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


SpellDescription
Fire of WrathCan 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.
CourageCan 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 FlameMay 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.

SpellDescription
Water of HealingCasted on any hero restoring up to four lost Body Points, but won't give a Hero more BP than his starting number.
Veil of MistSpell may be casted on any Hero allowing them to move unseen thourgh spaces that are occupied by monsters.
SleepThis 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.

SpellDescription
Rock SkinMay 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 BodyMay be cast on any Hero restoring up to four Body Points.
Pass Through RockMay 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.

SpellDescription
Swift WindMay be cast on any Hero allowing him to move twice as far.
GenieThis 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.
TempestThis spell conjures a small whilwind that surrounds one monster causing them to miss their next turn.