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Mass Combat Charts and House Rules for Advanced

By David O. Miller

The Fantasy Trip, Advanced Melee and Wizard ©1980 Metagaming. Game design by Steve Jackson. Illustrations ©2004 David O. Miller.
No infringement of any copyright by these fan rules is intended. For limited, private, free distribution and personal use to members of the TFT e-mail list only.
Mass Combat
House Rules
David O. Miller’s TFT Melee/Wizard Mass Combat House Rules. of how much damage a single figure has taken in a turn when you’re deal-
ing with 25 figures and 5 players. To solve this problem I play that it takes
This is a list of “House Rules” that I use when playing Melee/Wizard. 5 points of damage “in one blow” to cause a -2 DX the following turn and
Generally I am a rules “purist” and do not like altering the core rules but I it takes 8 points of damage “in one blow” to cause a figure to fall down.
have found that these rules do indeed help improve the game. Note that
these house rules are designed to help when playing mass combats where Speaking of reactions to injuries my group has invented a great play aid.
each player controls 5 or more figures. (For normal gaming or role-playing I’ve made small chits roughly 1/4” square. On one side I’ve printed “-2
simply pick the rules that best suite your style of play and preference.) DX” and on the other side I’ve drawn a red star burst symbol. When a char-
acter takes 5, 6 or 7 points of damage in one blow you place a chit next to
• Wizards STR is broken into Normal STR and Magical STR. Normal the figure with the red star burst symbol facing up. At the end of the round
STR is used to record wounds against while Magical STR is used to cast (after Force Retreats) turn all red star burst chits over reveling the -2 DX.
spells. I know doing this has it’s advantages and disadvantages but the All figures with this chit showing are now at a -2 DX for this round. At the
main advantage is to keep a wizard who has cast all but one of his STR end of the round (after Force Retreats) all chits showing a -2 DX are
points from being killed by a simple wound that does only a few points of removed and any chits showing a red star burst are turned over. This is a
damage. I never liked the idea that casting a spell somehow hurts a wiz- very easy way to visually show which characters are to deduct 2 from their
ard or causes so much fatigue that a simple wound will kill him. This DX for the round due to a reaction to injury.
solution (while not ideal) works well enough during a mass combat.
• The size of the battlefield is really up to you. We used to play with a fair-
• Pole weapons. This is the biggest alteration I’ve made. After many years ly large area but quickly found that it not only took a long time to get the
of playing mass combats by the rules I have finally succumbed to altering players into combat but also teams reduced to one figure tended to run
the pole weapon charge attack rules. Many people I have played with away a lot. Some of these games turned into foot races to catch sole team
have adopted the “move three hexes in a straight line” to define a charge survivors. We had to start implimenting the “shrinking arena” walls to
attack but that always seemed to take away from some of the strategy of force players to fight. Now we just play with a small arena 16 x 16 hexes.
the game. Force Retreats are much more important if you can force your
opponent back one hex and then do a charge attack the following round. • Megahexes. I don’t use Megahexes. There really is no need for them. The
The charge three hexes in a straight line rule weakens or negates the need only purpose they serve is to measure bow range and to place/cast certain
for the Force Retreat. I also found that I had to start limiting each team to spells. And they make it impossible to draw a square room that contains
one pole weapon per team simply because players started arming every- complete megahexes. All rooms are "slanted" due to the shape of the
one on their squad with pole weapons and ignoring the other weapons. megahexes. Range also depends on where a figure is actually standing
within the megahex and can vary accordingly. So I just do without them.
After many years of tinkering with these rules I final realized it was not
the movement that I had a problem with but the amount of damage that Here's how to measure range without megahexes: Since a megahex is 3
the weapons were capable of doing. A 2+2 pike axe in a double damage hexes wide in all directions it's a simple matter to count bow ranges like
charge attack can max out at a whopping 28 points of damage. (A 3+1 two this: The first 6 hexes are no DX adjustment, the next 6 hexes are at a -1
handed great sword is only capable of a total of 19 points.) But I didn’t DX, the next 6 are at a -2 DX and so on. I’ve also used a string to measure
want to severely limit what the smaller pole weapons could do damage range. It was a simple matter to create a long piece of string measured
wise. I still wanted goblins armed with one handed spears to be somewhat against my hex board. I simple marked the string every 6 hexes. Now when
dangerous. I finally came to understand that the big problem I had was I need to determine range I put the string over the figure and stretch it tight
with the top two weapons, the Halbred and the Pike Axe. My solution was to the target. Not only does this give me the range it also easily shows me
to have pole weapons in a charge attack do an extra D6 worth of damage if I need to roll to miss any intervening figures. This method works well if
instead of the double damage that the original rules call for. I also lowered there is a large gap on your board where there are no hexes to count. (I play
the Pike Axe to 2+1 instead of 2+2. If you look at the pole weapons chart with miniatures on hex terrain boards with pits modeled in so I constantly
this system still allows the smaller weapons to (basically) do double dam- need to establish range where no hexes are present.) Using a string doesn’t
age in a charge attack but slightly lowers the damage of the two bigger give you exactly the same range as counting hexes due to the shape of the
weapons, making them less devastating. hexes but I find it to be close enough. In some ways it’s a more accurate
indication of range. As for spells you simple cast toward a particular hex
Here are the smaller weapons listed with normal damage and charge and the megahex effect takes place in the 6 hexes around the target hex.
attack damage: Javelin (1-1) does 2-1 in a charge attack, Trident (1) does
2, 1h Spear (1) does 2, 2H Spear (1+1) does 2+1. In all cases you are • Bow vs. Pole Weapons in a charge attack. If a pole weapon charge attacks
“pretty much” doing double damage. a bowman and the bowman has a higher DX then the bowman gets the shot
off before the pole weapon gets to attack. This is just a logical continuation
Here are the larger weapons listed with normal damage and charge attack of the pole weapon goes first because it’s longer rule in the original game.
damage: 2H Halbred (2) does 3 in a charge attack, 2H Pike Axe (2+1)
does 3+1, Lance (3-1) does 4-1. As you can see the charge attack damage • Lastly I don’t let figures go unconscious once they reach 1 ST point.
is no longer as devastating as originally written and I’ve still managed to This is a fight to the death, not a fight to unconsciousness. Figures with 1,
keep the lance pretty formidable. 2, or 3 ST remaining of course are at a -3 DX due to their injuries.
• In mass combats I dispense with all talents for fighters. The use of tal- I hope you enjoy these rules and charts. I would like to state that they are
ents just tends to unnecessarily complicate things and really does not add fan produced and are meant for limited, private, free distribution and per-
to the enjoyment of the game. I use talents only when I’m playing a cam- sonal use to members of the TFT e-mail list only, no infringement of any
paign game, not a one night “hack ‘n slash”. copyright is intended.
• Wizard character sheet and spell list. My wizard character sheet only lists I would like to ask that if you download and use these rules and charts to
offensive spells that would typically be used in combat. (There is no use please send me your comments or suggestions by posting them on the
for spells like Detect Life or Far Vision in a mass combat.) To use simply TFT list. I look forward to your comments and I would be very interest-
mark the boxes of the spells you choose. Note that the spell descriptions ed in any suggestions or ideas on how to make these ideas better.
are abbreviated, refer to the rule book for more details on a spell.
• In mass combats I simplify reactions to injuries. It’s hard to keep track See you on the battlefield!
David O. Miller
©2004 David O. Miller
Mass Combat:
Races and Monsters.
Procedure: Pick 5 characters from below. (Example: 3 Men and 2 Dwarves.) Note that all races either have special abilities
and/or limitations. Lightly write down their starting scores for STR, DEX, and IQ. Also write down their MA.
Add to each character the Individual Extra Points for that character. Add these points however you wish to STR,
DEX, and IQ, but not MA. You can not transfer these points to your other characters. (Example: When finished with
this step the total of STR + DEX + IQ for each human character on your team would now total 32 points.)
Add up the listed Total Beginning Character Points for all 5 characters and subtract from 200 to calculate your Bonus
Points. These extra bonus points can be distributed between STR, DEX, and IQ and added to any or all of your characters in
any way you wish. No attribute can exceed 30 (except a Giants and a Trolls STR) and you can not add to MA. (For a longer
game start play with 8 characters each and subtract your Total Beginning Character Points from 320 to get your Bonus Points.)
Choose two weapons (a shield counts as a weapon) for each character. Everyone starts with a dagger. (See the statistics
concerning Giants and Trolls for their weapon restrictions.) Choose armor for each character (if the race gets armor), and
adjust DEX and MA according to your armor choice. No one can take Fine Plate. (Exception: see humans special ability.)
Concerning Wizards: Metal impedes the use of magic. Wizards are at a -4 DEX to cast spells if they are wearing or car-
rying anything made of metal (armor and weapons included). A wizard must constantly study the art of magic and does not
have the time to train in the use of weapons, therefore all wizards are at a -4 DEX to use any weapon other than his staff.
Men Total Beginning Character Points: 32
STR: 8 DEX: 8 IQ: 8 MA: 10 Individual Extra Points: 8
In mass combats only men can wear fine plate, limit one suit of fine plate for every 5 men in your team.
Elves Total Beginning Character Points: 32
STR: 6 DEX: 10 IQ: 8 MA: 12 Individual Extra Points: 8
In mass combats can not be teamed with orcs, goblins, hobgoblins or trolls.
Dwarves Total Beginning Character Points: 32
STR: 10 DEX: 6 IQ: 8 MA: 10 Individual Extra Points: 8
Dwarves get an extra +1 damage when they hit with an axe, hammer, or mace. In mass combats, a dwarf faced with a deci-
sion about whom to fight will always choose orcs and/or goblins over any other races. In mass combats can not be teamed
with orcs, goblins, hobgoblins or trolls.
Hobbits Total Beginning Character Points: 30
STR: 4 DEX: 12 IQ: 8 MA: 10 Individual Extra Points: 6
Hobbits get an extra +3 DEX adjustment for missiles, missile spells, and thrown weapons and do an extra +1 damage when
they hit with them. Larger opponents (men, orcs, dwarves, etc.) are at a -2 DEX to hit a hobbit due to their small size.
Orcs Total Beginning Character Points: 32
STR: 8 DEX: 8 IQ: 8 MA: 10 Individual Extra Points: 8
Armor: Skin stops 1. In mass combats can not be teamed with elves or dwarves.
Goblins Total Beginning Character Points: 30
STR: 6 DEX: 10 IQ: 8 MA: 10 Individual Extra Points: 6
Armor: Skin stops 1. In mass combats can not be teamed with elves or dwarves.
Hobgoblins Total Beginning Character Points: 30
STR: 10 DEX: 6 IQ: 6 MA: 10 Individual Extra Points: 8
Armor: Skin stops 1. Big, slow, extremely stupid goblins. In mass combats can not be teamed with elves or dwarves.
Giants: 3-Hex Total Beginning Character Points: 41
STR: 25 DEX: 9 IQ: 7 MA: 10 Individual Extra Points: 0 (No maximum STR) (DEX/IQ 10 maximum)
In mass combats you can only have one giant on your team. Giants only use clubs and shields and they never wear armor.
Their DEX and/or IQ can not be raised above a 10 but their STR has no maximum. They do not start with a dagger.
Troll: 3-Hex Total Beginning Character Points: 41
STR: 23 DEX: 10 IQ: 8 MA: 10 Individual Extra Points: 0 (No maximum STR)
In mass combats you can only have one troll on your team. Can not be teamed with elves or dwarves. Trolls do not use weapons
or armor (no dagger to start with), instead they fight with their claws, use Club 1H damage based on STR for damage. A troll
heals 1 point of damage at the end of every turn that it still has STR left with the exception of fire, fireball or lightning damage.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller
Weapons and
Armor List
Axe/Mace Damage STR Notes Bow Damage STR Notes
Hatchet 1 9 May be thrown. Sling 1-2 - (A hand thrown stone does 1-4)
Hammer 1+1 10 May be thrown. 2H Small Bow 1-1 9 Adj. DEX 15+, 2 shots per turn.
Mace 2-1 11 May be thrown. 2H Horse Bow 1 10 Adj. DEX 16+, 2 shots per turn.
Small Axe 1+2 11 May be thrown. 2H Long Bow 1+2 11 Adj. DEX 18+, 2 shots per turn.
2H Quarter Staff 1+2 11 -4 DEX to disarm foe, 3D6 save.
Military Pick 2 12 - Crossbow Damage STR Notes
Morning Star 2+1 13 - 2H Lt Crossbow 2 12 Shoots every other turn,
2H Great Hammer 2+2 14 - every turn if Adj. DEX is 14+.
2H Battle Axe 3 15 - 2H Hvy Crossbow 3 15 Shoots every 3rd turn, every
other turn if Adj. DEX is 16+.
Polearm Damage STR Notes
Javelin 1-1 9 May be thrown. Club Damage STR Notes
To short for a 2 hex jab. 1H Club Varies - Damage varies, see chart below.
Trident 1 10 May be thrown. 2H Club (+1) - Add +1 to 1H Club damage.
To short for a 2 hex jab.
1H Spear 1 11 May be thrown. Dagger Damage STR Notes
2H Spear 1+1 11 May be thrown. Same spear, 2H. Dagger 1-1 - May be thrown.
2H Halberd 2 13 - Dagger in HTH Varies - Damage varies, see chart below.
2H Pike Axe 2+1 15 - Fist Damage STR Notes
Lance 3-1 13 Mounted figures only. Fist Varies - Damage varies, see chart below.
Shield Damage STR Notes Fist in HTH (+1) - Add +1 to Fist, see chart below.
Spiked Shield 1-2 9 -4 DEX to use, left hand weapon. Other Damage Chart
Sword Damage STR Notes Fist 1H Club or
Rapier 1 9 - STR Fist in HTH Dagger in HTH
Cutlass 2-2 10 - 1-8 1-4 1-3 1-1
Shortsword 2-1 11 - 9-10 1-3 1-2 1
Broadsword 2 12 - 11-12 1-2 1-1 1+1
1H Bastard Sword 2+1 13 - 13-14 1-1 1 1+2
2H Bastard Sword 3-2 13 Same sword as above used 2H. 15-16 1 1+1 1+3
2H Sword 3-1 14 - 17-20 1+1 1+2 1+4
2H Great Sword 3+1 16 - 21-24 1+2 1+3 1+5
25-30 1+3 1+4 1+6
Wizards Staff Damage STR Notes 31-40 2+1 2+2 2+4
Wizards Staff 1 - * 41-50 3+1 3+2 3+4
Staff of Power 2 - * 51-60 4+1 4+2 4+4
* A wizard’s staff is only usable by the wizard who created it or
Great STR and 2H Weapons.
by his permission. If a staff is picked up by any one else it will
Add 10 to the STR rating of a weapon. That is the minimum
explode for 3D6 damage, a Staff of Power will shock for 3D6.
STR needed to use the weapon 1H.
Armor and Shields:
Normal STR Advantages of Great STR
Adjustments (STR 1-17) STR 18-19 STR 20-23 STR 24-25 STR 26-27 STR 28-30
Game rules ©1980 Metagaming, page design ©2004 David O. Miller

