============================================================================== Dragon Dice Magic Notes 12/13/96 ============================================================================== by Stephen D'Angelo (dangelo@crystalkeep.com) Rules ----- - This section reflects the revised rulebook costs. The costs in the Firewalkers expansion were similarly raised by one due to a note in The Undead. - Magic from a player's reserve army can be cast only on that player's armies and units. Other player's dice cannot be targeted by that army's reserve magic. - An army cannot cast magic that inflicts damage on another army belonging to that same player. In other words, you can't cast harmful magic on yourself. - If a player has no units remaining in play, any spells he has in play are immediately negated. - With the exception of the Burning Hands spell, which targets an individual unit, all spells cast upon an army that then moves away are negated. - When an army's roll is to be both halved and doubled, all halving occurs before doubling. Round down when halving. - Possession of a temple face prevents any new black spells from targeting the possessing army; it does not negate those already affecting that army. - Possession of a temple face does not preclude a black dragon from being sent to that terrain. Races and Magic Doubling ------------------------ - Amazons can cast magic of the color of the terrain they are on. They only double magic results when in possession of a standing stones terrain. - Other races can only cast magic of the colors in their die. - Magic that happens because of ID icons is doubled if it is of the same color as one of the terrain's colors on which it is rolled. Magic from normal magic icons is never doubled. - Black magic (by an army not in reserve) may be doubled by burying an equal number of health in dead units from one player (but that player chooses which units to bury). Remember that only magic from ID icons can be doubled. Also, all magic created by burying units must be spent. - Magic is never doubled in the reserves. ------------------------------------------------------------------------------ Black (Death) Spells ------------------------------------------------------------------------------ Cost Spell Description ---- --------------------- ------------------------------------------------- 2 Decay (Swamp Stalker only) Subtract 1 from the melee hit results of the target army until the beginning of your next turn. Multiple castings increase the effect. 2 Evil Eye (Undead only) Until the end of your next turn, the target army subtracts 1 from each save roll it makes. 2 Reanimate Dead Return a dead one-health unit to the casting army. Multiple castings reanimate multiple 1-health units. 2 Summon Black Dragonkin Add 1 health of your black dragonkin to the casting army. Multiple castings increase the effect or target other units. 3 Fade (Undead only) Choose an undead unit to become incorporeal. Until the end of your next turn, that unit cannot make melee attacks, nor can it be attacked by missile or melee. (Multiple castings affect multiple units.) 3 Palsy The target army suffers a penalty of -1 to all rolls until the beginning of your next turn. Multiple castings increase the effect, or may target another army. If rolling units for multiple effect (such as rolling for saves and hits during a charge or dragon attack), the penalty applies as the army's owner sees fit. 4 Disease (Swamp Stalker only) Select 3 health of units in the target army; the unit(s) immediately roll. Any that roll and ID icon are sent to the owning player's dead unit area. The dead units are then rolled; any that roll an ID icon are buried. Multiple castings increase the effect. 4 Finger of Death Inflict 1 hit on a target unit. Target may not roll saves. Multiple castings can affect multiple units, larger units, or both as the casting player decides. 5 Bloodlust (Swamp Stalker only) The target army rolls. All melee hit results (exculding ID icons) rolled by the army inflict damage on itself, but any save results (including ID icons) may be used to reduce the damage. Only special action icons that count as melee hits or saves are applied; all others (including cantrips) have no effect. Multiple castings affect multiple armies. 6 Open Grave Until the beginning of your next turn, all units killed in the target army go to your reserve rather than to the dead unit area. If this spell is cast on the reserve, any units killed in the reserve while the spell is in effect remain in the reserve area. Multiple castings affect multiple armies. (Note: Only affects your own armies.) 6 Restless Dead (Undead only) Until the start of your next turn, the army targeted by this spell can charge in melee, even though it contains undead units. 7 Summon Black Dragon Send a black dragon to any terrain, regardless of ownership or location. 8 Haunt (Undead only) You can immediately roll your dead units in a skirmish attack against the army of your choice. Bury any dead units killed by the army's counter-attack. (This spell cannot be multiplied.) 9 Night Moves (Undead only) A target army with undead in it may immediately maneuver to turn the terrain die one step, outside the normal turn sequence. Opponents at its terrain may counter-maneuver as usual. (This spell cannot be multiplied.) ------------------------------------------------------------------------------ Blue (Air) Spells ------------------------------------------------------------------------------ Cost Spell Description ---- --------------------- ------------------------------------------------- 2 Hailstorm Inflict 1 hit on the target army. It may roll saves. Multiple castings increase the damage inflicted on a single army, or may target another army. Each target army only rolls once to save regardless of how many Hailstorms are cast at it. 2 Scent of Fear (Feral only) Causes 1 health of the target army to flee to its reserves. Multiple castings increase the effect or target another army. The army's owner chooses which units flee. 2 Summon Blue Dragonkin Add 1 health of your blue dragonkin to the casting army. Multiple castings increase the effect or target other units. 3 Breath of Life Restore 1 health-worth of units from the dead area to the casting army. Multiple castings can revive multiple units, larger units, or both as the casting player decides. 3 Call of the Wild (Feral only) Summons one of your Feral (any size) from any other terrain or the reserves to the casting army. Multiple castings affect multiple units. 3 Dust Devil (Firewalkers only) Halve (rounding down) all missile fire into or out of the target terrain until the end of your next turn. (This spell cannot be multiplied.) 4 Wilding (Feral only) During each roll made by the target army until the beginning of your next turn, one unit of your choice may double either its melee or save results. Select the affected unit after the roll is made. Multiple castings affect another army, or increase the effect, allowing more units' results to be doubled. 