Instrukcja · Rozdział 12 z 13

12.0 Rings, Evil Wizards, and Special Abilities (Advanced Game Only)

Cases:

12.1 Rings

12.11 Magical Rings exist only in the Advanced Game. If a magic item is a ring, roll 1D6 and refer to the Ring Table (see 9.71) to determine the nature of the ring.

12.12 Any adventurer may wear a Ring of Resistance +1 or +2. A Ring of Resistance adds 1 or 2 (depending on the number) to the Magic Resistance of the adventurer who wears the ring for as long as he wears it. A Ring of Resistance may not increase its wearer's Magic Resistance above 5.

12.13 Other types of rings may only be worn by Wizards. A Wizard who wears one of these Rings may cast the same spell as the name of the ring (Sleep, Neutralize Poison, Heal, or Blast) once during the game at no Wound cost. The Wizard should keep the ring after casting the spell, because if he enters the Deathmaze in another game (see 13.0), he may use the ring again, as long as the ring is only used once per game.

12.2 Evil Wizards

In the Advanced Game, Evil Wizards may be encountered as monsters. In addition to having the abilities listed on the Monster Characteristics Table (see 7.5), Evil Wizards know one spell: Lightning. If a party fights an Evil Wizard, the Evil Wizard will cast Lightning every Monster Combat Phase, unless doing so would cause the Wizard to die, in which case the Wizard will fight with a dagger. Determine which adventurer the Wizard casts the spell at according to the same procedure that is used to determine which adventurer a monster attacks (see 8.33). The adventurer may attempt to resist the spell.

12.3 Special Abilities

12.31 Some monsters have special abilities in the Advanced Game.

12.32 When the party begins to fight a group of cronks, each member of the party must attempt to resist the cronks' special ability. Any character who fails to resist the cronks' stench is considered nauseated, and has a Combat Bonus of −2 (in addition to any other bonuses) during the fight with the cronks. The effects of the stench wear off after the combat with the cronks is concluded.

12.33 Each time a hellhound attacks an adventurer, he will breathe flames at the adventurer, in addition to attacking him normally. The adventurer determines whether he resists the hellhound's flames, and if he fails to resist, the adventurer immediately suffers one (1) Wound (in addition to any other Wounds he suffers as the result of the hellhound's regular attack). A hellhound breathes flames every Monster Combat Phase at the adventurer he attacks in that Phase.

12.34 Each time a medusa attacks an adventurer, roll 1D6. If a 6 is rolled, the medusa has turned the adventurer to stone. Remove the counter from the party's marching order. At the end of combat, a Wizard may attempt to revivify the adventurer by casting a Stone-Flesh spell. If there is no Wizard present who knows the spell, the adventurer is considered dead.

12.35 At the end of every third Monster Combat Phase after he is first wounded, a troll regenerates one Wound Point. Reduce the total of Wounds suffered by the troll by one.

12.36 During the first two Monster Combat Phases in which a vampire engages in combat, he will attempt to Charm the adventurer he attacks. (Doing so does not "cost" the vampire any Wounds). The adventurer attempts to resist the Charm. If he fails, his counter is placed in the monster's second row, and he is considered to be a monster. When the vampire is killed, the adventurer becomes an adventurer again, but he retains any Wounds he suffered as a monster. Charmed Wizards will not cast spells. Previously charmed monsters which are charmed by vampires will fight the party to the death, even if the vampire is killed. The party's charm is considered broken.

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