Armor Stops DEX MA DEX MA DEX MA DEX MA DEX MA DEX MA


Cloth 1 -1 - - - - - - - - - - -
Leather 2 -2 -2 - - - - - - - - - -
Chain 3 -3 -4 -2 -2 -2 -2 - - - - - -
Half Plate 4 -5 -4 -4 -4 -4 -4 -3 -2 -2 - -1 -
Plate 5 -6 -4 -5 -4 -5 -4 -4 -2 -3 -2 -2 -
Fine Plate 6 -4 -4 -3 -4 -3 -4 -2 -2 -1 - - -
Shield
Small 1 - - - - - - - - - - - -
Spike 1 - - - - - - - - - - - -
Large 2 -1 - -1 - - - - - - - - -
Tower 3 -2 - -2 - -1 - - - - - - -
Combat
Reference Sheet

Sequence
1. Roll for initiative. Winner chooses who moves first.
2. Renew continuing type spells. This is not considered an action. Spells not renewed end now.
3. Movement.
4. Actions. Figures act in order of their adjusted DEX.
5. Force Retreats. If you scored a physical hit on an opponent and took no hits that turn from any source then you may
retreat that enemy in any direction to any vacant hex and either advance to the hex vacated by the enemy or stand still.
Missiles, thrown weapons and spells do not allow you to force a retreat.
6. Wound Markers. Take away current -2 DEX wound markers and turn over any wound markers received this turn.
Attempting Hand to Hand (HTH) Combat.
Attempting HTH comes during the combat phase and counts as an attack.
You can jump an enemy if:
1. Enemy has his back to a wall.
2. Enemy is prone.
3. Enemy has a lower MA.
4. Attacker comes in from the side or rear.
5. Enemy agrees to HTH.
Defender rolls one die:
1 or 2 Defender drops ready weapon and/or shield and fights bare handed
unless ready weapon was a dagger. Both figures fall to the floor.
3 or 4 Defender drops ready weapon and/or shield but has time to
ready a dagger if he has one. Both figures fall to the floor.
5 HTH does not take place. Illustration ©2004 David O. Miller

6 HTH does not take place and defender automatically hits with ready weapon, (or fist if no weapon is
ready). Defender can still make an attack or take any other action that turn. This is a free action.
Rolling to miss:
Roll your adj. DEX or less.
Success: means that you have missed the intervening friend or enemy figure. Roll to hit the target
Failure to miss enemy: means that your shot goes wide and you do not hit the enemy you tried to miss, but if you roll a 14
or above apply the below effects.
Failure to miss friend: means that you hit the friend you tried to miss, and if you roll a 14 or above apply the below effects.
When you are rolling to miss:
14 is an automatic hit, regardless of your DEX.
15 is a double damage hit.
16 is a triple damage hit
17 is a dropped weapon
18 is a broken weapon
Game rules ©1980 Metagaming, page design ©2004 David O. Miller

