Instrukcja · Rozdział 10 z 17
10.0 Magic
General Rule: Characters with Magic Potential may cast spells. There are 3 suns, and each character has 3 Magic Potentials, one for when each sun is ascendent. Using the Procedure in 4.0, the dominant sun is determined and this, in turn, determines the number of different spells a character will be able to cast during the game. Each spell may be cast either during Combat, Negotiation, Bribery, or during any Phase except Combat, depending on the spell.
Procedure: Before play begins, each Player must enter a number of spells on his Character Record for each of his characters, equal to the Highest Magic Potential for that character. From this pool of spells, the character determines which he will use during the game. During play, he may cast spells, incurring Wound Points equal to that spell's "cost" for each spell cast. The Wound Point cost varies with each spell. Some spells may be resisted, and if successfully resisted, they have no effect (see 11.0).
Cases:
10.1 A character may cast spells during Combat, Negotiation, and Bribery, and may cast Non-Combat spells during any Phase except Combat.
10.2 A character may cast a given spell any number of times, so long as he has the capacity to absorb the required number of Wound Points.
10.3 When a character casts a spell during combat, he may not make a weapon attack in the same Combat Phase.
10.4 A character may only cast spells during combat if the character is in the second row of the march order.
10.5 Combat spells may be cast by characters and charmed monsters in the second row of the march order (only) and by monsters in the first or second row of their march order.
Charm (Cost: 3) may be cast at any monster in the first or second row during combat. If the monster fails its Resistance Check, the character casting the charm spell immediately takes control of the monster and it becomes, for all intents and purposes, a member of the party. Immediately place the monster on a space in the party's march order. If the character who charmed the monster dies later in play, then the monster immediately attacks the party (if the party is already in combat, place the monster in any gap in the monster's march order, as close as possible). The party does gain Experience Points for monsters slain by charmed monsters, but charmed monsters themselves never gain Experience Points. Note: The above procedure is used, with some modifications, when party members are charmed by monsters (see 15.5).
Blast (Cost: 1) may be cast at a monster in the first row during combat. Unless the monster resists the spell, it suffers two wounds.
Explosion (Cost: 1) requires all monsters and characters involved in the combat to make Resistance Checks; those who fail to resist must suffer 1 wound.
Lightning (Cost: 2) may be cast at a monster in the first row, and if not successfully resisted, immediately causes 1D3+2 wounds.
Sleep (Cost: 2) may be cast at any monster in any row and if not successfully resisted, causes that monster to fall asleep. Once asleep, the monster may not fight, and if the other monsters (if any) are killed or put to sleep, then the sleeping monster may be automatically killed (no die roll or Wound Point cost).
Redemption (Cost: 3) allows a character who has been charmed (and is now against the party during the Combat Phase) to return to the party if the spell is not resisted successfully.
Magic Shield (Cost: 2) causes the character on whom it is cast to become immune to all spells which inflict Wound Points (i.e., Charm and similar spells still have their full effect) for the duration of the Combat Sequence.
Hesitate (Cost: 2) allows the party just enough time to use heal potions and heal spells before combat is begun. This spell may not be resisted before combat.
Cease Fire (Cost: 3) has the same effect as an agreement on the Negotiation Table (see 8.6) and puts an immediate end to the Combat Sequence. This spell may be used at any time during the Combat Sequence and may not be resisted. Cease Fire may not be used when fighting against X the Unknown. See also 6.9.
Mental Attack (Cost: 4) may be cast at a monster on the first row, and if not successfully resisted, inflicts 2D6+2 wounds on the monster.
10.6 Non-combat spells may be cast at anytime during the play. Some spells have specific times when they should be cast, or else have no effect.
Lock (Cost: 1) may be used to lock a door shut. It is used after the party has opened a door and determined that there is a monster in the segment. Instead or negotiating, bribing or fighting the monster the party may use this spell to lock the door after leaving. Once locked a door may never be reopened. If the room is entered again from a different entrance, the same monster will be lurking inside. Players may wish to note the location of the monsters on a piece of paper.
Mage Armor (Cost: 1) creates a protective field around the character on whom it is cast. Roll 1D3+1 and make a note of the number on a separate piece of paper. Each time that adventurer suffers a wound, reduce the number by one. Thus, the spell protects the character. Once the number reaches zero, any further wounds are inflicted on the character normally. Mage armor does not protect the character from wounds created by that character casting spells or protect him from non-wound creating spells (such as Charm).
Neutralize Poison (Cost: 1) may be cast on a character who drinks poison, investigates a poisonous fountain, or is the victim of a trap involving poison. It neutralizes any effects of the poison of the character. It must be cast immediately after the poisoning occurs.
Stone-Flesh (Cost: 3) may be used on a character who is turned to stone by a Medusa to return the character to life. It may not be cast during combat. The revived character retains any wounds he suffered before being turned to stone. May not be cast by a character onto himself.
Strength (Cost: 1) when cast at a character, has the same effect as if that character had used a Strength Potion (see 14.5).
Teleport (Cost: 3) causes the character or monster on whom it is cast to be immediately teleported to a segment of the maze (caster's choice) which the party has already entered (monster stays there). May not be used during Combat but may be made during Negotiation or Bribery (i.e., before the Combat Sequence is begun). This spell may not be used against X the Unknown, demons or the Hellgate.
Heal (Cost: 1) causes the character on whom it is cast to be cured of 1D3+1 wounds immediately. A character may not cast it upon himself. Important: Before a character who can cast this spell enters the Citadel, roll 1D6 to determine the number of times it may be cast during the game. Once he had cast his limit, he may not use this spell again in the current game (exception to 10.2).
Rejuvenate (Cost: 2) is the same as Heal, except it cures 1D6+1 wounds. (Roll the spell limit as in Heal, above.) A character may not cast it upon himself.
Thief (Cost: 1) causes the character on whom it is cast to have his detrap skill increased by 3 for the current detrap attempt (only). It may not be cast upon a character without a detrap ability.
10.7 Negotiation spells may be cast before the player rolls on the Negotiation Table and bribery spells are cast during bribery attempts.
Oratory (Cost: 1) allows the party to add "4" to the negotiation die-roll (in addition to all other modifiers to the die roll).
Cow (Cost: 2) takes the place of the negotiation die roll. Instead, the monster is automatically "intimidated." The spell may be resisted.
Daunt (Cost: 3) is the same as cow, except that the monster hands over all of its treasure to the party.
Sway (Cost: 1) allows the party to subtract "2" from its die roll on the Bribery Table.
Cajole (Cost: 2) allows the party to subtract "4" from its die roll on the Bribery Table.
10.8 Special Spells may only be obtained in play of the game and may not be entered on the Character Record until a roll on the Feature or Treasure Table allows it.
Wrath of God (Combat Spell; Cost 3) may only be learned as a result of "Malthus" or "Manuscript" on the Feature Table (13.9). The spell inflicts 2D6+2 wounds on one monster the party faces during a combat. The monster must attempt to resist the spell, and if it fails, the damage is inflicted.
Resurrect (Non-Combat Spell; Cost 5) ability may only be obtained by finding a resurrect Ring (on the Treasure Table 14.9) or learned as a result of "bookcase" on the Feature Table (13.9). This spell may be used to resurrect a character who has been killed during combat. It must be used immediately following combat or the killed character may not be resurrected. The resurrected character gains back the Wound Points he had before the party entered the Citadel.
10.9 Spell Summary
(see charts and tables)