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Text File  |  1998-08-21  |  16KB  |  234 lines

  1.                              DRAGON WARS SPELLS                                                              {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}                                                                                                                             SUN MAGIC                                                                       {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
  2.                                                                                 3.  RAGE OF MITHRAS                                                                 ---------------
  3.                                                                                 A HIDEOUSLY POWERFUL SPELL THANKFULLY RESRICTED IN THAT IT CAN ONLY HARM ONE
  4. VICTIM AT A TIME. CAN HIT AN ENEMY UP TO 70 FEET AWAY.
  5.                                                                                 EFFECT: 1-6 X P
  6. RANGE : 70'
  7. TARGET: 1 FOE
  8. TIME  : --
  9. POWER : VAR
  10.                                                                                 4.  WRATH OF MITHRAS                                                                ----------------
  11.                                                                                 AN EVEN MORE HIDEOUSLY POWERFUL SPELL, FEATURING A SMALL BLAST RADIUS. DAMAGE
  12. IS LOWER THAN THE RAGE OF MITHRAS, BUT AFFECTS A GROUP.
  13.                                                                                 EFFECT: 1-4 X P
  14. RANGE : 90'
  15. TARGET: GROUP
  16. TIME  : --
  17. POWER : VAR
  18.                                                                                 5.  FIRE STORM                                                                      ----------
  19.                                                                                 SIMPLY THE MOST HIDEOUS SPELL KNOWN TO MAN.
  20. EFFECT: 6-36 PTS
  21. RANGE : 60'
  22. TARGET: ALL
  23. TIME  : --
  24. POWER : 20
  25.                                                                                 6.  INFERNO                                                                         -------
  26.                                                                                 AN UNDERPOWERED VERSION OF FIRE STORM. IN THE HANDS OF AN EXPERIENCES CHARACTER, IT CAN ACTUALLY CAUSE MORE DAMAGE WHILE USING LESS POWER.
  27.                                                                                 EFFECT: 1-4 X P
  28. RANGE : 40'
  29. TARGET: ALL
  30. TIME  : --
  31. POWER : VAR
  32.                                                                                 7.  HOLY AIM                                                                        --------
  33.                                                                                 SHEDS DIVINE LIGHT ON A MELEE, AND GUIDES A RIGHTEOUS GROUP IN SMITING THEIR
  34. FOES.
  35.                                                                                 EFFECT: +2 AV
  36. RANGE : --
  37. TARGET: PARTY
  38. TIME  : COMBAT
  39. POWER : 5
  40.                                                                                 8.  BATTLE POWER                                                                    ------------
  41.                                                                                 SIGNIFICALLY IMPROVES THE MUSCLE ABILITY OF ANY BAND OF HEROES.
  42.                                                                                 EFFECT: +10 STR
  43. RANGE : --
  44. TARGET: PARTY
  45. TIME  : COMBAT
  46. POWER : 8
  47.                                                                                 9.  COLUMN OF FIRE                                                                  --------------
  48.                                                                                 SHEETS OF FLAME FALL FROM THE HEAVENS, PREVENTING A GROUP OF OPPONENTS FROM
  49. ADVANCING DURING THEIR TURN IN COMBAT.
  50.                                                                                 EFFECT: STOPS
  51. RANGE : 40'
  52. TARGET: GROUP
  53. TIME  : --
  54. POWER : 5
  55.                                                                                 10. MITHRA'S BLESS                                                                  --------------
  56.                                                                                 SHIELDS A GROUP FROM HARM WITH A BLANKET BLESSING, COURTESY OF AN ALIEN GOD.
  57.                                                                                 EFFECT: +3 DV
  58. RANGE : --
  59. TARGET: PARTY
  60. TIME  : COMBAT
  61. POWER : 5
  62.                                                                                 11. LIGHT FLASH                                                                     -----------
  63.                                                                                 PRODUCES A BLINDING FLASH THAT MIGHT DISORIENT FOES. ESPECIALLY USEFULL AGAINST
  64. UNDERGROUND ENEMIES AND CREATURES UNACCUSTOMED TO THE LIGHT.
  65.                                                                                 EFFECT: LOSE TURN
  66. RANGE : 50'
  67. TARGET: GROUP
  68. TIME  : --
  69. POWER : 6
  70.                                                                                 12. ARMOR OF LIGHT                                                                  --------------
  71.                                                                                 CLOAKS A CHARACTER IN GLEAMING MAGIC ARMOR PROOF AGAINST MOST ATTACKS.