Success - Failure Table


Number Triple Double Automatic Automatic Drop Break
of Dice Damage Damage Success* Failure Weapon** Weapon**
2 - - 2 12 - -
3 3 4 5 16 17 18
4 4-5 6-7 8 20 21-22 23-24
5 5-7 8-10 11 24 25-27 28-30
6 6-9 10-13 14 28 29-32 33-36
7 7-11 12-16 17 32 33-37 38-42
8 8-13 14-19 20 36 37-42 43-48
* Regardless of what your DEX is.
** Natural weapon attacks (Fists, Claws, etc.) take 1D6 points of damage with no armor or magical protection.
Condensed Options
Reference Sheet
Options: Disengaged Figures. Options: Figures in HTH Combat.
MOVE up to your full MA. Do no other actions. ATTACK. Attack with your fist or a ready dagger. Everyone in HTH gets
CHARGE ATTACK. Move up to 1/2 of your MA and attack with a a +4 DEX to hit!
ready weapon; normal attack, extra damage polearm attack, normal DRAW DAGGER. Its hard to draw a dagger in HTH. 3D6 vs DEX
polearm jab attack, shield rush, or sweeping blow with any 2H, edged (without the +4 HTH bonus) to pull out a dagger.
weapon. A figure can’t attack if it moved more than 1/2 its MA. CAST SPELL. Attempting to cast a spell in HTH is very difficult
THROW WEAPON. Stand still or move one hex and throw a weapon. because the wizard is undergoing a severe distraction. -6 DEX to cast!
-1 DEX per hex distance. DISENGAGE. Attempting to disengage in HTH is not automatic. Roll
LOAD a crossbow. Move up to 2 hexes and load a crossbow. 4D6 vs DEX. Stand up in any adjacent hex.
ATTEMPT HTH. Move up to 1/2 of your MA and attempt HTH.
DODGE. Move up to 1/2 of your MA and dodge. You can not dodge if Options: Engaged Prone Figures.
you are engaged. Used against missile weapons/spells or thrown STAND UP. Rise from a prone position and choose any facing in the hex.
weapons. 4D6 to hit you. READY A WEAPON. Lie still and attempt to ready a weapon. You must
DEFEND. Move up to 1/2 of your MA and defend. Used against physi- make a 3D6 vs DEX to be successful.
cal attacks. Must have a ready weapon. Destroys bows. 4D6 to hit you. CAST SPELL. Lie still and attempt any spell.
DROP. Move up to 1/2 of your MA and drop to a prone position. DISBELIEVE. Lie still and try to disbelieve one illusion.
Adjacent figures get a +4 DEX to hit a prone figure.
MISSILE WEAPON ATTACK. Stand still or move one hex and fire a
Options: Disengaged Prone Figures.
missile weapon. STAND UP. Rise from a prone position and choose any facing in the hex.
CAST SPELL. Stand still or move one hex and attempt any spell. READY A WEAPON. Lie still and attempt to ready a weapon. You must
DISBELIEVE. Stand still or move one hex and attempt to disbelieve. make a 3D6 vs DEX to be successful.
PICK UP WEAPON. Move up to 2 hexes and pick up a dropped weapon CRAWL. Your MA is 2. Adjacent figures get a +4 DEX to hit a crawling
in your hex or an adjacent one. +4 DEX to hit you as you bend down to figure. You may not attack. You may enter into HTH.
retrieve weapon. Weapon will be ready next turn. CRAWL AND STAND. Crawl one hex and stand up.
CHANGE OR READY NEW WEAPON. Move up to 2 hexes and CAST SPELL. Lie still and attempt any spell.
resling or drop ready weapon and/or shield and ready a new weapon DISBELIEVE. Lie still and try to disbelieve one illusion.
and/or shield. Weapon will be ready next turn. TAKE COVER. Lie still or crawl one hex and take cover in the same hex
EXCHANGE WEAPONS. Move up to 2 hexes and exchange weapons with a fallen body. Any attack with a thrown weapon or missile
with any adjacent figure. Both figures must choose this option. Weapons weapon/spell is at a -4 DEX to hit you. If enemy misses you, roll to miss
will be ready next turn. the prone body if necessary.
STAND UP. Rise from a prone position and choose any facing in the hex. CROSSBOW MISSILE ATTACK. Lie still and fire a crossbow.
+1 DEX to hit, however you can not re-load a crossbow while prone.
Options: Engaged Figures.
Options during movement:
A figure which is engaged with an enemy ENTERING A BODY HEX. If you enter a body hex or a hex contain-
when its turn comes to move may: ing a prone figure you must stop and immediately make a 3D6 vs DEX
ATTACK. Stand still or shift one hex and attack with a ready weapon; roll (per body) or fall.
normal attack, jab with a polearm, shield rush, or sweeping blow with any JUMPING BODIES. Moving through or jumping over a prone figure
2H edged weapon. “costs” 3 hexes of movement and you must make a 3D6 vs DEX (per
DEFEND. Stand still or shift one hex and defend. Used against physical body) or fall in the body hex. (2 points of movement for the body hex and
attacks. Must have a ready weapon. Destroys bows. 4D6 to hit you. 1 point for the next hex after the body.) This is the only way to move
ONE LAST SHOT MISSILE ATTACK. If you had a missile weapon across fallen figures.
ready before you were engaged you may stand still or shift one hex and JUMPING HOLES. No extra MA “cost” but you must make a saving
get off one last shot. You must then drop the missile weapon unless you roll based on STR:
kill or knock down foe with the arrow. 2D6 vs STR for a 1-hex hole.
CHANGE OR READY NEW WEAPON. Stand still or shift one hex 3D6 vs STR for a 2-hex hole.
and drop ready weapon or shield (if any) and ready a new, nonmissile 4D6 vs STR for a 3-hex hole, etc,..
weapon or shield. Weapon will be ready next turn. If you miss the roll you fall in the hole but you get a 3D6 vs DEX roll
DISENGAGE. Stand still or shift one hex and disengage. Comes on your to grab the far side. If this is successful then starting next turn you can
DEX. Move back one hex away from one or more enemies. attempt to pull yourself up by making a 4D6 vs STR roll. Every time
STAND UP. Rise from a prone position and choose any facing in the hex. you miss this roll you must take 1 point of damage from exhaustion.
PICK UP WEAPON. Stand still, bend over and pick up a dropped Falling into the hole will cause damage, how much depends on the
weapon in your hex or any adjacent hex. +4 DEX to hit you as you bend depth of the hole.
down to retrieve weapon. Weapon will be ready next turn. PUSHING BACK. A 3 hex or larger creature can push back one or
ATTEMPT HTH. Stand still or shift one hex and attempt HTH. more 1 hex figures one hex at the end of their movement. The combined
CAST SPELL. Stand still or shift one hex and attempt any spell. STR at the moment of the figures being pushed back can not exceed the
DISBELIEVE. Stand still or shift one hex and attempt to disbelieve. STR of the creature doing the pushing. Move all figures one hex and
THROW WEAPON. Stand still or shift one hex and throw a weapon. stop. Each figure gets a 3D6 vs DEX. Success means that they are
-1 DEX per hex distance. pushed back. Failure means that the fall in the creatures hex and are
DROP. Stand still or shift one hex and drop to a prone position. Adjacent underfoot where they can be trampled. Figures are considered to be in
figures get a +4 DEX to hit a prone figure. HTH with the creature.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller
Options
Reference Sheet

Options: Disengaged Figures.


Stand still or move/shift one hex and:
Attack with a ready weapon, normal or sweeping blow.
Throw a ready weapon, -1 DEX per hex.
Load a crossbow.
Jab with a polearm.
Attempt HTH, comes during movement.
Drop to a prone position.
Fire a missile weapon.
Cast a spell.
Disbelieve. Illustration ©2004 David O. Miller
Defend against physical attacks. Must have a ready weapon.
Dodge against missile weapons/spells or thrown weapons. (You can not dodge if you are engaged.)
Pick up a dropped weapon in your hex or an adjacent one. +4 DEX to hit you as you bend down to retrieve weapon. Weapon
will be ready next turn.

Move two hexes or less and:


Change weapons. Resling or drop ready weapon and/or shield and ready a new weapon and/or shield. Weapon will be ready
next turn.
Exchange weapons with any adjacent figure. Both figures must choose this option.
Move 1/2 of your MA or less and:
Attack with a ready weapon, normal or sweeping blow.
Throw a ready weapon, -1 DEX per hex.
Charge with a polearm doing extra damage if you hit. You must move at least one hex. If you hit you do one extra die
damage. Example: A 2H Spear does 1+1 normal damage. It does 2+1 in a charge attack.
Jab with a polearm.
Attempt HTH, comes during movement.
Dodge against missile weapons/spells or thrown weapons. (You can not dodge if you are engaged.)
Drop to a prone position.
Move more than 1/2 of your MA up to your full MA.
Do no other actions.

Options: Engaged Figures.


Stand still or move/shift one hex and:
Attack with a ready weapon, normal or sweeping blow.
Throw a ready weapon, -1 DEX per hex.
Jab with a polearm.
Attempt HTH, comes during movement.
Defend against physical attacks. Must have a ready weapon.
Drop to a prone position.
Fire a last missile weapon shot. You must drop the weapon after firing unless you kill or knock down foe with the arrow.
Cast a spell.
Disbelieve.
Disengage. Comes on your DEX. Move back one hex away from enemy.
Pick up a dropped weapon in your hex or an adjacent one. +4 DEX to hit you as you bend down to retrieve weapon. Weapon
will be ready next turn.
Change weapons. Resling or drop ready weapon and/or shield and ready a new weapon and/or shield. The new weapon or
shield will be ready next turn.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller
Options
Reference Sheet

Options: Prone Figures.


Stand up.
Ready a weapon. Must make a 3D6 vs DEX to be successful.
Crawl. MA 2. You are considered to have all rear hexes, therefore it is a +4 DEX to hit you. You may not attack. You may
enter into HTH.
Crawl one hex and stand up, but only if not engaged.
Cast a spell.
Disbelieve.
You may take cover in the same hex with a fallen body. Any attack with a thrown weapon or missile weapon/spell is at a
-4 DEX. If enemy misses you, roll to miss the prone body if necessary.

Options: Figures in HTH Combat.


Attack with your fist or a ready dagger.
Attempt to draw a dagger. 3D6 vs DEX with no +4 HTH bonus.
Attempt to cast a spell. -6 DEX!
Attempt to disengage. 4D6 vs DEX. Stand up in any adjacent hex.

