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Fire Spell College Open only to Wizards

1. Fiery Courage: You may cast this on yourself or another Hero. The Hero may roll TWO extra Attack dice until he can
no longer see a monster.
2. Ball of Flame: You may cast this spell on one monster, enveloping it in a ball of fire and inflicting it with TWO Body
Points of damage. The monster rolls a Defense die for each of its Mind Points.
3. Fire of Wrath: This spell may be cast on one monster, doing ONE Body Point of damage. The monster rolls a number
of Defense dice equal to its Mind Points.
4. Burning Hands: You may cast this on yourself or another Hero. The Heros hands begin to burn with magical fire. He
now does +3 Attack Dice of damage for unarmed attacks. The spell lasts 1 turn for each of your Mind Points.
------------------------------------------------------------------------------------------------------------------------------------------5. Resist Fire: This spell may be cast anytime an enemy spellcaster uses a fire spell. That spell is nullified and has no
effect. You may not take an Attack/Cast Spell action on your next turn.
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6. Dancing Lights: You magically create a number of dancing lights equal to your Mind Points. Each dances around the
head of a single monster, causing it to lose its next attack. Any unused lights vanish.
7. Fiery Weapon: You may cast this on yourself or another Hero. That Heros weapon erupts with magical flames, doing
an extra THREE Attack dice of damage for as long as the Hero can see a monster.
8. Burning Glaze: Your eyes burn like hot coals, setting your foes alight with a glance. Any monster you can see suffers
ONE Body Point of damage. The monster may roll Defense Dice.
------------------------------------------------------------------------------------------------------------------------------------------9. Light: This spell is cast into the eyes of a monster, blinding it for a number of turns equal to your Mind Points. The
monster cannot Attack or Defend while blind, and its movement is reduced to 1.
10. Blood Burn: You may cast this on yourself or another Hero. The Heros blood begins to boil, giving him two attack
actions on his next turn. Unfortunately he rolls TWO fewer Defense dice for the round.
11. Blood Boil: This spell may be cast on any monster. The enemys blood begins to boil, causing it to lose THREE Body
Points. The monster may roll a number of Defense dice equal to its Mind Points. This spell may not be cast on the
Undead.
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12. Greek Fire: You choose one square. A fireball shoots from your hands and lands in the square, causing any figure
there to lose 1 Body Point. The fireball continues to burn throughout the quest. Any figure that steps through it loses One
Body Point.
------------------------------------------------------------------------------------------------------------------------------------------13. Explosion: You choose one square. A massive fireball explodes in the square, doing TWO Body Points of damage to
any figure, friend or foe, on the square. Any figure in an adjacent square suffers ONE Body Point of damage. The spell
does not travel through walls or doors.
14. Dragons Breath: A spout of flame shoots from your mouth, traveling in a straight line until it hits a wall or closed
door. Any creature, whether friend or foe, in its path suffers TWO Body Points of damage. This spell may travel through
open doors.
15. Fire Beetles: Your spell creates a number of magical fire beetles equal to your Mind Points.Each beetle shoots a fiery
blast from its thorax at any monster you can see before disappearing, doing ONE point of Body Damage each. Monsters

may roll Defense Dice equal to their Mind Points. You must decide which beetles shoot which monsters before rolling
Attack dice.
16. Incendiary Cloud: You may only cast this spell in a room. A cloud of roiling smoke shot through with white-hot
embers envelopes the room. Any creature in the room suffers 1 Body Point for every turn they are in the room. In addition
the cloud obscures creatures from view. No ranged attacks may be made in the room. Spells and melee attacks may only
be made on creatures in an adjacent square. This spell lasts for the duration of the Quest.

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