Character Specific Spells and Magical Abilities
Character specific Spells
and Magical Abilities:
VENOM
The way Venom functions is that if a monster takes at least 1 Body Point off of a character via a melee attack (not spell, etc.) Zargon rolls one combat die and consults the table below:
Weak Venom
When a Monster with weak venom damages a Hero, the Monster rolls one die. If a Black Shield is rolled, the Monster has poisoned the Hero. The Hero can roll a number of Combat Dice equal to his current Body Points to attempt to defend against the venom. If the Hero rolls at least 1 White Shield, the venom has no effect. Otherwise, the Hero is poisoned, and has -1 Attack and Defend dice. This is indicated with one bite counter (see below).
Average Venom
When a Monster with Average venom damages a Hero, the Monster rolls one die. If a White Shield is rolled, the Monster has poisoned the Hero, and they now have -2 Attack and Defend dice. This is indicated by 2 bite counters (see below). The Hero can roll a number of Combat Dice equal to his current Body Points to attempt to defend against the venom. For each White Shield tossed, the damage is reduced by 1 Attack & Defend Die.
Strong Venom
When a Monster with Strong venom damages a Hero, the Monster rolls one die. If a Skull is rolled, the Monster has poisoned the Hero, and they now have -3 Attack and Defend dice. This is indicated by 3 bite counters (see below). The Hero can roll a number of Combat Dice equal to his current Body Points to attempt to defend against the venom. For each White Shield tossed, the damage is reduced by 1 Attack & Defend Die.
Bite Counters
Some Monsters are able to poison the Heroes after making a successful attack. Depending on the strength of the venom, the Hero can be inflicted with one or more bite Counters. For each bite Counter the Hero has, he acts at -1 Attack and Defend Die. A Hero may never have more than 3 bite Counters on him at one time, and you can never be reduced lower than 1 Attack Die and 1 Defend Die. Once you acquire a bite counter, it can only be removed by magic, heal potions or a venom antidote.
Greenskins
Gremlins
Magma Gremlin: Proximity Blast
Any Hero who is within a one space radius (adjacent or diagonal) of the Magma Gremlin gets hit by a blast
of fiery energy. This functions identical to the Ball of Flame spell. This damage continues once per
turn until the Hero escapes the area of effect.
Also, for magical resistance, the Magma Gremlin is considered a Fire sub-type.
Frost & Ice Gremlin: Steal Stuff
The following is quoted from Milton Bradley's "Barbarian Quest Pack", re-released by Hasbro
and Avalon Hill as The Frozen Horror: "During Zargon's turn, each Ice or Frost Gremlin can
either attack a Hero or Mercenary, or it can steal from one Hero (Zargon's Choice). The item
stolen cannot be the armor or shield a Hero is using, nor the weapon they are wielding. As soon as
the Ice or Frost Gremlin has stolen an item, it runs away full speed. The Heroes can chase the Gremlin
on their turn. If they catch it and destroy it, they regain the stolen item. If no Hero can see the
Gremlin at the start of Zargon's next turn, the Gremlin has escaped with the item.
The item should be crossed off the Hero's character sheet. Remove the Gremlin figure from the game board."
Orc Warlord: Coup De Grace:
Your instinct for killing has made you highly efficient, as well as merciless. If you strike an opponent and do enough damage to bring them down to one Body Point, you may declare a coup de grace and finish them off instantly without rolling any dice. Your opponent has no defense.
Undead
Skeletons
Dark Skeleton: Blade of Sleep
If the Dark Skeleton does 1 Body Point of damage, the target rolls 1d6 per Mind Point. If they fail to roll a six they are put to Sleep.
Witchblade Skeleton: Death Blade
If the Witchblade successfully hits you and does at least one Body Point of damage it's evil blade adds 1d6 Body Points of undefendable necrotic
damage.
Remnant Skeleton: Vamphirric Blade
The Remnant Gains a Body Point for every Body Point of damage they inflict.
Death Lord: Reanimation
On Zargon's turn, any destroyed Skeleton (of any type) in the room with the Death Lord rolls 1d8, and on a roll of 7 or 8 automatically reanimates & may attack on their NEXT turn.
Zombies
Servant of Darkness: 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 must roll 1 Combat die each turn, and each time they roll a skull they lose 1 additional Body Point. If the curse kills the Hero they become a Servant of Darkness and cannot be reanimated. Once set in motion, this curse can only be lifted by a Greater Restoration potion or by a Clergyman with a prayer roll of 6 or higher.
Plague Bearer Zombie: Plague Explosion
When the Plague Zombie dies, he explodes into a cloud of poison gas. This cloud covers a 3x3 area centered on the spot where the zombie died, and will last for 1d4 turns. This cloud will do 1d4 points of undefendable poison damage to any Hero who enters the cloud. The cloud can also be scattered by any of the following spells:
Air: Swift Wind, Tempest, Wall of Wind
Faerie: Gossamer Wind
Draugr: Undead Rally
All Undead in the same room as a Draugr get +1 Defend Die.
Mummies
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 must roll 1 Combat die each turn, and each time they roll a skull they lose 1 additional Body Point. If the curse kills the Hero they become a Servant of Darkness and cannot be reanimated. Once set in motion, this curse can only be lifted by a Greater Restoration potion or by a Clergyman with a prayer roll of 6 or higher.
Tomb Lord: Mummy Rot
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 loses the ability to use potions, and each time a spell is cast on the Hero they have to roll a Combat Die. If they roll a Skull the spell fizzles. In addition each turn they have to roll 1 Combat die, and each time they roll a skull they lose 1 additional Body Point. If the curse kills the Hero they become a Servant of Darkness and cannot be reanimated. Once set in motion, this curse can only be lifted by a Greater Restoration potion or by a Clergyman with a prayer roll of 8 or higher.