Options During Movement:


If you enter a body hex or a hex containing a prone figure and stop you must make a 3D6 vs DEX (per body) or fall.
Moving through or jumping over a prone figure “costs” 3 hexes of movement and you must make a 3D6 vs DEX (per
body) or fall in the body hex. (2 points of movement for the body hex and 1 point for the next hex after the body.)
Jumping holes. No extra MA “cost” but you must make a saving roll based on STR.
2D6 vs STR for a 1-hex hole.
3D6 vs STR for a 2-hex hole.
4D6 vs STR for a 3-hex hole, etc,..
If you miss the roll you fall in the hole but you get a 3D6 vs DEX roll to grab the far side. If this is successful then starting
next turn you can attempt to pull yourself up by making a 4D6 vs STR roll. Every time you miss this roll you must take 1
point of damage from exhaustion. Falling into the hole will cause damage, how much depends on the depth of the hole.
Push Back. A 3 hex or greater creature can push back one or more 1 hex figures one hex at the end of their movement. The
combined STR at the moment of the figures being pushed back can not exceed the STR of the creature doing the push-
ing. Move all figures one hex and stop. Each figure gets a 3D6 vs DEX. Success means that they are pushed back. Failure
means that the fall in the creatures hex and are underfoot where they can be trampled. Figures are considered to be in
HTH with the creature.

Illustration ©2004 David O. Miller Game rules ©1980 Metagaming, page design ©2004 David O. Miller
Player’s Name: ______________________________
Mass Combat
Character Sheet Team Name: ________________________________

1. Name/Race: 2. Name/Race:
STR ____ / STR ____ /
DEX ____ ( ) Armor: Stops DEX ____ ( ) Armor: Stops
IQ ____ _________________ /_____ IQ ____ _________________ /_____
MA ____ ( ) _________________ /_____ MA ____ ( ) _________________ /_____
Weapon: Damage Weapon: Damage
_____________________________ / __________ _____________________________ / __________
_____________________________ / __________ _____________________________ / __________
_____________________________
Dagger / __________
1-1 _____________________________
Dagger / __________
1-1

3. Name/Race: 4. Name/Race:
STR ____ / STR ____ /
DEX ____ ( ) Armor: Stops DEX ____ ( ) Armor: Stops
IQ ____ _________________ /_____ IQ ____ _________________ /_____
MA ____ ( ) _________________ /_____ MA ____ ( ) _________________ /_____
Weapon: Damage Weapon: Damage
_____________________________ / __________ _____________________________ / __________
_____________________________ / __________ _____________________________ / __________
_____________________________
Dagger / __________
1-1 _____________________________
Dagger / __________
1-1

5. Name/Race: 6. Name/Race:
STR ____ / STR ____ /
DEX ____ ( ) Armor: Stops DEX ____ ( ) Armor: Stops
IQ ____ _________________ /_____ IQ ____ _________________ /_____
MA ____ ( ) _________________ /_____ MA ____ ( ) _________________ /_____
Weapon: Damage Weapon: Damage
_____________________________ / __________ _____________________________ / __________
_____________________________ / __________ _____________________________ / __________
_____________________________
Dagger / __________
1-1 _____________________________
Dagger / __________
1-1

7. Name/Race: 8. Name/Race:
STR ____ / STR ____ /
DEX ____ ( ) Armor: Stops DEX ____ ( ) Armor: Stops
IQ ____ _________________ /_____ IQ ____ _________________ /_____
MA ____ ( ) _________________ /_____ MA ____ ( ) _________________ /_____
Weapon: Damage Weapon: Damage
_____________________________ / __________ _____________________________ / __________
_____________________________ / __________ _____________________________ / __________
_____________________________
Dagger / __________
1-1 _____________________________
Dagger / __________
1-1
©2004 David O. Miller.
Mass Combat
Character Sheet Player’s Name: ___________________ Team Name: _________________________
Name/Race STR / Wounds DX (adj) IQ MA (adj) Armor / Stops Weapons / Damage
1. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
2. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
3. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
4. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
5. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
6. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
7. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
8. / ( ) ( ) / /
/ /
Total: Dagger / 1-1
©2004 David O. Miller.
Player’s Name: ______________________________
Character Sheet
& Battle Magic Team Name: ________________________________

