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Wizard Spell List

In document AD&D Battlesystem Miniatures Rules (Page 91-94)

Magic Missile

Spell Level: 1

Range: 6" + 2" per hit of caster Duration: Instantaneous Area of Effect: 1 figure or unit

A magic missile inflicts one hit upon the target for each hit of the caster (no AD rolls necessary), up to a maximum of 5. Armor checks are allowed against each hit.

Stinking Cloud

Spell Level: 2 Range: 3" Duration: 1 turn Area of Effect: 1 figure

The stinking cloud surrounds the tar- get with a mass of noxious vapors. A unit must check morale if one of its fig- ures is struck by this cloud.

Larger than man-sized figures, and figures with 3 or more hits, are immune to the stinking cloud.

Dispel Magic

Spell Level: 3 Range: 12"

Duration: Instantaneous Area of Effect: 1 spell

The dispel magic spell can be cast against any opponent's magic spell with an ongoing effect occurring within range of the caster. (Spells with a dura- tion of "Instantaneous" cannot be dis- pelled before they take effect.)

To succeed, the caster must roll 6 or higher on 1d10 (counting "0" as a roll of 10). The roll is modified by the differ- ence between the caster's hits and the hits of the spellcaster whose enchant- ment is to be dispelled.

For example, a caster with 7 hits at- tempting to negate a spell cast by a fig- ure with 4 hits adds 3 (7 - 4) to his die roll, so that the dispelling succeeds on a roll of 3 or higher. In the reverse situa- tion, a caster with 4 hits attempting to negate a spell cast by a figure with 7 hits must add -3 to his roll, so that he needs to roll a 9 or higher to dispel the more powerful caster's enchantment.

Fireball

Spell Level: 3

Range: 2" per hit of caster Duration: Instantaneous

Area of Effect: 2 figures 1" or less apart The fireball explodes around the af- fected figures, inflicting AD of 3d8 per figure.

Fly

Spell Level: 3 Range: Contact Duration: 6 turns Area of Effect: 1 figure

The fly spell allows one figure (repre- senting an individual, not 10 creatures) to fly at a movement rate of 18", Ma- neuverability Class B. This figure can be the spellcaster, or any individual fig- ure that is in base-to-base contact with the caster when the spell is cast.

Haste

Spell Level: 3 Range: Contact Duration: 2 turns Area of Effect: 1 figure

The haste spell doubles a figure's movement allowance and number of AD. A hasted figure always receives the melee advantage bonus (see page 41), regardless of weapon type, unless he is fighting a foe who is also hasted.

Lightning Bolt

Spell Level: 3

Range: 4" + 1" per hit of caster Duration: Instantaneous Area of Effect: 3" line

The lightning bolt begins at a point within range of the spellcaster, and then shoots 3" from that point directly out- ward from the front side of the caster. A figure whose body (but not just weapon, equipment, or base) lies in the area of effect suffers AD of 3d8.

Protection from Normal Missiles

Spell Level: 3 Range: Contact

Duration: Remainder of scenario Area of Effect: 1 figure

The caster can protect himself or one other individual figure (hero) from all nonmagical arrows, spears, hurled boulders, etc., for the rest of the sce- nario (or until the magic is dispelled). The spell conveys no protection against artillery weapons or magical attacks.

Fear

Spell Level: 4 Range: 2"

Duration: Instantaneous Area of Effect: 1 unit

When the fear spell is cast upon an opposing unit, that unit must make an immediate morale check with a -3 penalty to its morale rating.

Wall of Fire

Spell Level: 4 Range: 6"

Duration: Concentration

Area of Effect: Rectangle 1" long per hit of caster, 3" high

One part of the wall must be within range of the caster, but the far end of the wall can extend outside of the 6" range. The wall cannot be moved once it is raised. It lasts until the caster moves, casts another spell, or is hit by an at- tack.

Each enemy figure in the wall when it is raised, or that marches into it while it is up, suffers damage of AD 1d10.

Cone of Cold

Spell Level: 5

Range: 1" per 2 hits of caster Duration: Instantaneous

Area of Effect: 90-degree arc in front of caster, to outer limit of range The cone of cold is a frigid blast against creatures in the fan-shaped area of effect. Each victim suffers an AD 8 attack for each 2 hits of the caster (rounded up). For example, a caster with 5 hits rolls 3d8 against each figure in the area of effect.

Cloudkill

Spell Level: 5 Range: 1" Duration: 1 step

Area of Effect: 1" x 2" rectangle The cloudkill must be placed so that at least an edge or a corner of the area of effect is within 1" of the spellcaster. Any figures within the area of effect suffer AD of 2d12.

After the spell is cast, the cloud can be moved in a straight line up to 1" for every 2 hits of the spellcaster, possibly damaging or killing other figures as it moves. A unit that is forced to check morale because it suffers a casualty from this magical attack is not required to make repeated checks if the cloud kills other figures in the same unit as it moves. No single figure in the unit can be the object of more than one AD roll. If the target unit is in good order, it

can choose to withdraw instead of mak- ing the morale check after suffering a casualty. (Obviously, this can be a wise tactic to get away from a moving cloud.) If the spell is cast during the tar- get unit's movement step and that unit has not yet moved, it can move imme- diately after the casting (and the initial AD roll) in an attempt to avoid further damage. The effect of this spell can be negated by a successful casting of dispel magic; the defending player must be given an opportunity to declare that he is casting dispel magic before the at- tacking player makes an AD roll to de- termine damage caused by the cloud (whether the roll comes just after cast- ing or while it is moving).

The cloud will sink to the lowest ele- vation in its path, perhaps moving con- trary to the desired direction of the caster in doing so. The cloud cannot move up a slope and cannot move over any obstacle 1" (10 feet in scale) high or higher. It is dispersed if it comes into contact with dense woods, and only causes 1d12 of damage to figures in light woods.

