Instrukcja · Rozdział 11 z 13
11.0 Wizards and Magic (Advanced Game Only)
Cases:
11.1 Creating Wizards
11.11 In the Advanced Game of Deathmaze, there is a third kind of adventurer — Wizards. Wizards initially have 4 Wound Points and a Magic Resistance of 2. The only weapons Wizards may use (or carry) are daggers and throwing daggers.
11.12 When creating a Wizard, choose one of the spells from the list of twelve spells (see Spell Summary, 11.4). Enter the spell name under Skills/Spells on the Wizard's Character Record.
11.13 When giving a Wizard Initial Experience (see 3.1), instead of increasing his Wound Points, Magic Resistance, or giving him a Weapon Skill, he may be assigned a second spell.
11.14 The spell (or spells) which the Wizard has listed on his Character Record are the only spell(s) that the Wizard may cast during the game (unless he acquires a magical ring).
11.2 Casting Spells
11.21 Refer to the Spell Summary (see 11.4). Under the column labelled Type some spells have the letter "C," and others have the letter "I." The spells labelled "C" may only be cast during combat; those labelled "I" may be cast at any time except during combat. Also, Oratory is the only spell that may be cast during Negotiation. When a Wizard casts a spell during combat (he may do so from either the front or second rows), he may not make a weapon attack in the same Combat Phase.
11.22 Each spell has a Cost, listed on the Spell Summary (see 11.4). Each time that a Wizard casts a spell, he suffers as many Wounds as its Cost. A Wizard may not cast a spell if suffering the necessary Wounds that would kill him. Wounds suffered casting spells may never be cured by Healing spells, potions, or Mustard. Only Wounds suffered in combat (or from traps or magical items) may be so cured.
11.23 A Wizard may only cast spells listed on his Character Record. He may cast a given spell any number of times, as long as he suffers its Cost in Wounds each time. Only one spell may be cast by a Wizard per Party Combat Phase.
11.24 Monsters on whom spells are cast may attempt to resist the effects of such spells. Each monster's Magic Resistance is listed on the Monster Characteristics Chart (see 7.5). If a spell is cast on a monster, determine the monster's Magic Resistance, and roll 1D6. If the number rolled is less than or equal to the monster's Resistance, the spell has no effect. If the roll is higher, the full effects of the spell apply to the monster.
11.25 In the Advanced Game, monsters may also resist the effects of Charm potions and Red Pepper.
11.3 Description of Spells
Blast: Cost: 1. Combat spell. A Wizard may cast this spell at any monster in the first row during combat. Unless the monster resists the spell, it suffers two (2) Wounds.
Charm: Cost: 3. Combat spell. May be cast at any monster in the first or second row during combat. If the monster fails to resist, it comes under the control of the Wizard, as per 9.45.
Explosion: Cost: 1. Combat spell. If a Wizard casts this spell during combat, all monsters and adventurers including the Wizard, who fail to resist the spell suffer 1 (one) Wound.
Heal: Cost: 2. Non-Combat spell. The Heal spell acts the same way that Healing Potions and Mustard do (see 9.42).
Lightning: Cost: 2. Combat spell. A monster who fails to resist this spell immediately suffers 1D6+2 Wounds.
Lock: Cost: 1. Non-Combat spell. A Wizard may use this spell to lock a door, the same way that Cloves are used (see 9.57).
Mage Armor: Cost: 1. Non-Combat spell. Mage Armor creates a protective field around the adventurer on whom it is cast. Roll 1D3 and make a note of the number rolled on the Character Record of the adventurer. Each time the adventurer suffers a Wound, reduce this number by one. Any Wounds suffered after this number reaches zero are suffered normally by the adventurer. In other words, Mage Armor protects the adventurer against the next 1D3 Wounds that he would normally suffer. Note: The Mage Armor does not absorb Wounds suffered in casting spells.
Neutralize Poison: Cost: 1. Non-Combat spell. The Wizard may cast this spell on any adventurer who drinks a Poison Potion, investigates a poisonous fountain, or is the victim of a trap involving poison. The adventurer on whom the spell is cast does not suffer the effects of the poison (as he otherwise would). This spell must be used immediately after the poisoning occurs.
Oratory: Cost: 1. Negotiation spell. When the party is attempting to negotiate with a group of monsters, a Wizard may cast this spell. Add four (4) to the negotiation die-roll (in addition to all other modifiers of the die-roll).
Sleep: Cost: 2. Combat spell. If the monster on whom this spell is cast fails to resist the spell, the monster immediately falls asleep. Remove him from the monster's marching order. If the party vanquishes the remaining monsters (if any) they are assumed to kill the sleeping monster too. (And if the party is killed, it doesn't matter).
Strength: Cost: 2. Non-Combat spell. When this spell is cast on an adventurer, the effect is as if the adventurer had used a Strength Potion (see 9.44).
Stone-Flesh: Cost: 3. Non-Combat spell. If an adventurer is turned to stone by a Medusa (see 12.34), this spell may be used to return the adventurer to life. It may not be cast during combat. The revived adventurer retains any Wounds he suffered before turning to stone. (Wizards may not cast the spell on themselves, obviously).