Name:/Race: ______________________________ ❑ 1-Hex Shadow (C): Costs 1 ❑ Rope (C): Costs 2 STR.
STR. Fills one hex with total Halves MA, DEX -2, -1 more DEX
blackness. -6 DEX to attack each turn that rope is on. 3D6 vs
STR ____ / through or from a shadow hex, DEX to remove. Figure next to
attacking into a shadow hex is a you can help, 3D6 vs DEX.
Magical STR____ / -4 DEX. Doesn’t work against STR 20+.
❑ Speed Movement (T): Costs ❑ Create Wall (C): Costs 2
DEX ____ ( ) Armor: Stops
2 STR. Doubles MA for 4 turns, STR. Creates one hex wall. Can
INT ____ _________________ /_____ two spells do not quadruple MA, not be created on top of a figure to
MA ____ ( ) _________________ /_____ but makes spell last 8 turns. entomb him.
Double movement options, an ❑ Destroy Creation (T): Costs
Weapon: Damage archer can move 2 hexes & fire. 1 STR. Removes one created
_____________________________ / __________ ❑ Summon Myrmidon (C): thing. Doesn’t work vs summoned
_____________________________ / __________ Costs 2 STR / +1 each turn. beings. Removes one hex of multi-
Brings a fighter to follow wizard’s hex fire, wall, or shadow. Has no
_____________________________
Staff / __________
1
orders. effect on multi-hex images or illu-
STR: 12 DEX: 12 IQ: 8 MA: 10 sions of living beings.
IQ 8 Spells NEW IQ but can still power spells Broadsword: 2D6 No armor
❑ Staff (S): Costs 5 STR. Take already cast. IQ 12 Spells
❑ Dazzle (S): Costs 3 STR. A ❑ Freeze (T): Costs 4 STR.
this spell: start the game with a ❑ Avert (T): Costs 2 STR / +1
blinding psychic flash that causes Totally freezes victim for 2D6
staff that does 1D6 damage. If each turn. Victim must end his all sighted creatures (friend or
anyone other than the owner of a movement at least two hexes far- turns. Victim can disbelieve and
foe) in an area within 15 hexes of can only cast a spell if spell is an
staff picks it up against the ther from wizard each turn. Must the caster (except wizard) to suf-
owner’s will, it explodes for 3D6. disengage away if engaged. 3D6 IQ level 5 below his IQ. Does not
fer -3 DEX for 3 turns. work if STR is 30+.
❑ Magic Fist (M): 1-2 damage vs DEX to avoid falling into pits. ❑ Shock Shield (T): Costs 2
per STR. If fist does 6 points of ❑ Aid (T): Temporarily adds 1 to ❑ Fireball (M): 1-1 damage per
STR / +1 each turn. 1D6 damage STR. Can be used to set fire to
damage before armor then it will STR, DEX, or IQ of any one (no armor) to all creatures in wiz-
trip target unless he makes a 3D6 including wizard for each 1 STR flammable objects.
ards hex at end of each turn the ❑ Invisibility (T): Costs 3 STR /
roll vs. his STR or DEX, use high- used to cast. Lasts 2 turns. If STR spell is on.
est one. Appears as large fist. is given to a figure to cast spells it +1 each turn. Makes subject invis-
❑ Lock/Knock (T): Costs 2 ible. -6 DEX to hit an invisible
❑ Blur (T): Costs 1 STR / +1 must be used within 2 turns.
STR. Lock/seal doors. Open
each turn. -4 DEX to hit subject. ❑ Summon Wolf (C): Costs 2 figure, minus not cumulative with
doors with ordinary locks & shadow, darkness or blur. Doesn’t
Makes subject hard to see. STR / +1 each turn. Brings a wolf Lock spells.
❑ Slow Movement (T): Costs 2 to follow wizard’s orders. work on images/illusions.
STR. Halves MA for 4 turns. Two STR: 10 DEX: 14 IQ: 6 IQ 11 Spells ❑ Blast (S): Costs 2 STR. Does
spells do not reduce a character MA: 12 Bite: 1+1 Fur: Stops 1 ❑ Sleep (T): Costs 3 STR. Wake 1D6 damage to every creature,
to 1/4 MA, but doubles how long ❑ Reveal Magic (S): Costs 1 up if hit or shaken by figure in friend or foe (except wizard), in
spell lasts. (Keeps him at 1/2 MA STR. Range is 15 hexes. adjoining hex (takes two turns). wizard’s hex & adjacent ones.
for 8 turns.) Reveals active secret protection Does not work if STR 20+. A ❑ Mage Sight (T): Costs 2 STR
❑ Drop Weapon (T): Costs 1 spells. Cast on any one figure sleeping figure falls down. / +1 each turn. Allows you to see
STR or 2 STR if victim’s STR is (you can see) at a time. Also ❑ Summon Bear (C): Costs 4 objects concealed by blur, shad-
20 or more. Makes you drop what reveals slippery and sticky STR / +1 each turn. Brings a bear ow, invisibility, or ordinary dark-
ever is in one hand, a weapon, floors within range. to follow wizard’s orders. ness.
shield, etc. Will not make a ring ❑ 1-Hex Fire (T): Costs 1 STR. STR: 30 DEX: 11 IQ: 6 MA: 8 ❑ Break Weapon (T): Costs 3
or amulet fall off. Fills one hex with fire. Damage 2 Bite: 2+2 Fur: Stops 2 STR. Shatters one weapon/shield.
❑ 1-Hex Image (C): Costs 1 pts, 4 pts if you stop & DEX -2. ❑ Control Animal (T): Costs 2 Broken weapons do 1/2 damage.
STR. Creates any one hex image. ❑ Darkness (S): Costs 1 STR STR / +1 each turn. Does not ❑ 3-Hex Fire (C): Costs 2 STR.
❑ Light (T): Costs 1 STR. Lights per 3 hexes range. Temporarily work on dragons or humans. 3D6 Like fire spell but covers 3 con-
up small object for one day. Will it extinguishes artificial lights, vs IQ save when spell first hits. necting hexes.
off, must recast to get it back. torches, even light spells, in one Images and illusions disappear ❑ 3-Hex Shadow (C): Costs 2
megahex area. Lasts 3 turns. If when spell strikes. STR. Like shadow spell but cov-
IQ 9 Spells ❑ 1-Hex Illusion (C): Costs 2 ers 3 connecting hexes.
wizard is killed, spell lifts.
❑ Clumsiness (T): Subtract 2 STR. Creates any 1 hex illusion. ❑ Drain Strength (S): Drain life
from victim’s DEX for every 1 IQ 10 Spells
❑ Reverse Missiles (T): Costs 2 force from humuniods into wizard
STR used to cast. Lasts 3 turns, 1 ❑ Trip (T): Costs 2 STR or 4
STR / +1 each turn. Causes mis- or others. 5 Magic STR drained
turn if victim’s STR is 30+. STR if victim’s STR is 40 or
sile weapons or spells to reverse gives 1 Magic STR to recipient.
❑ Confusion (T): Subtract 2 more. Does no damage but makes
and hit the firer instead. Reveal at All must be adjacent to each
from victim’s IQ for every 1 STR you fall down. If on the edge of a
the end of the turn, after all first other. Wizard makes DEX roll,
used to cast. Lasts 3 turns. A wiz- pit target will fall in unless he
missile weapons have fired. failing looses 1 STR. Can not
ard can’t use spells above his makes a 4D6 roll vs his DEX.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller
exceed current STR of victim and ❑ 4-Hex Image (C): Costs 2 ❑ 4-Hex Illusion (C): Costs 3 ❑ 7-Hex Wall (C): Costs 6 STR.
victim must cooperate or if STR. Creates a 2 to 4 hex image. STR. Creates a 2-4 hex illusion. Like create wall spell but affect-
unwilling be tied up. ❑ Sticky Floor (T): Costs 3 IQ 15 Spells ing any 7 connecting hexes. Can
❑ Rainstorm (C): Costs 4 STR. STR. Makes floor over one surround a figure with a 7-hex
❑ Iron Flesh (T): Costs 3 STR /
Creates a “storm” 1 megahex in megahex sticky. Reveal only wall.
+1 each turn. Stops 6 hits.
size that puts out all fires. Moves when first victim enters it. Must ❑ Megahex Sleep (T): Costs 8
❑ Megahex Avert (T): Costs 3
1 hex per turn. Fireballs, light- stop immediately. Your MA STR. Affects every creature of
STR / +1 each turn. Like avert
ning, & dragon fire can not pass reduced to 1 each turn you are in STR less than 20 in a megahex
spell but effects victims in one hex
through. Lasts 12 turns. the megahex, MA 2 if you are (except the wizard), or any single
& all hexes adjacent to it.
❑ Repair (T): Costs 6 STR. STR 30+. Lasts 12 turns. Effects figure of STR 50 or less.
❑ Teleport (S): Costs 1 STR for
Repairs simple breaks in small images and illusions. ❑ Staff of Power (S): Costs 10
each 3 hexes teleported. Blinks
objects; ex: weapons, ropes, ❑ Open Tunnel (T): Costs 10 STR per day for four weeks to
you to another hex. If you come
pots, etc. STR. Turns object or being in one make. IQ 16 wizards that take
out in a hex with a solid object
❑ Eyes Behind (T): Costs 3 hex into air. Living creatures get a this spell can start the game
you die, and so does object if it
STR / +1 each turn. All side 4D6 vs DEX to escape by jumping with a staff of power. Used to
was living. Illusions count as liv-
hexes treated like front hexes and back one hex. Multi-hex beings make any piece of wood into a
ing, images disappear. You do
rear hex treated like side hex for loose a % of STR. Staff of Power that does 2D6
not have to see the hex your tele-
all purposes including the ability ❑ Telekinesis (T): Costs 2 STR damage, is not effected by a
porting to.
to attack. per turn. Objects may be picked drop or break weapon spell, and
❑ Summon 4-Hex Dragon (C):
IQ 13 Spells up. thrown, etc. Treat as if wizard will not explode if picked up
Costs 5 STR / +1 each turn.
❑ Flight (T): Costs 3 STR / +1 has an “invisible body” which he against owner’s will but will still
Brings dragon to follow your
can place anywhere he can see, - do 3D6 damage.
each turn flying. MA = 12. Any orders.
1 per hex distance. Can use a ❑ Create Elemental (S): Costs
attack on a flying figure is at a -4 STR: 30 DEX: 13 IQ: 16
DEX, even if you are flying. metal weapon this way at an addi- 10 STR. Wizard must have ele-
MA: 6/16 Scales: Stops 3
Flying figure won’t be used to fly- tional -4 DEX. ment appropriate to that elemen-
Claw: 2-2 Breath: 2D6
ing so -2 DEX for attacks or spell ❑ Control Elemental (T): Costs tal to summon it. The elemental
STR to breathe: 3
5 STR. Puts any one type of ele- gets a 3D6 save vs IQ if ordered
casting and -4 DEX for thrown or ❑ Giant Rope (C): Costs 5 STR.
missile weapons as well, this is in mental under the control of the to attack. Stays until destroyed,
Cast on a STR 20+ creature this
addition to the -4 to attack. caster. The elemental gets a 3D6 summoner releases it, or 24
spell has the same effect as the
❑ Summon Gargoyle (C): Costs save vs IQ when the spell first hours pass.
rope spell. Cast on a weaker fig-
hits, if it makes this roll then the ❑ Destroy Elemental (S):
4 STR / +1 each turn. Brings gar- ure it has the effect of two simul-
goyle to follow wizard’s orders. spell is ineffective and it stays Costs 10 STR. This spell
taneous rope spells.
under control of creator. In this destroys all elementals in a 15
STR: 20 DEX: 11 IQ: 8 ❑ 7-Hex Shadow (C): Costs 3
MA: 8/16 Fist: 2D6 case the caster only looses 1 STR. hex radius around wizard. If a
STR. Like shadow spell but cov-
Stony Skin: Stops 3 IQ 14 Spells wizard fails his DEX roll, all ele-
ers 7 connecting hexes.
❑ Control Person (T): Costs 3 ❑ Lightning (M): 1D6 damage mentals that were put in danger
❑ 7-Hex Image (C): Costs 4
from this spell will immediately
STR / +1 each turn. Works on per STR. 5 pts of lightning dam- STR. Creates a 5 to 7 hex image.
move to attack him.
humuniods. Target gets a 3D6 vs age will blast through one hex of ❑ Hammer Touch (T): 1D6
IQ saving roll. If target is success- a wall, clearing hex. If a being is damage per STR. Makes your fist IQ 17 Spells
ful wizard only looses 1 STR, not killed by lightning then all magi- a lethal weapon. Lasts 3 turns. ❑ Insubstantiality (T): Costs 4
3. Images & illusions disappear. cal items it carried are destroyed. Subject of a 4 pt. spell could STR / +2 each turn. Nothing but
❑ Stone Flesh (T): Costs 2 STR ❑ Summon Giant (C): Costs 4 deliver three 4D6 punches. Roll a thrown spells can effect you.
/ +1 each turn. Stops 4 hits in STR / +1 each turn. Brings a giant 17-18 take 1D6 damage, Move at 1 hex per turn and can
addition to other armor. to follow wizard’s orders. pass through solid objects. You
IQ 16 Spells
❑ Slippery Floor (T): Costs 3 STR: 30 DEX: 9 IQ: 8 MA: 8 can only use thrown or creation
❑ 7-Hex Illusion (C): Costs 5
STR. Makes floor over one mega- Club: 3+3 No armor spells and you can make no
STR. Creates a 5-7 hex illusion.
hex slippery. Reveal only when 1st ❑ Remove Thrown Spell (T): physical attacks. If you become
❑ Summon 7-Hex Dragon (C):
victim enters it. 3D6 vs DEX for Costs 2 STR. Negates any thrown solid in the middle of another
Costs 5 STR / +2 each turn.
each hex you enter or stand still spell. Can be used to dissolve an creature, both die. You appear
Brings dragon to follow your
in. Effects images/illusions. enemies spell or to eliminate a as a dim, foggy shape.
orders.
❑ Stop (T): Costs 3 STR. Victim foe’s own magical protection. Has IQ 18 Spells
STR: 60 DEX: 14 IQ: 20
has MA zero for the next four no effect against a spell shield. ❑ Wizard’s Wrath (M): 1+1
MA: 8/20 Scales: Stops 5
turns. Can not move to another ❑ Dispel Illusions (S): Costs 5 damage per STR. Can have the
Claw: 2D6 Breath: 3D6
hex under any circumstances but STR. Causes all illusions within physical effects of any of the other
STR to breathe: 5
may do things like attack, cast 15 hexes to vanish immediately, three missile spells. Wizard
❑ Death Spell (T): When cast
spells, etc. May change facing. regardless of size and who creat- chooses the form it takes.
compare STR of wizard & victim
❑ 3-Hex Wall (C): Costs 4 STR. ed them. ❑ Megahex Freeze (T): Costs
at that moment, the lower STR is
Like create wall spell but affect- ❑ Spell Shield (T): Costs 3 STR 12 STR. Affects every creature of
the amount of STR both beings
ing any 3 connecting hexes. / +1 each turn. Prevents any spell STR less than 20 in a megahex
loose. Spell Shield stops and cast-
❑ Fireproofing (T): Costs 3 STR / from being cast on its subject. (except the wizard), or any single
er only looses 1 STR.
+1 each turn for each hex of the size Does not effect spells already cast figure of STR 50 or less.
❑ 7-Hex Fire (C): Costs 4 STR.
of the subject. Makes you and your or protect you from physical dam-
Like fire spell but covers 7 con-
clothing/objects immune to fire. age by illusions.
necting hexes.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller
Player’s Name: ______________________________
Character Sheet
& Battle Magic Team Name: ________________________________

