Games PC DRAGON WARS User Manual

DRAGON
WARS
Dragon Wars
Contents
Introduction 204 Objective 205 The party 205 Creating characters 206 Character profile 207 Skills 209 Skill Descriptions 209 Skill Use 211 Magic 212 Low Magic 214 High Magic 215 Sun Magic 220 Druid Magic 224 Miscellaneous Magic 227 Combat 228 Getting Around 229 Paragraph Explanations 230 Dragon Wars Paragraphs 232 Command Summary 267
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made a part of Dilmun’s rapidly growing navy - a navy that will one day sally out across the seas of Oceana, at long last bringing her beneath the heel of a single ruler: Namtar, the Beast From The Pit.
Back to basics in one of the most dangerous neighborhoods anywhere, you know only you’ve been had. A well-intentioned traveler, you’ve been treated like a beast by Namtar, and consigned to a life of perpetual poverty in Purgatory. No one escapes Purgatory alive, and few know the luxury to die in bed within her walls. Starting hip-deep in mud, you must use every trick just to stay alive, much less worry about sticking it to The Beast From The Pit.
Objective
You and your party are adventurers in the magical land of Dilmun, an
island of salvation perverted into a world of horror by Namtar. You begin the game armed only with your wits in the savage streets of Purgatory. You must find a way to survive in Oceana’s most dangerous slum, locate a way out of the same, and accept the impossible task of toppling Namtar. Vengeance must be yours!
Examine your reference card to determine how your mundane computer becomes a portal to the mystic world of Oceana. The card will show you both how to boot up your game and what keys to press to exeucte game commands and summon various menus. Once the game is up and running, you’ll find a party waiting to begin the adventure in the middle of the stinking city of Purgatory. We’d tell you to watch your purse - but you don’t have one! Nor do you have a belt from which to hang a purse, or pants from which to hang a belt, or… you get the idea.
The Party
Aparty can have up to four characters, plus up to three non-player
characters. Non-player characters are summoned creatures or heroic individuals you may meet in your travels. Everyone else is one of your own people.
The game provides a beginning batch of characters for your use should you wish to jump directly into the adventure. All characters are able-bodied and have no brain damage - use them, or create your own. If you’d like to create your own characters, read the “Creating Characters” section.
It may also be possible to transfer characters from other computer games
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Introduction
Orbiting the star Sirius, millions of miles away from any other intelligent
life, a tiny ball of hot water is home to amazing adventure. Sirius is three times the mass of our own star, and sixty times brighter; its huge bloated mass spans the entire horizon of the humid world of Oceana.
Oceana is a world of 85% water and getting wetter, as the baleful fury of Sirius erodes her diminutive polar ice caps year by year. Oceana is a world younger that our own, wedded to a star with but a fraction of the life expectancy of Sol. It is a world burning the candle at both ends, enjoying twice the light in half the time, and spinning all the faster toward annihilation and the Void.
Her surface is dotted with ten thousand islands. Some are home to thriving civilizations, while others are all that remain of greater achievements long since sunk beneath the waves. Oceana is a violent world of capricious storms, where natural geographic barriers and hostile sea-life hold people and empires apart. In no time of her history has Oceana known unified rule.
Of all the islands of Oceana, the most fabled by far is Dilmun, “The Land Where The Sun Sets.” Located on a score of nautical charts, each time in a different place, Dilmun is always just over the horizon. It is the home to all that is best of Oceana - the home of her eldest empire; the seat of her finest culture; the lair of the most terrible beasts. It is an isle of dragons and a destination of pilgrims. Beneath Nisir, “The Mountain of Salvation,” is the secret heart of Magan, the Underworld.
As your adventure begins, you find yourself aboard an armored pilgrim’s barge, nosing through the still waters of a silent fjord, nearing the moment you will drop the plank on an isle you believe to be Dilmun. Perhaps you are a pilgrim in search of peace and enlightenment, or an adventurer on the trail of fabled treasure, or a weary mercenary seeking retirement and eternal slumber in vaults held high above the waves. Hopes are high as the incredibly ancient architecture of this isle’s lone port swims into view. Rapture is just off the bow.
