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Dragon Dice Magic Spells (page 1 of 2) - Crystal Keep

Dragon Dice Magic Spells (page 1 of 2) - Crystal Keep

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<strong>Dragon</strong> <strong>Dice</strong> <strong>Magic</strong> <strong>Spells</strong> (<strong>page</strong> 1 <strong>of</strong> 2) dangelo@netcom.com 12/13/96<strong>Magic</strong> RulesThis section reflects the revised rulebook costs.The costs in the Firewalkers expansion wereraised by one due to a note in The Undead.<strong>Magic</strong> from a player's reserve army can be castonly on that player's armies and units. Otherplayer's dice cannot be targeted by that army'sreserve magic.An army cannot cast magic that inflicts damageon another army belonging to that same player.In other words, you can't cast harmful magic onyourself.If a player has no units remaining in play, anyspells he has in play are immediately negated.With the exception <strong>of</strong> the Burning Hands spell,which targets an individual unit, all spells castupon an army that then moves away are negated.When an army's roll is to be both halved anddoubled, all halving occurs before doubling.Round down when halving.Possession <strong>of</strong> a temple face prevents any newblack spells from targeting the possessing army; itdoes not negate those already affecting that army.Possession <strong>of</strong> a temple face does not preclude ablack dragon from being sent to that terrain.Races and <strong>Magic</strong> DoublingAmazons can cast magic <strong>of</strong> the color <strong>of</strong> the terrainthey are on. They only double magic resultswhen in possession <strong>of</strong> a standing stones terrain.Other races can only cast magic <strong>of</strong> the colors intheir die.<strong>Magic</strong> that happens because <strong>of</strong> ID icons isdoubled if it is <strong>of</strong> the same color as one <strong>of</strong> theterrain's colors on which it is rolled. <strong>Magic</strong> fromnormal magic icons is never doubled.Black magic (by an army not in reserve) may bedoubled by burying an equal number <strong>of</strong> health indead units from any one player (but that playerchooses which units to bury). Remember thatonly magic from ID icons can be doubled. Also,all magic created by burying units must be spent.<strong>Magic</strong> is never doubled in the reserves.Black (Death) <strong>Spells</strong>2 Decay (Swamp Stalker only)Subtract 1 from the melee hit results <strong>of</strong> thetarget army until the beginning <strong>of</strong> your nextturn. Multiple castings increase the effect.2 Evil Eye (Undead only)Until the end <strong>of</strong> your next turn, the target armysubtracts 1 from each save roll it makes.2 Reanimate DeadReturn a dead 1-health unit to the castingarmy. Multiple castings reanimate multiple 1-health units only.2 Summon Black <strong>Dragon</strong>kinAdd 1 health <strong>of</strong> your black dragonkin to thecasting army. Multiple castings increase theeffect or target other units.3 Fade (Undead only)Choose an undead unit to become incorporeal.Until the end <strong>of</strong> your next turn, that unitcannot make melee attacks, nor can it beattacked by missile or melee. (Multiplecastings affect multiple units.)3 PalsyThe target army suffers a penalty <strong>of</strong> -1 to all itsresults until the beginning <strong>of</strong> your next turn.Multiple castings increase the effect, or maytarget another army. If rolling units formultiple effect (such as rolling for saves andhits during a charge or dragon attack), thepenalty applies as the army’s owner sees fit.4 Disease (Swamp Stalker only)Select 3 health <strong>of</strong> units in target army; theunit(s) immediately roll. Any that roll an IDicon are sent to the owning player’s dead unitarea. The dead units are then rolled; any thatroll an ID icon are buried. Multiple castingsincrease the effect.4 Finger <strong>of</strong> DeathInflict 1 hit on a target unit. Target may notroll saves. Multiple castings can affectmultiple units, larger units, or both as thecasting player decides.5 Bloodlust (Swamp Stalker only)The target army rolls. All melee hit results(excluding ID icons) rolled by the army inflictdamage on itself, but save results (includingID icons) may be used to reduce the damage.Only special action icons that count as meleehits or saves are applied; all others (includingcantrips) have no effect. Multiple castingsaffect multiple armies.6 Open GraveUntil the beginning <strong>of</strong> your next turn, all unitskilled in the target army go to your reserverather than to the dead unit area. If this spell iscast on the reserve, any units killed in thereserve while the spell is in effect remain inthe reserve area. Multiple castings affectmultiple