Spells are rolled for on the following table:

SPELLS

  1. HAGALL – This spell brings down hail and reduces the combat factor of each counter in the area (including the caster) by one for the rest of the turn. It also prevents any of the counters from moving by sea next turn.

  2. IS – This spell covers the land with ice making it impossible for any hero to found, or continue to have a kingdom in the country. The players should note this fact for the future.

  3. JARA – All in the area lose their next turn.

  4. NIED – this spell works if the person it is cast against rolls a 1, 2, or 3 on a die. It makes the combat result an automatic n and causes all in the area to lose one turn.

  5. WYNN – This spell works only if the person whose counter(s) it is cast upon rolls a 1, 2, or 3 on a die. It forces all of the heroes and jarls to move as far as they can toward the hero's starting country. The hero and jarls may not attack anything that turn.

  6. YR – This spell works if the person it is cast against rolls a 1, 2, or 3 on a die. It causes all counters in the area (except face down jarls or monster counters) to be wounded.