Hold Monster

Spell Level: 5

Range: 1" per hit of caster

Duration: 1 turn per 2 hits of caster Area of Effect: 1 figure

The caster paralyzes any one figure if this spell is successfully cast. To deter- mine success, roll 1d10 for the caster. Subtract 3 from the die roll if the figure represents creatures at a 10:1 ratio. If the result is greater than the number of hits of the victim, the spell works and the victim must remain in place, unable to move or attack, for the duration.

Teleport

Spell Level: 5 Range: Spellcaster Duration: Instantaneous Area of Effect: Spellcaster

The teleport spell allows the spell- caster to move instantly to any other place on the even leave the battle, in an emergency. A figure with two teleport spells can leave the battle

with one spell and then return during a later step or turn with the other spell. The caster's destination can be any lo- cation on the battlefield not occupied by another unit.

Lower Water

Spell Level: 6 Range: 8"

Duration: 1 turn per 2 hits of caster Area of Effect: 1" square per hit of

caster

With this spell, a wizard can turn an area of deep water into shallow water, or an area of shallow water into clear, open terrain. Figures (friendly or en- emy) can move through the altered ter- rain, treating it as shallow water or dry ground, for the duration of the spell (or until the magic is dispelled). If a figure is caught in shallow water when it turns back to deep water, the figure is de- stroyed. If a figure is caught in an area of dry ground when it turns back to shallow water, the figure is destroyed if it is unable to move through shallow water. Note that the area of effect is al- ways a square, regardless of the shape of the body of water being affected. Thus, a wizard with 6 hits casting the spell on a 2" wide shallow stream causes a 6" length of the stream to dry up; the rest of the terrain in the spell's area of effect is already dry ground, and is not changed by the magic.

Mass Invisibility

Spell Level: 7

Range: 2" per hit of caster Duration: Special

Area of Effect: 1 unit within 6" x 6" square or equivalent area

This spell can be used to conceal the location of any one unit, including not more than 40 man-sized or smaller fig- ures, up to 12 larger than man-sized or cavalry figures, or up to 4 giant-sized or larger figures. In addition, the unit to be affected must be enclosed entirely within an area of 36 square inches (6" x 6", 4" x 9", 3" x 12", or any other shape that meets this requirement). The spell cannot be cast on a unit having any figures within 6" of an enemy fig-

ure or unit. The magic lasts until the in- visible unit is contacted by a moving enemy unit or makes an attack.

Any player who uses this spell must have a sheet of graph paper with an ac- curate representation of battlefield ter- rain. Figures are removed from the tabletop when they become invisible, and their location and subsequent movement are recorded on the graph paper.

The invisible unit's figures must be put back on the table as soon as the unit attacks, or as soon as an enemy figure's movement would cause it to bump into the invisible unit. (Close calls go to the player moving the non-invisible unit; if his moving figure would perhaps graze the side of an invisible unit, that is enough to discover it.)

If the invisible unit reappears because another unit bumps into it, or if the in- visible unit attacks (either with missiles or melee weapons), the appearing unit gets to make a free attack against the enemy unit; the enemy is not allowed to return fire or make an attack with its own weapons. This "free" combat takes place during the movement step; the units fight normally during subsequent combat steps.

Mass Charm

Spell Level: 8

Range: 1" per hit of caster Duration: Special

Area of Effect: 2 man-sized figures The mass charm spell is used against specific enemy figures (2 man-sized, 3 small, or 1 large figure). To determine whether the spell succeeds, the defend- ing player makes a morale check for each figure targeted by the magic. This check is made with a - 4 modifier to the figure's morale rating, or -2 if the tar- get figure is part of a unit and that unit's commander is also targeted. If an indi- vidual figure (hero) is targeted, that fig- ure uses its CD rating for this the individual figure is a unit commander, in which case the check is made using the unit's morale rating. Successful charming of a unit commander will cause that unit to be out of command.

This special check has no effect other than to determine whether or not the spellcasting is successful. If the check is passed, the spell has no effect on that fig- ure. If one or more of the checks are failed, however, the affected figure(s) are immediately treated as casualties from the unit they belonged to, and the remainder of the unit must immediately make a morale check as though a figure had been eliminated by a magical attack. Thereafter, the charmed figure(s) be- come a separate unit under the com- mand of the spellcaster. If a hero is charmed, the figure switches sides and is now controlled by the player whose figure cast the spell. Charmed figures are allowed an immediate change of facing as their control passes to the other player; after this, they can only move and attack when their controlling player has chances to move and attack. If the charmed figure was part of a unit (a figure representing 10 soldiers), it can join a unit owned by the control- ling player if its attack dice and armor rating are the same as those of other fig- ures in the unit. A charmed individual can take command of one of the con- trolling player's units if the player so de- sires; otherwise, that figure operates as a hero.

The effect of the spell lasts for the du-

ration of the the

magic is dispelled, the charmed figures are eliminated, or a wizard controlled by the opposing player casts another mass charm spell to return the figures to their original allegiance.

Meteor Swarm

Spell Level: 9

Range: 4" + 2" per hit of caster Duration: Instantaneous

Area of Effect: Special

This powerful spell causes damage in a two-step process. First, the magical meteors will strike any figures in line between the caster and the target figure. When the effect reaches the target (which can be any figure within range), the magic erupts in a spectacular and fi- ery display. This pyrotechnic explosion affects the target and all other figures within 2".

The attacking player rolls AD of 2d10 for each figure struck by the spell. (A figure that lies between the caster and the target and also within 2" of the target is only struck once, not twice.)

In document AD&D Battlesystem Miniatures Rules (Page 91-94)