armies. (Note: only affects your ownarmies)6 Restless Dead (Undead only)Until the start <strong>of</strong> your next turn, the armytargeted by this spell can charge in melee,even though it contains undead units.7 Summon Black <strong>Dragon</strong>Send any black dragon to any terrain,regardless or ownership or location.8 Haunt (Undead only)You can immediately roll your dead units in askirmish attack against the army <strong>of</strong> yourchoice. Bury any dead units killed by thearmy's counter-attack. (This spell cannot bemultiplied.)9 Night Moves (Undead only)A target army with undead in it mayimmediately maneuver to turn the terrain dieone step, outside the normal turn sequence.Opponents at its terrain may countermaneuveras usual. (This spell cannot bemultiplied.)Blue (Air) <strong>Spells</strong>2 HailstormInflict 1 hit on the target army. It may rollsaves. Multiple castings increase the damageinflicted on a single army, or may targetanother army. Each target army only rollsonce to save, regardless <strong>of</strong> how manyHailstorms are cast at it.2 Scent <strong>of</strong> Fear (Feral only)Causes 1 health <strong>of</strong> the target army to flee to itsreserves. Multiple castings increase the effector target another army. The army's ownerchooses which units flee.2 Summon Blue <strong>Dragon</strong>kinAdd 1 health <strong>of</strong> your blue dragonkin to thecasting army. Multiple castings increase theeffect or target other units.3 Breath <strong>of</strong> LifeRestore 1 health-worth <strong>of</strong> units from the deadunit area to the casting army. Multiplecastings can revive multiple units, larger units,or both as the casting player decides.3 Call <strong>of</strong> the Wild (Feral only)Summons one <strong>of</strong> your Feral (any size) fromany other terrain or the reserves to the castingarmy. Multiple castings affect multiple units.3 Dust Devil (Firewalkers only)Halve (rounding down) all missile fire into orout <strong>of</strong> the target terrain until the end <strong>of</strong> yournext turn. (This spell cannot be multiplied.)4 Wilding (Feral only)During each roll made by the target army untilthe beginning <strong>of</strong> your next turn, one unit <strong>of</strong>your choice may double either its melee orsave results. Select the affected unit after theroll is made. Multiple castings affect anotherarmy, or increase the effect, allowing moreunits' results to be doubled.4 Wind WalkTarget army gains 6 automatic maneuverresults until the beginning <strong>of</strong> your next turn.These manuevers remain in effect for theduration and aren’t used up. Multiple castingsincrease the effect, or may target anotherarmy.5 Elemental Blast (Firewalkers only)Negate up to two points <strong>of</strong> non-blue spellsalready in play.5 Lightning StrikeInstantly kills a target unit unless the unit rollsa save or ID icon. Multiple castings affectmultiple unitts.6 Mirage (Firewalkers only)All one-health units at the target terrain musteach rull a save or flee to their reserve areasuntil the beginning <strong>of</strong> your next turn.7 Summon Blue <strong>Dragon</strong>Send any blue dragon to any terrain, regardless<strong>of</strong> ownership or location.


<strong>Dragon</strong> <strong>Dice</strong> <strong>Magic</strong> <strong>Spells</strong> (<strong>page</strong> 2 <strong>of</strong> 2) dangelo@netcom.com 12/13/96Gold (Earth) <strong>Spells</strong>2 Hide (Feral only)Hide 1 health <strong>of</strong> your units until the end <strong>of</strong>your next turn. Hidden units make no rollsand can't be affected by melee, missile, ormagic until the spell ends. Multiple castingsincrease the effect or target other units.2 StoneskinAdd 1 automatic save to the target army untilthe beginning <strong>of</strong> your next turn. These savesremain in effect for the duration and aren’tused up. Multiple castings increase the effect,or may target another army.2 Summon Gold <strong>Dragon</strong>kinAdd 1 health <strong>of</strong> your gold dragonkin to thecasting army. Multiple castings increase theeffect or target other units.3 Dust to DustChoose 1 health-worth <strong>of</strong> any player's deadunits to be buried (removed from the game).Multiple castings can affect multiple units,larger units, or both, as the casting playerdecides. Multiple castings can target morethan one player’s units.3 Savage (Feral only)One health <strong>of</strong> a target army's units (yourchoice) makes an immediate melee attack onits own forces. The remaining units may rollsaves. Multiple castings increase the effect.4 Backlash (Feral only)Target any terrain. If an army at that terraincasts magic, after casting the army must saveagainst an amount <strong>of</strong> damage equal to thenumber <strong>of</strong> magic points spent.4 PathImmediately