Character Specific Spells
Tome of Magic

Character specific: Dragon

Acid
This weapon may be used once per game by the green dragon, and twice per game by the blue-green dragon. The acid is breathed on any adjacent character. The acid will cause 2 Points of Damage in one of three ways: A heavily armed character, the acid will eat 2 Points of his armor --(chain mail & helmet, helmet & shield, etc.). A lghtly armored character will loses one point of armor and one Body Point. An unarmored character will lose 2 Body Points. An unarmored character must immediately be healed, or the acid will continue to take off 2 Body Points per turn. Artifacts are unaffected.

Lightening
This weapon may be used once by a green dragon, and twice by a blue-green. The bolt may be breathed in a horizontal, vertical, or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 2 Body Points of damage on All characters that stand in its path.

Flame
This weapon can be used once by a green dragon and twice by a blue-green. It will send a flame which will inflict 2 Body Points of damage. The character then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point.

Bane
This weapon will create a cloud of poisonous gas that will envelope one room. All characters in that room will suffer 2 Body Points of damage (or within a 3 space radius outside), unless they can immediately roll a 1 on 1D6, one per Mind Point.
Dragons and dragon kin are not affected by Dragon Bane

Ice
Green Dragon:
May fire icicles at any character that the dragon can "see", causing 2 Body Points of damage. The character then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point.
Blue-Green Dragon: May shoot icicles twice, or may "freeze" any one adjacent character. The character remains frozen until he/she rolls a 6 on a D6, one per each Body Point.

Cocktrice


Flame
This weapons sends flames which engulf two characters at once, inflicting 2 Body Points of damage each. The characters then roll 2D6, and for each 6 rolled, the damage is reduced by one Body Point.

Bane
This weapon will create a cloud of poisonous gas that will envelope one room (or a three space radius outside). All characters in that room will suffer 2 Body Points of damage, unless they can immediately roll a 1 on 1D6, one per Mind Point.
Dragons and dragon kin are not affected by Dragon Bane

Ice
Thiw allows the Cocktrice to either fire icicles at any two characters the cocktrice can "see", freeze any two adjacent characters, or fire icicles at one and freeze another. The icicles cause two Body Points of damage which is defendable by rolling two 6's on 2D6. If frozen, characters remain so until they each roll a 6 on a D6, and they get one per each Body Point.

Jabberwock

Flame
This weapon can be used once three times by the Jabberwock. It will send a flame which will inflict 2 Body Points of damage. The character then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point.

Lightening Lizard


Lightening
The lightening lizard has the unique ability to build up a static electric charge in his frill. Every three turns he can build up a large enough charge to fire a bolt of lightning from his mandables. The bolt may be breathed in a horizontal, vertical, or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 2 Body Points of damage on All characters that stand in its path. A lightening lizard struck by lightening is not hurt, rather is automatically recharged.

Bean Sidhe (Banshee)

Scream
The Bean Sidhe's scream paralyzes all characters in earshot with fear. All characters affected become so fearful that their attacks are reduced to one combat die. The spell can be broken at once or on a future turn by each victim rolling 1D6 for each Mind Point. On a roll of 6, the spell is broken.

Phantom

Intangibility
When this is invoked, the phantom becomes intangible--i.e. it cannot be touched. A phantom who is intangible cannot be attacked, nor can it attack. An intangible phantom can also walk through walls at will. Intangibility does not make them invournerable to spells. A phantom can remain intangible indefinately, or it may become tangible by invoking this same weapon, but the phantom not become tangible and intangible in the same turn. The Phantom may use this spell an indefinate number of times.

Vanish
When a phantom vanishes, it becomes both intangible and invisible. A vanished phantom may move unseen around the board until it chooses to appear. The vanished phantom can reappear tangible or intangible. A vanished weapon is not immune to spells.

Chaos Cat

ShadowStrike
The Chaos Cat is endowed with the "Shadowstrike" ability. Six times per game it may teleport anywhere they can "see", attack, and return (max. distance 15 squares -- one way).

Slime Monster

Rock Skin
This turns the slime monster into a stone monster. This gives him 2 extra combat die in both attack and defense. The spell is broken when it loses one Body Point. During this time, however, his movement is slowed to 4 spaces insted of 9. Cannot be used with "Pass Through Rock".

Pass Through Rock
This spell allows the slime monster to ooze through walls and lasts for 2 turns. Cannot be used with "Rock Skin".

Servant of Darkness & Tomb Guardian


Touch of Leprosy
This curse affects any Hero who loses at least one Body Point to an Undead creature with this ability. Heroes roll 1D6 per current Body Point, and on a roll of 6 it is defended. If not defended, the victim then loses 1 Body Point until death, at which point they become a Servant of Darkness and cannot be reanimated. Once set in motion, this curse can only be lifted by a Clergyman with a prayer roll of 6 or higher.

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