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Spells
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  - A unit can keep a maximum one more spell point than its health value until the end of combat.
  - A Spell Point can be from any color of the unit colors. The controler of the unit choses the
    color when he wants to cast a spell, not before.
  - Spell points kept by units are removed when they perform actions other than magic and
    movement.
  - Dragon Summoning: If outside, a drake is summoned. If inside, a Wurm is summoned.
  - The spell points disapear when the Spell Caster is hit.
  - Only one spell may be casted per action unless it's the same spell and on the same target(s)
    because it's considered an enhancement.
  - A Unit must rest 10 minutes per spell points used. That's why a unit is not likely to cast 
    spells when it's not needed. The rest can wait until after combat but not that much longer.
  - White dice can cast spells based on the type of terrain they are in.
  - Spells cannot be dodged or parried.

Gold
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Cost Spell                   Effect
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1    Dust to dust            1 Health dead unit turn to dust and cannot be raised.
1    Backlash                Until the beginning of the caster's next turn, each spell point
                             spent deals 1 damage to the caster.
2    StonSkin                Add 1 automatic save to the target unit until the beginning of
                             the caster's next turn. The effect last until the end of combat
                             or until the effect is used.
2    Hide                    1 health of units can't make any rolls and cannot be affected by
                             any effect until the beginning of the caster's next turn.
2    Summon Gold Dragonkin   A 1 health unit is summoned in a free square around the caster.
                             The level of the DragonKin summoned is the lowest level for its
                             health.
2    Transmute rock to mud   Do what it says but only has applications outside combat. Transform
                             1 feet cube of stone.
3    Savage                  A 1 Health unit must attack the nearest unit until the beginning
                             of the caster's next turn.               
4    Path                    Teleport any unit 15 squares away from the target and the caster.
4    Exploding Stone         Destroy 1 health of magical item.
7    Summon Gold Dragon      The caster chose where it appears.
8    Summon Muck Monster     If in a swamp. The spell creates a LVL 10 heavy 4 health unit.
                             A SwampLand Minor terrain of the caster's chose is used. The 
                             Disaster Icon count as save, the other Icons count for what they
                             are without the modifiers indicated(I.e. if a Maneuver*2 is rolled,
                             it counts as Maneuver. period). Each Icons worth 4 points. The
                             effect last until the end of the combat.

Blue
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cost Spell                   Effect
-----------------------------------
1    Elemental Blast         Negate 1 Spell Point from a spell already in play. A spell cannot
                             be partially negated but each Enhancement of a spell can be negated
                             separatly.
2    Dust Devil              A maneuver check must be made before rolling for missile damage.
                             The difficulty depend of how the target is hidden(Not:medium,
                             Partialy:Difficult, Fully:Very Difficult). If the check fail, the
                             is lost.
2    Blizzard                A maneuver check must be made before rolling for melee damage.
                             The difficulty depend of how the target is hidden(Not:medium,
                             Partialy:Difficult, Fully:Very Difficult). If the check fail, the
                             is lost.
2    Scent of fear           1 health unit must flee 5 squares.
2    Summon Blue Dragonkin   A 1 health unit is summoned in a free square around the caster.
                             The level of the DragonKin summoned is the lowest level for its
                             health.
2    Degenerate Dragonkin    Target DragonKin must roll an ID or else, it becomes a DragonKin of
                             1 less health.
3    Breath of Life          The Target regain 1 LP.
4    Wind Wall               Gives 3 automatic saves, distributed the way the caster choose, among
                             a maximum of 3 units until the end of the caster's next turn.
4    Wilding                 Select a target. Until the beginning of the caster's next turn, that
                             unit have one of his action doubled.
4    Cone of Cold            Inflict 1 point of damage on a target. If the unit doesn't save,
                             that unit have all its rolls halved(round down) until the end of
                             target's next turn.
6    Lightning Strike        One unit receives 5 damages.
6    Wind Walk               Give 6 automatic maneuver, distributed the way the caster choose,
                             among a maximum of 6 units until the end of the caster's next turn.
                             This maneuver cannot be use as initiative.
7    Summon Gold Dragon      The caster chose where it appears.