move one <strong>of</strong> your units (any size)from one terrain to another. If the unit(s)move to another terrain where there are n<strong>of</strong>riendly units, they form a new army. Multiplecastings affect multiple units.5 Transmute Rock to MudSubtract 6 from the maneuver results <strong>of</strong> thetarget army until the beginning <strong>of</strong> your nextturn. This spell does affect special racialabilities (such as maneuvers as saves for coralelves in coastland terrain) and the additionaldamage done by charges. Multiple castingsincrease the effect, or may target anotherarmy.7 Summon Gold <strong>Dragon</strong>Send any gold dragon to any terrain,regardless <strong>of</strong> ownership or location.Green (Water) <strong>Spells</strong>2 Foul Water (Swamp Stalker only)Inflict 1 hit on the target army. Only 1-healthunits rolls for saves, and only 1-health unitscan be removed because <strong>of</strong> this damage.Multiple castings increase the effect or maytarget another army. Each target army rollsonly one save regardless <strong>of</strong> how many FoulWaters are cast at it.2 Summon Green <strong>Dragon</strong>kinAdd 1 health <strong>of</strong> your green dragonkin to thecasting army. Multiple castings increase theeffect or target other units.2 Watery DoubleAdd 1 automatic save result to the target armyuntil the end <strong>of</strong> your next turn. These savesremain in effect for the duration and aren’tused up. Because the spell doesn’t expire untilthe end <strong>of</strong> your next turn, it is in effect duringa dragon attack in your next turn. Multiplecastings increase the effect, or may targetanother army.3 Wall <strong>of</strong> IceAdd 3 automatic save results to the target armyuntil the beginning <strong>of</strong> your next turn. Thesesaves remain in effect for the duration andaren’t used up. Multiple castings affectmultiple armies.4 Wall <strong>of</strong> FogHalve (rounding down) all maneuver rolls atthe target terrain, and all missile fire results in,into, or out <strong>of</strong> it, until the beginning <strong>of</strong> yournext turn. This spell does affect racial abilities(such as maneuvers as saves for coral elves incoastland terrain) and the additional damagedone by charges. Multiple castings affectmultiple terrains.5 Flash FloodReduce the target terrain die one face (fromface 4 to face 3 for example) unless any armyat the terrain can immediately roll at least 8maneuver results. Multiple castings affectmultiple terrains.5 Mire (Swamp Stalker only)Target terrain die may not be manuevered untilthe end <strong>of</strong> your next turn. This spell cannottarget a terrain die currently at the eighth face.7 Black Rain (Swamp Stalker only)Target one watery terrain (coastland orswampland). Halve (rounding down) all saveresults at that terrain until the end <strong>of</strong> your nextturn. Multiple castings affect multiple terrains.This spell does affect special racial abilities(such as maneuvers counting as saves).7 Summon Green <strong>Dragon</strong>Send any green dragon to any terrain,regardless <strong>of</strong> ownership or location.Red (Fire) <strong>Spells</strong>2 Ash StormSubtract 1 from the results <strong>of</strong> all armies at thetarget terrain (including the caster’s army ifpresent) until the beginning <strong>of</strong> your next turn.Multiple castings increase the negativemodifier. If rolling units for multiple effect(such as rolling for saves and hits during acharge or dragon attack), the penalty applies asthe army’s owner sees fit.2 Summon Red <strong>Dragon</strong>kinAdd 1 health <strong>of</strong> your red dragonkin to thecasting army. Multiple castings increase theeffect or target other units.3 Firebolt (Firewalkers only)Inflict one hit on a target unit. Target may rollsaves.3 Spark <strong>of</strong> LifeRestore 1 health-worth <strong>of</strong> units from the deadunit area to the casting army. Multiplecastings can revive multiple units, larger units,or both, as the casting player decides.4 Burning HandsSelect one unit. The target unit’s melee hitsare doubled until the beginning <strong>of</strong> your nextturn. Multiple castings affect multiple units.4 Flashfire (Firewalkers only)Target army may reroll one <strong>of</strong> its units inevery action until the start <strong>of</strong> this player's nextturn.5 Dancing LightsThe target army's missles and magic results arehalved (rounded down) until the beginning <strong>of</strong>your next turn. Multiple castings affectmultiple armies.5 Elemental Blast (Firewalkers only)Negate up to two points <strong>of</strong> non-red spellsalready in play.7 Summon Red <strong>Dragon</strong>Send any red dragon to any terrain, regardless<strong>of</strong> ownership or location.

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