  72.                                                                                 EFFECT: +2 AC
  73. RANGE : --
  74. TARGET: CHAR
  75. TIME  : COMBAT
  76. POWER : 6
  77.                                                                                 13. SUN LIGHT                                                                       ---------
  78.                                                                                 IMPROVES THE HEALTH OF ANY ONE CHARACTER. A LITTLE SUN LIGHT NEVER HURT ANYONE.
  79.                                                                                 EFFECT: 1-6 PTS
  80. RANGE : --
  81. TARGET: CHAR
  82. TIME  : --
  83. POWER : 3
  84.                                                                                 14. HEAL                                                                            ----                                                                                                                                                        A POTENT HEAL SPELL WHICH AFFECTS ONE CHARACTER.
  85.                                                                                 EFFECT: 2-8 PTS
  86. RANGE : --
  87. TARGET: CHAR
  88. TIME  : --
  89. POWER : 4
  90.                                                                                 15. MAJOR HEAL                                                                      ----------
  91.                                                                                 THE BEST VALUE IN SUN MAGIC HEAL SPELLS WHEN MORE THAN ONE CHARACTER IS INJURED. DISPENSES ONE 'SUN LIGHT' SPELL ON EACH PARTY MEMBER.
  92.                                                                                 EFFECT: 1-6 PTS
  93. RANGE : --
  94. TARGET: PARTY
  95. TIME  : --
  96. POWER : 6
  97.                                                                                 16. CHARGER                                                                         -------
  98.                                                                                 THE PERFECT PICK-ME-UP FOR DEPLETED MAGIC ITEMS. NON-ADDICTIVE.
  99.                                                                                 EFFECT: CHARGE
  100. RANGE : --
  101. TARGET: 1 ITEM
  102. TIME  : --
  103. POWER : 8
  104.                                                                                 17. DISARM TRAP                                                                     -----------
  105.                                                                                 WILL SAFELY TRIGGER A TRAP. ALL YOU HAVE TO DO IS WALK INTO A TRAP, AND IT'LL
  106. SAFELY BE SPRUNG.
  107.                                                                                 EFFECT: DISARM
  108. RANGE : --
  109. TARGET: --
  110. TIME  : VAR
  111. POWER : 1=2 HR
  112.                                                                                 18. GUIDANCE                                                                        --------
  113.                                                                                 ACCURATELY TELLS YOU THE DIRECTION YOU FACE. VERY USEFULL UNDERGROUND, WHERE
  114. YOUR FRIENDLY DIRECTION GAUGE IS USELESS.
  115.                                                                                 EFFECT: COMPASS
  116. RANGE : --
  117. TARGET: --
  118. TIME  : VAR
  119. POWER : 1=3 HR
  120.                                                                                 19. RADIANCE                                                                        --------
  121.                                                                                 THE BEST LIGHT SPELL KNOWN TO WIZARDKIND.
  122.                                                                                 EFFECT: LIGHT
  123. RANGE : 40'
  124. TARGET: PARTY
  125. TIME  : VAR
  126. POWER : 1=2 HR
  127.                                                                                 20. SUMMON SALAMANDER                                                               -----------------
  128.                                                                                 EITHER THIS SPELL CONJURES A POTENT MAGICAL CREATURE, OR IT BLOWS THE CASTER'S
  129. SKULL OFF. GIVE US A CALL AND LET US KNOW.
  130.                                                                                 EFFECT: SUMMON
  131. RANGE : --
  132. TARGET: --
  133. TIME  : VAR
  134. POWER : 1=4 HR
  135.                                                                                             DRUID MAGIC                                                                     {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
  136.                                                                                 1.  DEATH CURSE                                                                     -----------
  137.                                                                                 A SAVAGE SPELL LEFT OVER FROM THE BAD OLD DAYS, DESIGNED TO PUNCH THE TICKET OF
  138. SOMEONE YOU HATE. CAUSES UP TO 18 POINTS OF DAMAGE TO THE TARGET.
  139.                                                                                 EFFECT: 3-18 PTS
  140. RANGE : 40'
  141. TARGET: 1 FOE
  142. TIME  : --
  143. POWER : 6
  144.                                                                                 2.  FIRE BLAST                                                                      ----------
  145.                                                                                 THIS POTENT SPELL UNLEASHES A MINOR FIRE STORM ON ONE GROUP OF FOES. USE WITH
  146. DISCRETION.
  147.                                                                                 EFFECT: 4-24 PTS
  148. RANGE : 30'
  149. TARGET: GROUP
  150. TIME  : --
  151. POWER : 12
  152.                                                                                 3.  INSECT PLAGUE                                                                   -------------
  153.                                                                                 A FORMIDABLE WAY TO WEAKEN SOME MONSERS' DEFENSES, AND A REAL DRAG AT PICNICS.
