Tia Spells1
Tia Spells1
This spell creates a mighty The air stills into a Choose an enemy within you line of sight. Roll 1d6 and add this number to your
Both of you roll 1d6 and add this number to current Mind Points. On a total of 10
gust of wind that forces open unnatural silence. This spell your current Mind Points. If your total is
any trapped chest, disarming may only be cast in a room. higher, then the ground below the monster
or more, you may see the location of
turns to mud, swallowing its legs before it all floor traps on the board. If you
it in the process. After it is cast, no other
re-hardens. The monster may not move, but fail, though, you suffer 2 Body Points
spells may be cast in that room may attack and defend (as if in a pit). The of damage. If you succeed, Zargon
for 1d6 turns. monster takes 1 Body Point of damage. On will place all floor trap tiles on the
successive turns the monster may try to free board. A Skull tile will be placed for
itself by rolling 1d6. On a roll of 5 or 6 it is
free, otherwise it loses another Body Point any traps that have no tiles. Note: the
and remains stuck. traps are not disarmed, merely visible.
Veteran Veteran Champion Champion
©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
A gentle wind engulfs all Heroes A net of pure energy forms in This spell may be cast on any Roll 1d6. This many stones are cast
and Mercenaries in the same your hands. You may throw it on Hero in you line of sight, from your fingertips at any enemy or
including yourself. Whatever enemies you wish, as long as the
room as you, healing each of 2 any enemy in your line of sight.
number of White Shields the monster(s) are in you line of sight. You
Body Points. The spell may only The enemy becomes entangled may fire more than one stone at an
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
be cast in a room and no Hero or and misses its next turn. It may Hero rolls enemy, but must decide which
Mercenary may go above his not move or attack, but may on his next defend dice roll monster(s) you are casting the stones at
starting Body Points. defend against any attacks with is doubled. before you roll any Attack Dice. Each
1 less Combat Die. stone does 2 Combat Dice of damage
and the enemy may roll defend dice.
Champion Champion Veteran Veteran
©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix
The Imperial Academy
Recreated HeroQuest Spell Cards
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
Explosion Blood Burn Heavy Water Thunderstorm
Choose 1 square within your line You may cast this spell on any A blue bolt fires from you hands You call up a massive
of sight. A massive fireball Hero in your line of sight, at any monster in your line of thunderstorm. Lightning strikes
explodes within this square. Any including yourself. The Hero's sight. all monsters in the room, causing
figure in the square, whether blood begins to boil causing him The monster is immediately each to lose 1 Body Point.
friend of foe, loses 2 Body Points. to go into a frenzy. On his next frozen in place. Roll 1d6 to Monsters may roll defend dice.
Any figure in an adjacent square turn the Hero may attack twice, determine the number of turns the
(including diagonal), again but rolls 2 fewer Combat Dice in figure is frozen. The monster may This spell may only be cast
whether friend or foe, loses 1 defense. not move or attack, and defends in a room.
Body Point. The explosion does with only 1 defend die. If the
Champion Champion Champion Champion
©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
This spell may be cast on any Roll 1d6. For this many turns you Roll 1d6. For this many turns the All Heroes and Mercenaries in
enemy spell caster. The next Fire have a magical Fire Lance to use square you are in, plus all adjacent your line of sight, including
Spell that the enemy spellcaster as a weapon. You may roll 3 squares including diagonal, are yourself, regain 2 lost
casts is nullified and has no Attack Dice and may attack surround by a shallow circle of water. Body Points. No Hero or
The circle shields all within it,
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
effect. diagonally. Mercenary may rise above
whether friend or foe, from the
OR their starting Body Points.
effects of any magical spells and no
Fire spells include Ball of Flame You may use this weapon to shoot spells may be cast from within. The
and Firestorm, etc. a firebolt at any monster in your circle follows you as you move, but
line of sight for 1 Attack Die of will not include squares through
Veteran Veteran Veteran Veteran
©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix
The Imperial Academy
Recreated HeroQuest Spell Cards
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
Air Bubble Djinn Soothing Breeze Disarm
When cast, this spell encases 1 This spell conjures up a Genie A gentle wind engulfs all Heroes This spell creates a mighty
monster in your line of sight into who will do one of the following and Mercenaries in the same gust of wind that forces open
a bubble that is void of life- Open any door on the board room as you, healing each of 2 any trapped chest, disarming
giving air. The monster may (revealing what lies beyond) Body Points. The spell may only it in the process.
break the bubble by rolling 1 OR be cast in a room and no Hero or
Combat Die Attack any monster within Mercenary may go above his
for each of its Mind Points. your line of sight with starting Body Points.
