Magic in Heroquest was rather useful I thought. They had a total of 12 spells divided into 4 elements(fire, water, earth, and air). If you were a Wizard you could chose two elements to use. If you were an Elf you could chose just one element to use. Warriors and Dwarfs could cast none because well their Warriors and Dwarfs...
T H E S P E L L S

Spell | Description |
Fire of Wrath | Can be cast on any one monster, causing a loss of one body point unless the monster can roll a 5 or 6 using one red die. |
Courage | Can be cast on any hero giving him two extra combat dice. The Spell is broken when the hero can longer "see" the monster. |
Ball of Flame | May be cast on any one monster engulging it in a ball of flame. It takes off two body points. The Monster then rolls two red dice, for each five or six rolled the damaged is decreased by one body point. |

Spell | Description |
Water of Healing | Casted on any hero restoring up to four lost Body Points, but won't give a Hero more BP than his starting number. |
Veil of Mist | Spell may be casted on any Hero allowing them to move unseen thourgh spaces that are occupied by monsters. |
Sleep | This spell puts the monster to sleep so it cannot move, attack of defend. It is broken once the monster rolls one red die for each of each of its Mind Points. |

Spell | Description |
Rock Skin | May be cast on any Hero which allows him to throw one extra combat die when defending. The spell is broken when the Hero suffers a point of Body damage. |
Heal Body | May be cast on any Hero restoring up to four Body Points. |
Pass Through Rock | May be cast on any Hero allowing them to move through walls on his next move, but he may get stuck in the walls because he can only move through as many walls as his dice rolls. |

Spell | Description |
Swift Wind | May be cast on any Hero allowing him to move twice as far. |
Genie | This spell summons a Genie who does one of the following, open any door on the board or use five combat dice to attack any monster withing your line of sight. |
Tempest | This spell conjures a small whilwind that surrounds one monster causing them to miss their next turn. |