  154. REDUCES A GROUP'S AV AND DV, MAKING THEM VULNERABLE.
  155.                                                                                 EFFECT: -2 AV,DV
  156. RANGE : 60'
  157. TARGET: GROUP
  158. TIME  : COMBAT
  159. POWER : 4
  160.                                                                                 4.  WHIRL WIND                                                                      ----------
  161.                                                                                 POSSIBLY TRANSPORTS ONE OR MORE FOES AWAY FROM YOU ON A TWISTING CONE OF HOWLING WINDS.
  162.                                                                                 EFFECT: PUSH 30'
  163. RANGE : 40'
  164. TARGET: GROUP
  165. TIME  : --
  166. POWER : 4
  167.                                                                                 5.  SCARE                                                                           -----
  168.                                                                                 IF CAST AT THE RIGHT TIME, CAN IMPROVE YOUR PARTY'S ABILITY IN THE EYES OF YOUR
  169. FOES.
  170.                                                                                 EFFECT: +2 AV
  171. RANGE : --
  172. TARGET: PARTY
  173. TIME  : COMBAT
  174. POWER : 4
  175.                                                                                 6.  BRAMBLES                                                                        --------
  176.                                                                                 ERECTS A TEMPORARY BARRIER OF THORNS BETWEEN YOUR PARTY AND A GROUP OF OPPONENTS. USE THE TIME THUS GAINED TO PLAN AN EFFECTIVE ATTACK.
  177.                                                                                 EFFECT: MISS TURN
  178. RANGE : 60'
  179. TARGET: GROUP
  180. TIME  : 1 ROUND
  181. POWER : 5
  182.                                                                                 7.  CREATE WALL                                                                     -----------
  183.                                                                                 ERECTS A BARRIER OF STONE BEFORE THE PARTY. ALSO OF USE IN REPAIRING OLD
  184. BUILDINGS.
  185.                                                                                 EFFECT: CREATE
  186. RANGE : --
  187. TARGET: --
  188. TIME  : --
  189. POWER : 5
  190.                                                                                 8.  SOFTEN STONE                                                                    ------------
  191.                                                                                 A VERY POWERFUL SPELL POPULAR WITH CIVIL ENGINEERS. USEFUL FOR UNDERGROUND
  192. CONSTRUCTION AND REMOVING CERTAIN WALLS.
  193.                                                                                 EFFECT: REMOVE
  194. RANGE : --
  195. TARGET: --
  196. TIME  : --
  197. POWER : 6
  198.                                                                                 9.  BEAST CALL                                                                      ----------
  199.                                                                                 THIS HOLY SPELL OF ENKIDU IS USED IN SECRET DRUID RITUALS.
  200.                                                                                 EFFECT: SUMMON
  201. RANGE : --
  202. TARGET: --
  203. TIME  : VAR
  204. POWER : 1=4 HR
  205.                                                                                 10. WOOD SPIRIT                                                                     -----------
  206.                                                                                 CREATES A HELPFUL ALLY FROM WOOD AND BRAMBLE.
  207.                                                                                 EFFECT: SUMMON
  208. RANGE : --
  209. TARGET: --
  210. TIME  : VAR
  211. POWER : 1=4 HR
  212.                                                                                 11. GREATER HEALING                                                                 ---------------
  213.                                                                                 USES NATURAL ENERGIES TO REJUVENATE AND HEAL THE WOUNDS OF ANY ONE CHARACTER.
  214.                                                                                 EFFECT: 1-6 PTS
  215. RANGE : --
  216. TARGET: CHAR
  217. TIME  : --
  218. POWER : 4
  219.                                                                                 12. INVOKE SPIRIT                                                                   -------------
  220.                                                                                 SUMMONS A FRIENDLY SPIRIT TO AID YOU IN BATTLE.
  221.                                                                                 EFFECT: SUMMON
  222. RANGE : --
  223. TARGET: --
  224. TIME  : VAR
  225. POWER : 1=4 HR
  226.                                                                                 13. CURE ALL                                                                        --------
  227.                                                                                 THE MOST POWERFUL AND EFFICIENT HEALING SPELL THAT ANCIENT DRUID LEARNING HAS
  228. DEVISED.
  229.                                                                                 EFFECT: 1-8 PTS
  230. RANGE : --
  231. TARGET: PARTY
  232. TIME  : --
  233. POWER : 6
  234.