Name:/Race: ______________________________ ❑ Speed Movement (T): Costs 2 STR. Doubles MA for 4 turns,
two spells do not quadruple MA, but makes spell last 8 turns.
STR ____ / Double movement options, an archer can move 2 hexes & fire.
❑ Summon Myrmidon (C): Costs 2 STR / +1 each turn.
Magical STR____ / STR: 12 DEX: 12 IQ: 8 MA: 10 Broadsword: 2D6
❑ Dazzle (S): Costs 3 STR. A blinding flash that causes all
DEX ____ ( ) Armor: Stops sighted creatures (except wizard) to suffer -3 DEX for 3 turns.
INT ____ _________________ /_____ ❑ Shock Shield (T): Costs 2 STR / +1 each turn. 1D6 damage
(no armor) to all creatures in wizards hex at end of turn.
MA ____ ( ) _________________ /_____
❑ Lock/Knock (T): Costs 2 STR. Opens or closes doors/gates.
Weapon: Damage
IQ 11 Spells
_____________________________ / __________ ❑ Sleep (T): Costs 3 STR. Wake up if hit or shaken by figure
_____________________________ / __________ in adjoining hex (takes two turns). Does not work if STR 20+.
_____________________________
Staff / __________
1 ❑ Summon Bear (C): Costs 4 STR / +1 each turn.
IQ 8 Spells STR: 30 DEX: 11 IQ: 6 MA: 8 Bite: 2+2 No armor
❑ Staff (S): Costs 5 STR. Take this spell: start the game with a ❑ Control Animal (T): Costs 2 STR / +1 each turn. Does not
staff that does 1D6 damage. Explodes for 3D6 if picked up. work on dragons or humans. 3D6 vs IQ save when spell first
❑ Magic Fist (M): 1-2 damage per STR. If fist does 6 points of hits. Images and illusions disappear when spell strikes.
❑ 1-Hex Illusion (C): Costs 2 STR. Creates any 1 hex illusion.
damage before armor then it will trip target unless he makes
a 3D6 roll vs. his STR or DEX. Appears as large fist. ❑ Reverse Missiles (T): Costs 2 STR / +1 each turn. Causes
❑ Blur (T): Costs 1 STR / +1 each turn. -4 DEX to hit subject. missile weapons or spells to reverse and hit the firer instead.
❑ Slow Movement (T): Costs 2 STR. Halves MA for 4 turns, ❑ Rope (C): Costs 2 STR. Halves MA, DEX -2, -1 more DEX
two spells do not quarter MA, but makes spell last 8 turns. each turn that rope is on. 3D6 vs DEX to remove. Figure next
❑ Drop Weapon (T): Costs 1 STR or 2 STR if victim’s STR is to you can help, 3D6 vs DEX. Doesn’t work against STR 20+.
❑ Create Wall (C): Costs 2 STR. Creates one hex wall. Can
20 or more. Makes you drop whatever is in one hand.
❑ 1-Hex Image (C): Costs 1 STR. Creates any one hex image. not be created on top of a figure to entomb him.
❑ Destroy Creation (T): Costs 1 STR. Removes one created
❑ Light (T): Costs 1 STR. Light up small object for one day.
thing. Doesn’t work vs summoned beings. Removes one hex of
IQ 9 Spells multi-hex fire, wall, or shadow. Has no effect on multi-hex
❑ Clumsiness (T): Subtract 2 from victim’s DEX for every 1 images or illusions of living beings.
STR used to cast. Lasts 3 turns, 1 turn if victim’s STR is 30+.
IQ 12 Spells
❑ Confusion (T): Subtract 2 from victim’s IQ for every 1
❑ Freeze (T): Costs 4 STR. Totally freezes victim for 2D6
STR used to cast. Lasts 3 turns. A wizard can’t use spells
turns. Victim can disbelieve and can only cast a spell if spell
above his NEW IQ but can still power spells already cast.
is an IQ level 5 below his IQ. Does not work if STR is 30+.
❑ Avert (T): Costs 2 STR / +1 each turn. Victim must end his
❑ Fireball (M): 1-1 damage per STR.
movement at least two hexes farther from wizard each turn.
❑ Invisibility (T): Costs 3 STR / +1 each turn. Makes yourself
Must disengage away if engaged. Must make 3D6 vs DEX to
avoid falling into pits, etc. or someone else invisible. -6 DEX to hit an invisible figure.
❑ Aid (T): Temporarily adds 1 to STR, DEX, or IQ of any one ❑ Blast (S): Costs 2 STR. Does 1D6 damage to every creature,
including wizard for each 1 STR used to cast. Lasts 2 turns. friend or foe (except wizard), in wizard’s hex & adjacent ones.
❑ Summon Wolf (C): Costs 2 STR / +1 each turn. ❑ Mage Sight (T): Costs 2 STR / +1 each turn. Allows you to
STR: 10 DEX: 14 IQ: 6 MA: 12 Bite: 1+1 No armor see objects concealed by blur, shadow, or invisibility.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller

