, although it doesn’t specify whether this is current or starting Mind Points, or which type of shield blocks a skull, presumably White for Heroes and Black for Monsters (as per physical combat), so far so good, but then it confuses matters by introducing a secondary break mechanism (which again doesn’t specify current or starting Mind points) that works in a similar way to the one for Sleep, but needs three or more skulls rather than shields, so effectively this simultaneously introduces two new mind break mechanisms (or one new one and a variant of an existing one)!
This spell also has a second oddity in that it uses the Mind Lock tokens to track the duration of the spell, which is fine, but the appropriate Quest book “Against the Ogre Horde” states that certain spell casters are issued with a number of tokens for each spell, including Mind Lock which control how many times they can cast the same spell. This is doubly inconsistent as the tokens appear to have two different uses during the same spell and breaches the HeroQuest (and Vancian magic) principle of spells being one-off.
Dominate
This spell allows a Chaos Sorcerer to take control of a hero for a turn. The Chaos Sorcerer must attack his target by rolling a number of combat dice equal to his Mind points while the defender does the same to defend himself. The Chaos Sorcerer must score at least two skulls in his Mind Attack. If he is successful, the Chaos Sorcerer places a Dominate counter on the character’s board and may move that character immediately. He may move, cast spells and fight with the character as normal and may attack the other players with him. A character is only Dominated for the duration of the Chaos Sorcerer’s turn. If the attack is unsuccessful, nothing happens.
This mechanism is similar to the new one introduced for the Mind Lock spell but is not exactly the same as that would be too easy. Again no clue as to whether this uses current or starting mind points for either the attacker or defender, no indication as to whether the defender needs to roll white, black or either shields to defend (again assumption is that it is based on hero or monster type) but unlike the previous spell where each unblocked skull equates to one round of duration, here 1 skull does nothing, two or more skulls allow a duration of only one turn.
Mind Blast
This spell allows a Chaos Sorcerer to inflict Mind point damage on another character without having to be next to him or physically attacking him. A Chaos Sorcerer with this spell receives the number of Mind Blast tokens specified in the Quest. Each time he attacks, he must discard one of the tokens.
To attack with a Mind Blast, both characters roll a number of combat dice equal to their Mind Point score and add up the number of skulls they have. The one with the most skulls, be it attacker or defender, then inflicts Mind point damage on his opponent equal to the number of skulls he has in excess of his opponent’s score. If both scores are equal, neither character inflicts any damage. If a character or a monster loses all his Mind points as a result of a Mind Blast, he is knocked unconscious and remains out of play for the rest of that Quest. Mind points are recovered between Quests in the same way as Body points.
Again this is initially similar to the standard physical combat but again is not the same and doesn’t match the previous two spells as it compares skulls with skulls and introduces a brand new unprecedented rule that can back fire on the caster and involve them being attacked and losing Mind points on their own turn. Finally, it introduces a new concept, specifically for this spell, of unconsciousness but doesn’t explain the handling of unconscious characters, apart from stating that the remain out of play for the rest of that Quest. Are they magically transported out of the dungeon, at the point of being rendered unconscious, if so does their equipment, gold and so on go with them, this could be a blessing for that character rather than a curse, effectively a ring of return or escape spell for free.
Also the following spells seem to describe a Mind Attack spell but don't use any such mechanism
Dispell
The Sorcerer may pick one spell-using character and force him to discard one of his spell cards at random. That spell is then lost for the duration of the Quest. Discard after use.
Madness
Cast this spell on one figure to affect it with a frightening madness. The Evil Wizard player may then move that figure on his next turn, although the affected figure may not attack or cast spells. Discard after use.
Fear
The target of this spell is filled with unreasonable terror, and may not attack or cast spells on his next turn, although he may move and defend. Discard after use.