A White Shield will set it free, 6 Combat Dice.
however, on each successive
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
You may cast this spell at one The air stills into a A net of pure energy forms in This spell may be cast on any one
target in your line of sight. The unnatural silence. This spell your hands. You may throw it on Hero, including yourself. Its
figure is then forced back in a may only be cast in a room. any enemy in your line of sight. powerful burst of energy enables
straight line of squares until he After it is cast, no other The enemy becomes entangled that Hero to roll twice as many
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
hits a wall, another figure or spells may be cast in that room and misses its next turn. It may movement dice as normal the
falls into a pit trap. Striking for 1d6 turns. not move or attack, but may next time he moves.
any wall or figure will inflict defend against any attacks with
1 Combat Die of damage to all 1 less Combat Die.
figures involved.
Aeromancer
Aeromancer
Aeromancer
Aeromancer
Aeromancer
Aeromancer
Aeromancer
This spell may be cast on any one This spell can be cast on any one This spell may be cast on any one This spell creates a small
Hero, including yourself. Its Hero, including yourself. That Hero, including yourself. That whirlwind that envelops one
magical power will immediately Hero may then move through Hero may throw one extra monster of your choice. That
restore up to 4 lost Body Points walls on his next move. He may Combat Die when defending. monster will then miss its
and 2 lost Mind Points, but does move through as many walls as This spell is broken when the next turn.
not give a Hero more than his dice roll allows. Caution! Hero suffers 1 point of Body
his starting number. There are shaded areas on each damage.
Quest Map which indicate solid
rock. If a Hero ends his move in
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
Choose an enemy within you line of sight. Roll 1d6 and add this number to your This spell may be cast on any Roll 1d6. This many stones are cast
Both of you roll 1d6 and add this number to current Mind Points. On a total of 10 from your fingertips at any enemy or
your current Mind Points. If your total is Hero in you line of sight,
or more, you may see the location of enemies you wish, as long as the
higher, then the ground below the monster including yourself. Whatever
turns to mud, swallowing its legs before it
all floor traps on the board. If you fail, monster(s) are in you line of sight.
though, you suffer 2 Body Points of number of White Shields the
re-hardens. The monster may not move, but You may fire more than one stone at
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
may attack and defend (as if in a pit). The damage. If you succeed, Zargon will Hero rolls an enemy, but must decide which
monster takes 1 Body Point of damage. On place all floor trap tiles on the board. on his next defend dice roll monster(s) you are casting the stones
successive turns the monster may try to free A Skull tile will be placed for any is doubled.
itself by rolling 1d6. On a roll of 5 or 6 it is at before you roll any Attack Dice.
free, otherwise it loses another Body Point
traps that have no tiles. Note: the traps Each stone does 2 Combat Dice of
and remains stuck. are not disarmed, merely visible. damage and the enemy may roll
Geomancer
Geomancer
Geomancer
Geomancer
Geomancer
This spell may be cast on any one You may cast this spell on any This spell may be cast on any one You may cast this spell on a wall
monster, blasting it with flames. Hero in your line of sight, monster, enveloping it in a ball of and it will open a doorway into a
It will inflict 1 Body Point of including yourself. The Hero's fire. It will inflict 2 Body Points room or corridor beyond (if one
damage, unless the monster can blood begins to boil causing him of damage. The monster then exists). You must roll less than
immediately roll a 5 or 6 on 1d6. to go into a frenzy. On his next rolls 2d6. For each 5 or 6 rolled, your current Mind Points on 2d6.
turn the Hero may attack twice, the If you fail or if there is no room
but rolls 2 fewer Combat Dice in damage is reduced by 1 point or corridor beyond the wall, you
defense. will lose 2 Mind Points. This
portal will only exist for 1d6
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
Choose 1 square within your line This spell may be cast on any This spell may be cast on any one Casting this spell creates a
of sight. A massive fireball enemy spell caster. The next Fire Hero, including yourself. The magical earth gate that will
explodes within this square. Any Spell that the enemy spellcaster next time that Hero attacks, he transport the Wizard to a known
figure in the square, whether casts is nullified and has no may roll 3 extra Combat Dice. location (on the current Quest
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
friend of foe, loses 2 Body Points. effect. The spell is broken the moment board). It requires the use of 1
Any figure in an adjacent square the Hero can Movement Square. You must roll
(including diagonal), again Fire spells include Ball of Flame no longer “see” a monster. lower than your current Mind
whether friend or foe, loses 1 and Firestorm, etc. Points on 2d6 to succeed.