❑ Reveal Magic (S): Costs 1 STR. Range is 15 hexes. Reveals ❑ Break Weapon (T): Costs 3 STR. Shatters one weapon.
active secret protection spells, cast on one figure at a time. ❑ 3-Hex Fire (C): Costs 2 STR. Like fire spell but covers
Also reveals slippery and sticky floors within range. 3 connecting hexes.
❑ 1-Hex Fire (T): Costs 1 STR. Fills one hex with magical fire. ❑ 3-Hex Shadow (C): Costs 2 STR. Like shadow spell but
❑ Darkness (S): Costs 1 STR per 3 hexes range. Temporarily covers 3 connecting hexes.
extinguishes artificial lights, even light spells. Lasts 3 turns. ❑ Drain Strength (S): Drain life force from humuniods into
wizard or others. 5 Magic STR drained gives 1 Magic STR to
IQ 10 Spells recipient. All must be adjacent to each other. Wizard makes
❑ Trip (T): Costs 2 STR or 4 STR if victim’s STR is 40 or DEX roll, failing looses 1 STR. Can not exceed current STR of
more. Makes you fall down. If on the edge of a pit target will victim and victim must cooperate or if unwilling be tied up.
fall in unless he makes a 4D6 roll vs his DEX. ❑ Rainstorm (C): Costs 4 STR. Creates a “storm” 1 megahex
❑ 1-Hex Shadow (C): Costs 1 STR. -6 DEX attacking through in size that puts out all fires. Moves 1 hex per turn. Fireballs,
or from a shadow hex, attacking into a shadow hex -4. lightning, & dragon fire can not pass through. Lasts 12 turns.
❑ Repair (T): Costs 6 STR. Repairs simple breaks in small ❑ Teleport (S): Costs 1 STR for each 3 hexes teleported. Blinks
objects like broken weapons, ropes, pots, etc. you to another hex. If you come out in a hex with a solid
❑ Eyes Behind (T): Costs 3 STR / +1 each turn. All side hexes object you die, and so does object if it was living. Illusions
treated like front hexes and rear hex treated like side hex for count as living, images disappear.
all purposes including the ability to attack. ❑ Summon 4-Hex Dragon (C): Costs 5 STR / +1 each turn.
STR: 30 DEX: 13 IQ: 16 MA: 6/16 Stops: 3
IQ 13 Spells
Claw: 2-2 Breath: 2D6 STR to breathe: 3
❑ Flight (T): Costs 3 STR / +1 each turn flying. MA = 12. Any ❑ Giant Rope (C): Costs 5 STR. Cast on a STR 20+ creature
attack on a flying figure is at a -4 DEX, even if you are flying. this spell has the same effect as the rope spell. Cast on a
Flyer won’t be used to flying so -2 DEX for attacks or spell weaker figure it has the effect of two simultaneous rope spells.
casting and -4 DEX for thrown or missile weapons as well. ❑ 7-Hex Shadow (C): Costs 3 STR. Like shadow spell but
❑ Summon Gargoyle (C): Costs 4 STR / +1 each turn.
covers 7 connecting hexes.
STR: 20 DEX: 11 IQ: 8 MA: 8/16 Fist: 2D6 Stops: 3 ❑ 7-Hex Image (C): Costs 4 STR. Creates a 5 to 7 hex image.
❑ Control Person (T): Costs 3 STR / +1 each turn. Works on
❑ Hammer Touch (T): 1D6 damage per STR. Makes your fist a
humuniods. 3D6 vs IQ save. Images & illusions disappear.
lethal weapon. Lasts 3 turns. Subject of a 4 pt. spell could
❑ Stone Flesh (T): Costs 2 STR / +1 each turn. Stops 4 hits.
deliver three 4D6 punches. Roll a 17-18 take 1D6 damage.
❑ Slippery Floor (T): Costs 3 STR. Makes floor over one
megahex slippery. Reveal only when first victim enters it. IQ 16 Spells
3D6 vs DEX for each hex you enter or stand still in. ❑ 7-Hex Illusion (C): Costs 5 STR. Creates a 5-7 hex illusion.
❑ Stop (T): Costs 3 STR. Victim has MA zero for the next four ❑ Summon 7-Hex Dragon (C): Costs 5 STR / +2 each turn.
turns. Can’t move to another hex but may do anything else. STR: 60 DEX: 14 IQ: 20 MA: 8/20 Stops: 5
❑ 4-Hex Image (C): Costs 2 STR. Creates a 2 to 4 hex image. Claw: 2D6 Breath: 3D6 STR to breathe: 5
❑ 3-Hex Wall (C): Costs 4 STR. Like create wall spell but ❑ Death Spell (T): When cast compare STR of wizard & victim
affecting any 3 connecting hexes. at that moment, the lower STR is the amount of STR both
❑ Fireproofing (T): Costs 3 STR / +1 each turn for each hex of beings loose. Spell Shield stops and wizard looses 1 STR.
the size of the subject. Makes you immune to fire. ❑ 7-Hex Fire (C): Costs 4 STR. Like fire spell but covers
❑ Sticky Floor (T): Costs 3 STR. Makes floor over one 7 connecting hexes.
megahex sticky. Reveal only when first victim enters it. ❑ 7-Hex Wall (C): Costs 6 STR. Like create wall spell but
Must stop immediately. Your MA reduced to 1 each turn you affecting any 7 connecting hexes. Can surround a figure.
are in the megahex, MA 2 if you are STR 30+. Lasts 12 turns. ❑ Megahex Sleep (T): Costs 8 STR. Affects every creature of
❑ Open Tunnel (T): Costs 10 STR. Turns object or being in STR less than 20 in a megahex (except the wizard), or any
one hex into air. Living creatures get a 4D6 vs DEX to escape single figure of STR 50 or less.
by jumping back one hex. Multi-hex beings loose a % of STR. ❑ Staff of Power (S): Costs 10 STR per day for four weeks to
❑ Telekinesis (T): Costs 2 STR per turn. Objects may be picked make. IQ 16 wizards that take this spell can start the game
up. thrown, etc. Treat as if wizard has an “invisible body” with a staff of power. Used to make any piece of wood into a
which he can place anywhere he can see, -1 per hex distance. Staff of Power that does 2D6 damage, is not effected by a
Can use a metal weapon this way at an additional -4 DEX. drop or break weapon spell, and will not explode if picked up
❑ Control Elemental (T): Costs 5 STR. Puts any one type of but still do 3D6 damage.
elemental under the control of the caster. The elemental gets a ❑ Create Elemental (S): Costs 10 STR. Wizard must have
3D6 save vs IQ when the spell first hits, if it makes this roll element appropriate to that elemental to summon it. The
then the spell is ineffective and stays under control of creator. elemental gets a 3D6 save vs IQ if ordered to attack. Stays
until destroyed, summoner releases it, or 24 hours pass.
IQ 14 Spells ❑ Destroy Elemental (S): Costs 10 STR. This spell destroys all
❑ Lightning (M): 1D6 damage per STR. 5 pts of lightning elementals in a 15 hex radius around wizard. If a wizard fails
damage will blast through one hex of a wall, clearing hex. his DEX roll, all elementals that were put in danger from this
❑ Summon Giant (C): Costs 4 STR / +1 each turn. spell will immediately move to attack him.
STR: 30 DEX: 9 IQ: 8 MA: 8 Club: 3+3 No armor
❑ 4-Hex Illusion (C): Costs 3 STR. Creates a 2-4 hex illusion. IQ 17 Spells
❑ Remove Thrown Spell (T): Costs 2 STR. Negates any ❑ Insubstantiality (T): Costs 4 STR / +2 each turn. Nothing
thrown spell. Used to dissolve an enemies spell or protection. but thrown spells can effect you. Move at 1 hex per turn and
❑ Dispel Illusions (S): Costs 5 STR. Causes all illusions within can pass through solid objects. You can only use thrown or
15 hexes to vanish immediately, regardless of size. creation spells and you can make no physical attacks. If you
❑ Spell Shield (T): Costs 3 STR / +1 each turn. Prevents any become solid in the middle of another creature, both die.
spell from being cast on its subject. Does not effect spells
IQ 18 Spells
already cast or protect from physical damage by illusions.
❑ Wizard’s Wrath (M): 1+1 damage per STR. Can have the
IQ 15 Spells physical effects of any of the other three missile spells.
❑ Iron Flesh (T): Costs 3 STR / +1 each turn. Stops 6 hits. ❑ Megahex Freeze (T): Costs 12 STR. Affects every creature
❑ Megahex Avert (T): Costs 3 STR / +1 each turn. Like avert of STR less than 20 in a megahex (except the wizard), or
spell but effects victims in one hex & all hexes adjacent to it. any single figure of STR 50 or less.
Game rules ©1980 Metagaming, page design ©2004 David O. Miller
IQ 13 Spells
❑ Flight (T): Costs 3 STR / +1 each turn flying. MA = 12. Any attack on a flying figure is at a -4
Battle DEX, even if you are flying. Flying figure won’t be used to flying so -2 DEX for attacks or spell
casting and -4 DEX for thrown or missile weapons as well, this is in addition to the -4 to attack.
Magic Character #: ___ ❑ Summon Gargoyle (C): Costs 4 STR / +1 each turn. Brings gargoyle to follow wizard’s orders.
STR: 20 DEX: 11 IQ: 8 MA: 8/16 Fist: 2D6 Stony Skin: Stops 3
❑ Control Person (T): Costs 3 STR / +1 each turn. Works on humuniods. Target gets a 3D6 vs IQ
Magical STR____ / saving roll. If target is successful wizard only looses 1 STR, not 3. Images & illusions disappear.
IQ 8 Spells ❑ Stone Flesh (T): Costs 2 STR / +1 each turn. Stops 4 hits in addition to other armor.
❑ Staff (S): Costs 5 STR. Take this spell: start the game with a staff that does 1D6 damage. ❑ Slippery Floor (T): Costs 3 STR. Makes floor over one megahex slippery. Reveal only when
If anyone other than the owner of a staff picks it up against the owner’s will, it explodes for 3D6. 1st victim enters it. 3D6 vs DEX for each hex you enter or stand still in. Effects images/illusions.
❑ Magic Fist (M): 1-2 damage per STR. If fist does 6 points of damage before armor then it will ❑ Stop (T): Costs 3 STR. Victim has MA zero for the next four turns. Can not move to another hex
trip target unless he makes a 3D6 roll vs. his STR or DEX, use highest one. Appears as large fist. under any circumstances but may do things like attack, cast spells, etc. May change facing.
❑ Blur (T): Costs 1 STR / +1 each turn. -4 DEX to hit subject. Makes subject hard to see. ❑ 4-Hex Image (C): Costs 2 STR. Creates a 2 to 4 hex image.
❑ Slow Movement (T): Costs 2 STR. Halves MA for 4 turns. Two spells do not reduce a character ❑ 3-Hex Wall (C): Costs 4 STR. Like create wall spell but affecting any 3 connecting hexes.
to 1/4 MA, but doubles how long spell lasts. (Keeps him at 1/2 MA for 8 turns.) ❑ Fireproofing (T): Costs 3 STR / +1 each turn for each hex of the size of the subject. Makes you
❑ Drop Weapon (T): Costs 1 STR or 2 STR if victim’s STR is 20 or more. Makes you drop what and your clothing/objects immune to fire.
ever is in one hand, a weapon, shield, etc. Will not make a ring or amulet fall off. ❑ Sticky Floor (T): Costs 3 STR. Makes floor over one megahex sticky. Reveal only when first
❑ 1-Hex Image (C): Costs 1 STR. Creates any one hex image. victim enters it. Must stop immediately. Your MA reduced to 1 each turn you are in the megahex,
❑ Light (T): Costs 1 STR. Lights up small object for one day. Will it off, must recast to get it back. MA 2 if you are STR 30+. Lasts 12 turns. Effects images and illusions.
❑ Open Tunnel (T): Costs 10 STR. Turns object or being in one hex into air. Living creatures get
IQ 9 Spells a 4D6 vs DEX to escape by jumping back one hex. Multi-hex beings loose a % of STR.
❑ Clumsiness (T): Subtract 2 from victim’s DEX for every 1 STR used to cast. Lasts 3 turns, 1 turn ❑ Telekinesis (T): Costs 2 STR per turn. Objects may be picked up. thrown, etc. Treat as if wizard
if victim’s STR is 30+. has an “invisible body” which he can place anywhere he can see, -1 per hex distance. Can use a
❑ Confusion (T): Subtract 2 from victim’s IQ for every 1 STR used to cast. Lasts 3 turns. A wizard metal weapon this way at an additional -4 DEX.
can’t use spells above his NEW IQ but can still power spells already cast. ❑ Control Elemental (T): Costs 5 STR. Puts any one type of elemental under the control of the
❑ Avert (T): Costs 2 STR / +1 each turn. Victim must end his movement at least two hexes farther caster. The elemental gets a 3D6 save vs IQ when the spell first hits, if it makes this roll then the
from wizard each turn. Must disengage away if engaged. 3D6 vs DEX to avoid falling into pits. spell is ineffective and it stays under control of creator. In this case the caster only looses 1 STR.
❑ Aid (T): Temporarily adds 1 to STR, DEX, or IQ of any one including wizard for each 1 STR
used to cast. Lasts 2 turns. If STR is given to a figure to cast spells it must be used within 2 turns. IQ 14 Spells
❑ Summon Wolf (C): Costs 2 STR / +1 each turn. Brings a wolf to follow wizard’s orders. ❑ Lightning (M): 1D6 damage per STR. 5 pts of lightning damage will blast through one hex of a
STR: 10 DEX: 14 IQ: 6 MA: 12 Bite: 1+1 Fur: Stops 1 wall, clearing hex. If a being is killed by lightning then all magical items it carried are destroyed.
❑ Reveal Magic (S): Costs 1 STR. Range is 15 hexes. Reveals active secret protection spells. Cast ❑ Summon Giant (C): Costs 4 STR / +1 each turn. Brings a giant to follow wizard’s orders.
on any one figure (you can see) at a time. Also reveals slippery and sticky floors within range. STR: 30 DEX: 9 IQ: 8 MA: 8 Club: 3+3 No armor
❑ 1-Hex Fire (T): Costs 1 STR. Fills one hex with fire. Damage 2 pts, 4 pts if you stop & DEX -2. ❑ 4-Hex Illusion (C): Costs 3 STR. Creates a 2-4 hex illusion.
❑ Darkness (S): Costs 1 STR per 3 hexes range. Temporarily extinguishes artificial lights, torches, ❑ Remove Thrown Spell (T): Costs 2 STR. Negates any thrown spell. Can be used to dissolve an
even light spells, in one megahex area. Lasts 3 turns. If wizard is killed, spell lifts. enemies spell or to eliminate a foe’s own magical protection. Has no effect against a spell shield.
❑ Dispel Illusions (S): Costs 5 STR. Causes all illusions within 15 hexes to vanish immediately,
IQ 10 Spells regardless of size and who created them.
❑ Trip (T): Costs 2 STR or 4 STR if victim’s STR is 40 or more. Does no damage but makes you ❑ Spell Shield (T): Costs 3 STR / +1 each turn. Prevents any spell from being cast on its subject.
fall down. If on the edge of a pit target will fall in unless he makes a 4D6 roll vs his DEX. Does not effect spells already cast or protect you from physical damage by illusions.
❑ 1-Hex Shadow (C): Costs 1 STR. Fills one hex with total blackness. -6 DEX to attack through
or from a shadow hex, attacking into a shadow hex is a -4 DEX. IQ 15 Spells
❑ Speed Movement (T): Costs 2 STR. Doubles MA for 4 turns, two spells do not quadruple MA, ❑ Iron Flesh (T): Costs 3 STR / +1 each turn. Stops 6 hits.
but makes spell last 8 turns. Double movement options, an archer can move 2 hexes & fire. ❑ Megahex Avert (T): Costs 3 STR / +1 each turn. Like avert spell but effects victims in one hex
❑ Summon Myrmidon (C): Costs 2 STR / +1 each turn. Brings a fighter to follow wizard’s orders. & all hexes adjacent to it.
STR: 12 DEX: 12 IQ: 8 MA: 10 Broadsword: 2D6 No armor ❑ Teleport (S): Costs 1 STR for each 3 hexes teleported. Blinks you to another hex. If you come
❑ Dazzle (S): Costs 3 STR. A blinding psychic flash that causes all sighted creatures (friend or out in a hex with a solid object you die, and so does object if it was living. Illusions count as
foe) in an area within 15 hexes of the caster (except wizard) to suffer -3 DEX for 3 turns. living, images disappear. You do not have to see the hex your teleporting to.
❑ Shock Shield (T): Costs 2 STR / +1 each turn. 1D6 damage (no armor) to all creatures in ❑ Summon 4-Hex Dragon (C): Costs 5 STR / +1 each turn. Brings dragon to follow your orders.
wizards hex at end of each turn the spell is on. STR: 30 DEX: 13 IQ: 16 MA: 6/16 Scales: Stops 3
❑ Lock/Knock (T): Costs 2 STR. Lock/seal doors. Open doors with ordinary locks & Lock spells. Claw: 2-2 Breath: 2D6 STR to breathe: 3
❑ Giant Rope (C): Costs 5 STR. Cast on a STR 20+ creature this spell has the same effect as the
IQ 11 Spells rope spell. Cast on a weaker figure it has the effect of two simultaneous rope spells.
❑ Sleep (T): Costs 3 STR. Wake up if hit or shaken by figure in adjoining hex (takes two turns). ❑ 7-Hex Shadow (C): Costs 3 STR. Like shadow spell but covers 7 connecting hexes.
Does not work if STR 20+. A sleeping figure falls down. ❑ 7-Hex Image (C): Costs 4 STR. Creates a 5 to 7 hex image.
❑ Summon Bear (C): Costs 4 STR / +1 each turn. Brings a bear to follow wizard’s orders. ❑ Hammer Touch (T): 1D6 damage per STR. Makes your fist a lethal weapon. Lasts 3 turns.
STR: 30 DEX: 11 IQ: 6 MA: 8 Bite: 2+2 Fur: Stops 2 Subject of a 4 pt. spell could deliver three 4D6 punches. Roll a 17-18 take 1D6 damage.
❑ Control Animal (T): Costs 2 STR / +1 each turn. Does not work on dragons or humans. 3D6
vs IQ save when spell first hits. Images and illusions disappear when spell strikes. IQ 16 Spells
❑ 1-Hex Illusion (C): Costs 2 STR. Creates any 1 hex illusion. ❑ 7-Hex Illusion (C): Costs 5 STR. Creates a 5-7 hex illusion.
❑ Reverse Missiles (T): Costs 2 STR / +1 each turn. Causes missile weapons or spells to reverse ❑ Summon 7-Hex Dragon (C): Costs 5 STR / +2 each turn. Brings dragon to follow your orders.
and hit the firer instead. Reveal at the end of the turn, after all first missile weapons have fired. STR: 60 DEX: 14 IQ: 20 MA: 8/20 Scales: Stops 5
❑ Rope (C): Costs 2 STR. Halves MA, DEX -2, -1 more DEX each turn that rope is on. 3D6 vs Claw: 2D6 Breath: 3D6 STR to breathe: 5
DEX to remove. Figure next to you can help, 3D6 vs DEX. Doesn’t work against STR 20+. ❑ Death Spell (T): When cast compare STR of wizard & victim at that moment, the lower STR is
❑ Create Wall (C): Costs 2 STR. Creates one hex wall. Can not be created on top of a figure to the amount of STR both beings loose. Spell Shield stops and caster only looses 1 STR.
entomb him. ❑ 7-Hex Fire (C): Costs 4 STR. Like fire spell but covers 7 connecting hexes.
❑ Destroy Creation (T): Costs 1 STR. Removes one created thing. Doesn’t work vs summoned ❑ 7-Hex Wall (C): Costs 6 STR. Like create wall spell but affecting any 7 connecting hexes. Can
beings. Removes one hex of multi-hex fire, wall, or shadow. Has no effect on multi-hex images or surround a figure with a 7-hex wall.
illusions of living beings. ❑ Megahex Sleep (T): Costs 8 STR. Affects every creature of STR less than 20 in a megahex
(except the wizard), or any single figure of STR 50 or less.
IQ 12 Spells
❑ Staff of Power (S): Costs 10 STR per day for four weeks to make. IQ 16 wizards that take this
❑ Freeze (T): Costs 4 STR. Totally freezes victim for 2D6 turns. Victim can disbelieve and can
Game rules ©1980 Metagaming, page design ©2004 David O. Miller