Incorporeal Undead
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 invulnerable to spells. A phantom can remain intangible indefinitely, or it may become tangible by invoking this same ability, but the phantom
cannot
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 phantom is not immune to spells. The Phantom may use this spell an indefinate number of times.
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.
Undine & Medusa: Glance
This spell turns any one character the caster can "see" into stone. A stone character cannot move, attack, be attacked, or cast a spell. This spell can only be countered by a soft potion or a glance shield.
Reptiles and Dragons
Reptiles
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.
Dragons
All Weapons which state they work as a "cone" hit the following squares:
Cockatrice:
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
Jabberwock: Flame
This weapon can be used three times by the Jabberwock. It will send a flame which will inflict 2 Body Points of damage on one target. The character then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point.
Leviathan: Steam
This weapon can be used three times by the Leviathan. The leviathan blows scalding steam out of its mouth, and the damage spreads out into a cone that covers a total of four spaces (see image above). The character then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point. (This is considered to be FIRE damage for the purposes of damage resistance, but being in the water does not protect you from the damage.)
Blue Dragon: Lightening
The Blue Dragon may use this weapon three times. 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.
Black Dragon: Acid
The Black Dragon may use this weapon three times. The acid is breathed in a line three spaces long (or until it hits a wall or closed door). 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 lightly 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.
Green Dragon: Bane
The Green Dragon may use this weapon twice. It 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
Red Dragon: Flame
The Red Dragon may use this weapon three times. It will send a ball of flame which will inflict 3 Body Points of damage. The damage spreads out into a cone that covers a total of four spaces (see image above). Each target then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point.
White Dragon:
Ice Shards
The White Dragon may use this weapon twice. It will send shards of ice which will inflict 3 Body Points of damage. The damage spreads out into a cone that covers a total of four spaces (see image above). The character then rolls 2D6, and for each 6 rolled, the damage is reduced by one Body Point.
Freeze
The White Dragon may use this weapon once. This weapon freezes one target the White Dragon can "see". This character cannot move, attack, or defend (etc.) until they defend against the weapon. Characters may attempt to defend at once or on a future turn by rolling a 6 on 1D6, one per mind point.
Imperial Dragon:
Majesty
The Imperial Dragon may use this weapon once. The Dragon's aura suddenly explodes with power, and every Hero who can "see" the Dragon freezes in place and cannot move or attack for 2d4 turns. Heroes may break the spell immediately by rolling 1D6 per Mind Point, and by rolling two 6's the effect is nullified. You do not have to roll both sixes in a single roll. Heroes may defend as normal.
Sunfire
The Imperial Dragon may use this weapon twice. It will send a beam of fire out that will go four spaces (or until it hits a wall or closed door). The fire will cause 4 points of damage. Heroes defend by rolling 3d6, and for each 6 rolled the damage is reduced by one point.
Chaos Forces
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).
Giants
Sasquatch & Yeti: Hug
Whenever the Sasquatch's attack causes a Hero to lose at least 1 Body Point, the Sasquatch grabs the Hero in a powerful hug. This hug inflicts 2 Body Points of damage to the Hero at the start of each subsequent Zargon turn. The Hero cannot defend against this attack, nor can they take any actions. The Sasquatch can make no other attacks while hugging. This continues until either the Hero dies or the Sasquatch is killed by the Hero's companions. The Yeti's attack is similar, but it takes off 3 Body Points per turn.
Troll & Trollkin: Regeneration
The Troll and the Trollkin both regenerate hitpoints. The Trollkin regenerates one point per round. The Troll regenerates 2 points per round. Being attacked by fire causes the regeneration to pause for one round, and is the only way to ultimately kill the monsters. Regenerated points are added back at the beginning of Zargon's turn. This will allow a Troll at zero Body Points to stand back up again and attack.
Stone Giant: Reach
The Giant's large size allow him to attack anyone within a two space RADIUS of the giant. This includes diagonal. Once every three rounds the Giant may take a 2nd attack action, throwing a boulder at any Hero in range. Attack dice don't change.
Elementals
Water Elementals
Frozen Horror: Ice Breath
In addition to his regular attack, the Frozen Horror may also use it's breath weapon. The Frozen Horror may breathe on
every single Hero who is within a one space
radius of the Horror. The target is
frozen and must roll 1D6 per Mind Point to defend. On a roll of 6 the weapon is resisted. A frozen Hero may not Move, Attack, or Defend, or Cast any Spells.
Greater Water Elemental: Absorb
The water elemental may choose, instead of attacking a Hero, to just absorb them. The Hero rolls 1d8 per current Body Point, and has to roll at least one 8 to avoid being absorbed. An absorbed Hero takes one point of drowning damage at the beginning of their turn, but may attack and defend as normal. At the end of each of their turns the Hero may make another escape attempt by rolling 1d8 per current Body Point, and by rolling an 8 they escape.
Earth Elementals
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".
Fire Elementals
Greater Fire Elemental: Proximity Blast
Any Hero who is within a one space radius (adjacent or diagonal) of the Greater Earth Elemental gets hit by a blast of fiery energy. This effect does 3 Body Points of damage. Heroes defend by rolling 2d6, and for each 5 or 6 rolled one point is defended. This damage continues once per turn until the Hero escapes the area of effect.
Nature Spirits
Dryad: Glance
This spell turns any one character the caster can "see" into stone. A stone character cannot move, attack, be attacked, or cast a spell. This spell can only be countered by a soft potion or a glance shield.
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