Glyphs sorted by Name of Power

Set I D Glyph Duration      Power 
RV B Brandar (2)     Artifact: The rules for this glyph varies, depending on the Game Scenario.
SM B Brandar     Artifact: The rules for this glyph varies, depending on the Game Scenario.
RV A Astrid Permanent     Attack +1: For each figure you control, roll one extra attack die.
SM C Crevcor Permanent     Common Attack +1: All common figures in your Army may add one extra attack die when attacking normally.
RV G Gerda Permanent     Defense +1: For each figure you control, roll one extra defense die.
MP‑RL J Jalgard Permanent     Defense +2: For each of your figures, roll two extra defense dice.
RV K Kelda Temporary     Healer: Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all Wound Markers from its Army Card. This glyph cannot be placed symbol‑side up in any scenario you may create.
RV D Dagmar Permanent     Initiative +8: When you roll for initiative, add 8 to your die roll.
SM O Oreld Temporary     Intercept Order: When one of your figures stops here, roll the 20-sided die. If you role a 1 - 9, nothing happens. If you roll a 10 - 20, you may remove one random Order Marker from an opponent's Army Card.
MP‑HB L Lodin Permanent     Lucky Twenty‑Sider: Any time you roll the 20‑sided die while standing on the Glyph of Lodin, you may add one to your die roll.
RV M Mitonsoul Temporary     Massive Curse: For each figure on the battlefield (yours and your opponents'), roll the 20‑sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe.
RV V Valda Permanent     Move +2: For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph.)
SM N Nilrend Temporary     Negation: When one of your figures stops here, you may choose any opponent's unique figure. Roll the 20-sided die. If you role a 1 - 4, nothing happens. If you roll a 5 - 20, place the Gold Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the rest of the game.
SM P Proftka Permanent     Pit Trap: Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Praftka only if a friendly figure occupies an adjacent space.
RV I Ivor Permanent     Range +4: For each figure you control with a Range number of 4 or more, add 4 to the Range number.
MP‑GO S Sturla Temporary     Revive: One at a time, roll the 20‑sided die for each figure destroyed in this battle (your's, your teammates' and your opponents'). If you roll a 19 or 20, place the figure in any starting zone of your choice. If you roll 1 through 19, the figure remains destroyed.
RV E Erland Temporary     Summoning: When one of your figures stops here, you may "summon" any other figure (yours or your opponent's) by moving it to a space adjacent to the figure on the Glyph. The summoned figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you can't use the Summon power.
SM T Thorian Permanent     Thorian: All opponents' figures must be adjacent to your figures to attack your figures with a normal attack.
SM U Ulaniva Permanent     Unique Attack +1: All unique figures in your Army may add one extra attack die when attacking normally.
MP‑SV R Rannveig Permanent     Wind: All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.
SM W Wannok Permanent     Wound: At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.
CB It Mysterious Item     Artifact: The rules for this Glyph vary depending on the Game Scenario.
CB Ob Object of Power     Artifact: The rules for this Glyph vary depending on the Game Scenario.
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