Red
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Cost Spell                   Effect
-----------------------------------
1    Elemental Blast         Negate 1 Spell Point from a spell already in play. A spell cannot
                             be partially negated but each Enhancement of a spell can be negated
                             separatly.
2    Ash Storm               Subtract 1 from all units result within the range of the spell until
                             the beginning of the caster's next turn. The caster is also affected
                             by that spell.
2    Summon Red Dragonkin    A 1 health unit is summoned in a free square around the caster.
                             The level of the DragonKin summoned is the lowest level for its
                             health.
2    Dancing lights          1 health unit has its missile and magic results halved(round down)
                             until the beginning of the target's next turn.
3    Firebolt                Inflict 1 damage on target unit.
3    Spark of life           the target regain 1 LP.
3    FlashFire               Target a unit. Until the beginning of the caster's next turn, that
                             unit can be rerolled once.
4    Reforge Item            Restore one health of magical Item. All pieced must be in the range
                             of the range of the spell.
4    Fearfull flames         Inflict 1 damage on a target and it fails its save, it must flee 5
                             squares.
5    Burning Hands           Target unit has its melee damage doubled until the beginning of the
                             caster's next turn.
5    Flaming Armor           Target unit has its saves doubled until the beginning of the
                             caster's next turn. If the unit charge, it will deal one damage per
                             save rolled.
7    Summon Red Dragon       The caster chose where it appears.

Green
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Cost Spell                   Effect
-----------------------------------
1    Bloat Corpse            1 Health dead unit becomes humus and cannot be raised.
2    Watery Double           Add 1 automatic save to the target unit until the beginning of
                             the caster's next turn. The effect last until the end of combat
                             or until the effect is used.
2    Summon Green Dragonkin  A 1 health unit is summoned in a free square around the caster.
                             The level of the DragonKin summoned is the lowest level for its
                             health.
2    Black Rain              All units have there saves halved(round down) until the end of the
                             caster's next turn.
3    Foul Water              Inflict 1 damage on a unit.
3    Growth                  A target unit has the same LP and FP as if it was a unit of 1 health
                             higher(lowest level).
3    Wall of Ice             Distribute 3 automatic saves among a maximum of 3 targets until the
                             end of the caster's next turn.   
3    Wall of fog             All units have there maneuver and mouvement halved(round down) until
                             the beginning of the caster's next turn.          
4    Water Walking           Distribute 4 maneuvers among a maximum of 4 target. The effect last
                             until the beginning of the caster's next turn. Each 2 of those
                             maneuvers count as +1 initiative.
6    Part Element            Choose 1 color. No magic from that color may be cast until the end
                             of combat.
7    Summon Green Dragon     The caster chose where it appears.

Black
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Cost Spell                   Effect
-----------------------------------
2    Summon Black Dragonkin  A 1 health unit is summoned in a free square around the caster.
                             The level of the DragonKin summoned is the lowest level for its
                             health.
2    Decay                   Target unit has -1 melee until the beginning of the caster's next
                             turn. 
2    Magic Drain             Target unit has -1 magic until the beginning of the caster's next
                             turn.
2    Evil Eye                Target unit has -1 save until the beginning of the caster's next
                             turn.
2    Spirit Furnace          All dead units becomes incinerated and cannot be reanimated. The 
                             caster gains black spell points equal to the total health of all the
                             units incinerated. Those spell points can be used to cast a spell
                             immediatly.
2    Necromantic Waves       Target unit can now use its magic result as melee damage until the
                             end of the end of the caster's next turn.
3    Reanimate dead          Transform a 1 health dead unit into a 1 health undead unit of the
                             same type(Lowest level). The undead is controled by the caster. It
                             can free itself(see Undead). Undead dead units cannot be brought
                             back with that spell.
3    Fade                    Target undead unit becomes incorporal and can't roll melee but can't
                             receive Missile or Melee damage.
4    Palsy                   Target unit has -1 to all its rolls until the beginning of the
                             caster's next turn.
4    Finger of Death         Target unit receives 1 damage. The target can't save.
4    Disease                 Target unit loses 1 LP unless it saves.
4    BloodLust               Roll target unit's die. Any melee damage rolled affect the target.
                             Any result that count as both Melee and saves has no effect,
                             including ID that is still rerolled but doesn't give any luck point.
7    Summon Black Dragon     The caster chose where it appears.
8    Haunt                   All dead units are raised as per the "Reanimate Dead" spell until 
                             the end of the next turn's action phase.