4 Wind Walk Target army gains 6 automatic maneuver results until the beginning of your next turn. These maneuvers remain in effect for the duration and aren't used up. Multiple castings increase the effect, or may target another army. 5 Elemental Blast (Firewalkers only) Negate up to two points of non-blue spells already in play. 5 Lightning Strike Instantly kills target unitl unless the unit rolls a save or ID icon. Multiple castings affect multiple units. 6 Mirage (Firewalkers only) All one-health units at the target terrain must each rull a save or flee to their reserve areas. until the beginning of your next turn. 7 Summon Blue Dragon Send a blue dragon to any terrain, regardless of ownership or location. ------------------------------------------------------------------------------ Gold (Earth) Spells ------------------------------------------------------------------------------ Cost Spell Description ---- --------------------- ------------------------------------------------- 2 Hide (Feral only) Hide 1 health of your units until the end of your next turn. Hidden units make no rolls and can't be affected by melee, missile, or magic until the spell ends. Multiple castings increase the effect or target other units. 2 Stoneskin Add 1 automatic save to the target army until the beginning of your next turn. These saves remain in effect for the duration and aren't used up. Multiple castings increase the effect, or may target another army. 2 Summon Gold Dragonkin Add 1 health of your gold dragonkin to the casting army. Multiple castings increase the effect or target other units. 3 Dust to Dust Choose 1 health-worth of any player's dead units to be buried (removed from the game). Multiple castings can affect multiple units, larger units, or both, as the casting player decides. Multiple castings can target more than one player's units. 3 Savage (Feral only) One health of a target army's units (your choice) makes an immediate melee attack on its own forces. The remaining units may roll saves. Multiple castings increase the effect. 4 Backlash (Feral only) Target any terrain. If an army at that terrain casts magic, after casting the army must save against an amount of damage equal to the number of magic points spent. 4 Path Immediately move one of your units (any size) from one terrain to another. If the unit(s) move to another terrain where there are no friendly units, they form a new army. Multiple castings affect multiple units. 5 Transmute Rock to Mud Subtract 6 from the maneuver results of the target army until the beginning of your next turn. This spell does affect special racial abilities (such as maneuvers as saves for coral elves in coastland terrain) and the additional damage done by charges. Multiple castings increase the effect, or may target another army. 7 Summon Gold Dragon Send a gold dragon to any terrain, regardless of ownership or location. ------------------------------------------------------------------------------ Green (Water) Spells ------------------------------------------------------------------------------ Cost Spell Description ---- --------------------- ------------------------------------------------- 2 Foul Water (Swamp Stalker only) Inflict 1 hit on the target army. Only 1-health units roll for saves, and only 1-health units can be removed because of this damage. Multiple castings increase the effect or may target another army. Each target army rolls only one save, regardless of how many Foul Waters are cast at it. 2 Summon Green Dragonkin Add 1 health of your green dragonkin to the casting army. Multiple castings increase the effect or target other units. 2 Watery Double Add 1 automatic save result to the target army until the end of your next turn. These saves remain in effect for the duration and aren't used up. Because the spell doesn't expire until the end of your next turn, it is in effect during a dragon attack in your next turn. Multiple castings increase the effect, or may target another army. 3 Wall of Ice Add 3 automatic save results to the target army until the beginning of your next turn. These saves remain in effect for the duration and aren't used up. Multiple castings affect multiple armies. 4 Wall of Fog Halve (rounding down) all maneuver rolls at the target terrain, and all missile fire in, into, or out of it, until the beginning of your next turn. This spell does affect racial abilities (such as maneuvers for coral elves in coastland terrain) and the additional damage done by charges. Multiple castings affect multiple terrains. 5 Flash Flood Reduce the target terrain die one face (from face 4 to face 3 for example) unless any army at the terrain can immediately roll at least 8 maneuver results. Multiple castings affect multiple terraings. 5 Mire (Swamp Stalker only) Target terrain die may not be maneuvered until the end of your next turn. This spell cannot target a terrain die currently at the eighth face. 7 Black Rain (Swamp Stalker only) Target one watery terrain (coastland or swampland). Halve (rounding down) all save results at that terrain until the end of your next turn. Multiple castings affect multiple terrains. This spell does affect special racial abilities (such as maneuvers counting as saves). 7 Summon Green Dragon Send a green dragon to any terrain, regardless of ownership or location. ------------------------------------------------------------------------------ Red (Fire) Spells ------------------------------------------------------------------------------ Cost Spell Description ---- --------------------- ------------------------------------------------- 2 Ash Storm Subtract 1 from the results of all armies at the target terrain (including the caster's army if present) until the beginning of your next turn. Multiple castings increase the negative modifier. If rolling for units for multiple effects (such as rolling for saves and hits during a charge or dragon attack), the penalty applies as the army's owner sees fit. 2 Summon Red Dragonkin Add 1 health of your red dragonkin to the casting army. Multiple castings increase the effect or target other units. 3 Firebolt (Firewalkers only) Inflict one hit on a target unit. Target may roll saves. 3 Spark of Life Restore 1 health-worth of units from the dead unit area to the casting army. Multiple castings can revive multiple units, larger units, or both, as the casting player decides. 4 Burning Hands Select one unit. The target unit's melee hits are doubled until the beginning of your next turn. Multiple castings affect multiple units. 4 Flashfire (Firewalkers only) Target army may reroll one of its units in every action until the start of this player's next turn. 5 Dancing Lights The target army's missles and magic results are halved (rounded down) until the beginning of your next turn. Multiple castings affect multiple armies. 5 Elemental Blast (Firewalkers only) Negate up to two points of non-red spells already in play. 7 Summon Red Dragon Send a red dragon to any terrain, regardless of ownership or location. ------------------------------------------------------------------------------