As it turns out, Purgatory is just off the bow … rapture may or may not lie beyond the walls of the port city. No sooner does the pilgrim’s barge enter the harbor than she is boarded by city officials, who quickly put all crew and passengers under arrest. Stripped of all possessions and wealth, one pilgrim in every ten is separated from the pack for sacrifice to the Dragons. Your party is among the fortunate remainder dropped naked and defenseless into the slums of Purgatory, there to fare as you will. The armored barge is confiscated and
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Character Profile
See your reference card on how to view a character’s profile. After a
character is called up, you can perform a variety of functions, such as viewing statistics and managing your inventory of gold and items. As with character creation, just follow the prompts. A few minutes of hands-on experimenting will show you everything you need to know about the character profile.
Characters are represented by a series of words and numbers, the
significance of which are illuminated below.
STRENGTH (STR): The most immediate effect of great strength is the ability to cause additional damage to foes. Strength is also useful for breaking things, lifting heavy objects, and opening stubborn pop bottles. High strength is required to use certain weapons; strength in excess of what a weapon requires provides additional damage. Inquiring at a weapons shop will sometimes tell you the strength requiring to use certain weapons.
DEXTERITY (DEX): A high dexterity makes you light on your feet, improves your chance of hitting the bad guys, and diminishes the chance of getting nailed yourself. Dexterity also determines the order in which a character acts in combat, starting with the highest dexterity and moving down to the lowest. Consider designing some magic-users with low dexterity, so they can cast healing spells at the end of a combat round.
INTELLIGENCE (INT): Ultimately, your characters are only as intelligent as you are. This statistic measures a character’s abstract intelligence; it is important for learning spells and solving puzzles. Intelligence also affects your chance of successfully hitting an opponent with a spell.
SPIRIT (SPR): On Oceana, the mundane realm is just one part of life. Spirit reflects the strength of a person’s soul, and is important for casting spells and resisting evil spirits. Spirit also determines the number of power points retained by magic users.
POWER (POW): Power is derived from spirit, and represents spell points used for energizing magic spells. Once spent on a spell, power points do not naturally regenerate… you will need to use a Dragonstone or find some other means of regenerating Power. For this reason, power points should be used with discretion. Power is twice your Spirit.
HEALTH: Health is terrifically important, for when health is reduced to zero, the character dies. Health can be restored only by certain spells, retaining the services of a healer, or through the use of the BANDAGE skill.
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into Dragon Wars - check the reference card for details. Be warned that such translation is inexact… characters arriving in this game from other “worlds” will find none of their magic objects and few of their spells make the journey with them.
Creating Characters
When the game fires up, you’ll see the names of the default characters
displayed on the screen. If you want to create your own characters, you’ll have to delete those already present to make room. Type the number of the character you want to delete and follow the screen prompts - when you open a space in the party, the computer will offer you the chance to create a new character.
There’s also an option to rename the default characters, which allows you to personalize your party without having to create a whole new batch of heroes.
The process of character creation requires you to spend points to custom­design your character. You are provided fifty character points to spend on attributes and skills. Characters will begin with a default value of ten in all attributes, and have no skills. By following the prompts, you can page through the character creation menus to modify attributes and purchase skills.
Character creation is an art, and you’ll have to experiment if you want to arrive at the “perfect” design (if such a thing exists). To get you started in the right direction, consider the following design guidelines.
• No one character can do it all… nor should they. While everyone will benefit from weapon and magic skills, it helps if your characters specialize. It’s better to have a character who is very good at something and useless in other fields than to have one who can do a little bit of everything.
• This is a game of slow character growth. Don’t expect your characters to change very much, even if they earn vast amounts of experience.
• When buying skills for beginning characters, it is rarely wise to purchase more than one level. Situations requiring skill levels of two or higher are rare in the game, and you’ll know them when you find them. If you find an instance where your skills are insufficient, you can always pursue another path, then return later when you’ve improved that relevant skill through experience.
• Finally, be aware that a character must master Low Magic before any other variety of magic can be learned.
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Your AV is different for magical combat and weapon combat, depending on your magical skills and weapon skills. These skills do improve your AV but the improvement is not shown on the AV gauge. For example, Raggletok has a Dexterity of 16 and a crossbow skill of 1, and no other weapon skills. His base AV is 4; that’s his Dexterity divided by four. When using a mace in combat, Raggletok’s AV is 4, since he has no weapon skills to increase his combat proficiency. However, when using a crossbow, his AV is 5 because of the influence of the crossbow skill. Remember, whichever skills he may be using at the time, Dragon Wars will display only his base AV without skill modifications - modifications for actual weapons or armor will be reflected.