Body Point. The explosion does
Geomancer
Pyromancer
Pyromancer
Pyromancer
Pyromancer
Pyromancer
Pyromancer
A blue bolt fires from you hands This spell may be cast on any one When cast, this spell can either: Roll 1d6. For this many turns you
at any monster in you line of sight. Hero, including yourself. On the Create an aura of fire around have a magical Fire Lance to use
The monster is immediately Hero’s next move, he may move yourself, making you immune as a weapon. You may roll 3
frozen in place. Roll 1d6 to unseen through spaces that are to normal missile weapons Attack Dice and may attack
determine the number of turns the occupied by monsters. for 1d6 rounds. diagonally.
figure is frozen. The monster may Surrounding the Hero is a toxic OR OR
not move or attack, and defends mist that will attack each monster Entrap a monster in a cage of fire, You may use this weapon to shoot
with only 1 defend die. If the passed with inflicting 2 Body Points of damage, a firebolt at any monster in your
monster takes damage the spell is 1 Combat Die. The monster can reduced by one, for each six line of sight for 1 Attack Die of
Rolled on 2d6.
©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix
All images and words are Copyright Milton Bradley Co. 1989 - 1992
Created by Phoenix (thanks to Malechi) for personal use only ©2009
(I.E., “Do not return this card to the deck,” as opposed to “Discard after Use.)
You call up a massive This spell may be cast on any one This spell puts a monster into a When you cast this spell, it
thunderstorm. Lightning strikes Hero, including yourself. Contact deep sleep so it cannot move, launches a globule of fire at your
all monsters in the room, causing with this revitalizing water will attack or defend itself. The spell target area. Anyone standing in
each to lose 1 Body Point. restore up to 4 lost Body Points, can be broken at once or on a the targeted area will suffer 3
These cards have been reformatted to the US version of HeroQuest standard, some wording has been changed.
Monsters may roll defend dice. but will not give a Hero more future turn by a monster rolling Body Points of damage (reduced
than his starting number. 1d6 for each of its Mind Points. by one for each 6 rolled on 2d6).
This spell may only be cast If a 6 is rolled, the spell is All areas adjacent & diagonal
in a room. broken. will take 1 Body Point of damage
May not be used against (reduced by one for
a 6 rolled on 1d6).
©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix ©2008 by Phoenix
Pyromancer
Pyromancer
Aquamancer
Pyromancer
Aquamancer
Aquamancer
Aquamancer
Aquamancer
Water of Life
©2008 by Phoenix
©2008 by Phoenix
victim my roll 2d6 and reduce the
amount of damage for each 6 that
violently lose the water content
of its body. This spell causes 2
is rolled.
©2008 by Phoenix
©2008 by Phoenix
Aeromancer Spells Geomancer Spells
Swift Wind Pass Through Rock
Tempest Rock Skin
Djinn (replaces Genie) Mineral Earth (replaces Heal Body)
Net (Champion) Molten Ground (Champion)
Soothing Breeze (Champion) Scry (Champion)
Disarm (Veteran) Earth Shield (Veteran)
©2008 by Phoenix
©2008 by Phoenix
Silence (Veteran) Stones (Veteran)
Air Bubble (Aeromancer) Stone Gate (Geomancer)
Hurricane (Aeromancer) Stonewalk (Geomancer)
©2008 by Phoenix
Aquamancer
Aquamancer
Aquamancer
Aeromancer
Geomancer
Aquamancer
Pyromancer
Printing Notes: This Printbook is setup for printing double-sided cards. The card front images should
be printed first, then the paper is turned over and reloaded and the back is printed to each sheet (when the machine
sorts and prints double-sided the paper shifts too much). The size of the print area should be compatible for US
and A4 sizes. Be sure that the preferences in Adobe Acrobat are set not to shrink and /or enlarge the image. Cut
out the cards using the backs as a cutting guide.
Many of the cards contained in this packet have been altered to read like US HeroQuest standard. The
actual effect of any cards has not been changed in any way, I.E.; the phrase from the UK version cards, “Discard
after use.” Has been replaced with the US version, “Do not return this card to the deck.” This was done for
consistency and uniformity throughout the cards.
All of the cards contained in this packet are not scan (well some of them are), but instead are full re-
creations of the originals with only the card art being scanned and duplicated. This was done in an effort to create
the cleanest possible copies when printed. In this way the cards are aligned, the type is straight and unsmudged
and there are no defects due to age.
Many of the cards contained in this packet have been altered to read like US HeroQuest standard.
The actual effect of any cards has not been changed in any way, I.E.; the phrase from the UK version
cards, “Discard after use.” Has been replaced with the US version, “Do not return this card to the deck.”
This was done for consistency and uniformity throughout the cards.
All of the cards contained in this packet are not scan (well some of them are), but instead are full
re-creations of the originals with only the card art being scanned and duplicated. This was done in an
effort to create the cleanest possible copies when printed. In this way the cards are aligned, the type is
straight and unsmudged and there are no defects due to age.