Magic & Spells

How spells work in HeroQuest: the four elemental schools, the spell draft between the Elf and the Wizard, once-per-quest casting, and Zargon's Dread spells.

How Magic Works

Among the four core heroes, only the Elf and the Wizard cast spells. Hero spells come in four elemental schools, Air, Earth, Fire and Water, with three spell cards in each: twelve in all.

Spells aren't fuel to be saved for a final battle. They are twelve one-shot answers per quest, renewed every time you get home.

The Spell Draft

Before each quest the two casters split the schools:

flowchart TD A["Wizard picks one school"] --> B["Elf picks one of the other three"] B --> C["Wizard takes the last two"] C --> D["Wizard: 9 spells from 3 schools"] C --> E["Elf: 3 spells from 1 school"]

For a first game the rulebook suggests the Wizard take Fire and the Elf Earth, which leaves Air and Water to the Wizard as well. Because the Elf always ends up with whichever school they choose, the real question at the table is which school the party most wants in the Elf's hands: the Elf has more Body Points and can fight, so a healing school there keeps healing alive if the Wizard falls.

The Twelve Hero Spells

Classic edition (1989–1990): the names and effects below come from the classic North American spell cards. The 2021 cards use the same four schools of three; check your own cards for exact wording, since this guide hasn't verified every 2021 card line by line.

Air

  • Swift Wind: speeds up one hero's next move.
  • Tempest: a whirlwind surrounds one monster, which misses its next turn.
  • Genie: a genie either opens any door on the board, revealing what lies beyond, or attacks one monster in line of sight with 5 combat dice.

Earth

  • Heal Body: one hero (you included) regains up to 4 lost Body Points, never above their starting total.
  • Rock Skin: one hero rolls 1 extra Defend die until they next lose a Body Point.
  • Pass Through Rock: on their next move, one hero may move through walls. Ending the move inside solid rock traps them forever.

Fire

  • Fire of Wrath: deals 1 Body Point to one monster, unless it rolls a 5 or 6 on one red die.
  • Courage: one hero rolls 2 extra Attack dice on their next attack. The spell breaks as soon as that hero can no longer see a monster.
  • Ball of Flame: deals 2 Body Points to one monster; it then rolls two red dice, and each 5 or 6 cancels 1 point.

Water

  • Water of Healing: one hero regains up to 4 lost Body Points, never above their starting total.
  • Sleep: one monster falls asleep and can't move, attack or defend. It can break the spell at once or on a later turn by rolling one red die per Mind Point and getting a 6. Doesn't work on Skeletons, Zombies or Mummies.
  • Veil of Mist: on their next move, one hero may pass unseen through squares occupied by monsters.

The Numbers Behind the Spells

Using the classic card effects above:

SpellResultChance
Fire of WrathDeals its 1 Body Point66.7%
Ball of FlameDeals 2 Body Points44.4%
Deals 1 Body Point44.4%
Deals nothing11.1%
Genie (attack)Wounds a monster with 4 Defend dice84.1%
Heal Body / Water of HealingRestore up to 4 Body Pointscertain

Ball of Flame averages 1.33 Body Points and ignores Defend dice entirely, which is why it shines against high-defense monsters. For comparison, the Barbarian's 3 Attack dice wound a 4-Defend monster only 62.9% of the time.

Sleep depends on the target's Mind. Each roll to break it succeeds 16.7% of the time against a 1-Mind monster, 30.6% at 2 Mind, 42.1% at 3 Mind and 51.8% at 4 Mind (Goblin, Orc, Dread Warrior and Gargoyle on the classic chart). Use it on high-attack, low-Mind targets, and plan to kill the sleeper quickly: it can't defend while asleep.

Spell Draft Lab

Run a draft, then cast spells from each hand. Every card can be used once; New quest brings them all back, just as the rules do.

Step 1: the Wizard picks a school.

Pick the Wizard's first school.

Using Spells Well

Zargon's Dread Spells

Zargon has a deck of 12 Dread spells. They aren't cast freely: the quest notes say which monsters or villains carry which spells, and some Dread spell cards are only used in quest packs or custom quests. A monster casting a spell uses its action for the turn, just as a hero does.

Mind Points are a hero's defense against this magic. Barbarians with 2 Mind are the most exposed; Wizards with 6 the least.

Classic edition (1989–1990): the North American game introduced "Chaos" spells for Zargon (the European original had none). They included Summon Undead, Summon Orcs, Escape, Tempest, Command, Fear, Sleep, Firestorm and Ball of Flame, plus Rust, Cloud of Chaos and Lightning Bolt. Heroes could shake off effects such as Sleep, Fear and Command by rolling one red die per Mind Point and getting a 6. The 2021 game renamed the deck "Dread spells"; check the cards for the current list.

Other Sources of Magic

Try It at the Table

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