spell can start the game with a staff of power. Used to make any piece of wood into a Staff of
only cast a spell if spell is an IQ level 5 below his IQ. Does not work if STR is 30+.
Power that does 2D6 damage, is not effected by a drop or break weapon spell, and will not
❑ Fireball (M): 1-1 damage per STR. Can be used to set fire to flammable objects.
explode if picked up against owner’s will but will still do 3D6 damage.
❑ Invisibility (T): Costs 3 STR / +1 each turn. Makes subject invisible. -6 DEX to hit an invisible ❑ Create Elemental (S): Costs 10 STR. Wizard must have element appropriate to that elemental
figure, minus not cumulative with shadow, darkness or blur. Doesn’t work on images/illusions. to summon it. The elemental gets a 3D6 save vs IQ if ordered to attack. Stays until destroyed,
❑ Blast (S): Costs 2 STR. Does 1D6 damage to every creature, friend or foe (except wizard), in summoner releases it, or 24 hours pass.
wizard’s hex & adjacent ones. ❑ Destroy Elemental (S): Costs 10 STR. This spell destroys all elementals in a 15 hex radius
❑ Mage Sight (T): Costs 2 STR / +1 each turn. Allows you to see objects concealed by blur, around wizard. If a wizard fails his DEX roll, all elementals that were put in danger from this
shadow, invisibility, or ordinary darkness. spell will immediately move to attack him.
❑ Break Weapon (T): Costs 3 STR. Shatters one weapon/shield. Broken weapons do 1/2 damage.
❑ 3-Hex Fire (C): Costs 2 STR. Like fire spell but covers 3 connecting hexes. IQ 17 Spells
❑ 3-Hex Shadow (C): Costs 2 STR. Like shadow spell but covers 3 connecting hexes. ❑ Insubstantiality (T): Costs 4 STR / +2 each turn. Nothing but thrown spells can effect you.
❑ Drain Strength (S): Drain life force from humuniods into wizard or others. 5 Magic STR Move at 1 hex per turn and can pass through solid objects. You can only use thrown or creation
drained gives 1 Magic STR to recipient. All must be adjacent to each other. Wizard makes DEX spells and you can make no physical attacks. If you become solid in the middle of another
roll, failing looses 1 STR. Can not exceed current STR of victim and victim must cooperate or if creature, both die. You appear as a dim, foggy shape.
unwilling be tied up.
❑ Rainstorm (C): Costs 4 STR. Creates a “storm” 1 megahex in size that puts out all fires. Moves IQ 18 Spells
1 hex per turn. Fireballs, lightning, & dragon fire can not pass through. Lasts 12 turns. ❑ Wizard’s Wrath (M): 1+1 damage per STR. Can have the physical effects of any of the other
❑ Repair (T): Costs 6 STR. Repairs simple breaks in small objects; ex: weapons, ropes, pots, etc. three missile spells. Wizard chooses the form it takes.
❑ Eyes Behind (T): Costs 3 STR / +1 each turn. All side hexes treated like front hexes and rear ❑ Megahex Freeze (T): Costs 12 STR. Affects every creature of STR less than 20 in a megahex
hex treated like side hex for all purposes including the ability to attack. (except the wizard), or any single figure of STR 50 or less.

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