SKILLS
Skills reflect a character’s areas of expertise. Correct selection and use of
skills is the key to completing the Dragon Wars adventure.
Skills are defined by type and level. In most cases a skill need not exceed level one to be useful, but to complete the game certain skills will have to be higher. For instance, a single level of skill is per fectly adequate for most of the LORE skills. Eventually attaining two or three levels of skill in LOCKPICK, BANDAGE, CLIMB, and the weapons and magic skills is recommended. Skills always begin at level one, but can be initially purchased at higher levels, or improved during play by the accumulation of experience points.
It isn’t necessary for every character to have every skill. You can divide the labor to your advantage if you decide to have one LOCKPICK specialist, for example, a couple of characters with BANDAGE skill, and a CLIMBer. As long as you work as a team, specialization will help you survive.
SKILL DESCRIPTIONS
BANDAGE: A very important skill, as healing services are scarce in
Dilmun. With greater skill, more health can be restored to an injured
character.
CAVE LORE: Many of Dimun’s dangerous and exciting places are found
underground, and having this skill may yield important information at
appropriate moments.
CLIMB: Use this skill to climb over rocks, up into trees, and down to
certain doom. Some obstacles require high levels of skill to overcome.
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Death is usually permanent on Oceana, but legend holds that somewhere in the depths of the Magan Underworld can be found the Well of Souls, within which resurrection is possible.
STUN: Stun is derived from health, and represents the ability to resist damage before a character falls unconscious at a stun value of zero. Characters generally run out of stun before they run out of health. Stun fully regenerates following every melee - you’ll find yourself taking a lot of stun damage in the game, but it isn’t really serious unless the whole party gets stunned all at once.
SEX: Male, female, sometimes, or never. EXPERIENCE: Experience points are an abstract measure of a character’s
activity. The more things a character does - the more monsters he slays, the more secrets he discovers - the more experience points will be earned. Experience points translate into levels.
LEVEL: Levels are gained automatically as a character earns experience points. The computer will let you know when a character attains a new level. Initially your characters will rapidly gain levels, but after the fourth or fifth level you’ll notice character growth is considerably slowed. This is because it requires progressively greater and greater amounts of experience to reach the higher levels. When your character reaches a new level, he receives two new character points that can either be saved or spent on skills and attributes.
ARMOR CLASS (AC): This rating indicates the quality of your armor. The more (and better) armor you wear, the more damage it can absorb before it starts counting against your health and stun. Armor does not make it harder for opponents to hit you. It does increase your life expectancy by taking damage that would otherwise be taken by your skull, ribs, etc. Remember, ar mor does not contribute to your DV - it may actually reduce AV. But your AC will rise if you wear armor, and it will help you survive.
ATTACK VALUE (AV) & DEFENSE VALUE (DV): These factors are based on your dexterity value divided by four, and are the basic statistics influencing combat. You’ll want these numbers to be as high as possible, as they determine how often you will hit your enemies with weapons and spells, and how often you will be hit by the same. Some items increase or decrease AV and/or DV. Weapons usually improve AV, while armor actually decreases your combat values - armor will encumber you and may impair your perfor mance slightly.
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TOWN LORE: You will visit many of the towns of Dilmun in the course of
your adventures - this skill will provide you with local legends and history.
PICKPOCKET: Times are hard in Dilmun, but there may still be a few
unwary folk that you can practice this age-old skill on.
WEAPON SKILLS: You need not have the relevant skill to use a weapon,
but doing so will improve your performance with the weapon in question.
Each level of weapon skill adds 1 to your AV when you use that type of
weapon. Note that the effects of weapon skills are not shown on the display
of your AV, but rest assured the additional effects of your weapons skills are
invisibly maintained by the computer.
For example, if Muskels the Barbarian has a 20 Dexterity, he’ll have a base
AV or 5. Ar med with a flail and a Flail skill of 1, his AV with the flail will be
6, but Dragon Wars will only display his AV as 5, because the effects of
weapon skills are not shown on the display.
When creating characters, there are several ways to get your AV up. You
can either have a high Dexterity, which will increase both your AV and DV,
or you can choose to add to your weapon skills, which will increase only
your AV at a cheaper cost. Adding to weapon skills also restricts you to a
certain weapon if you want the additional AV.
SKILL USE
In some cases, merely knowing a skill will be enough to benefit from it.
This is sometimes the case with the Lore skills, which yield useful bits of knowledge at the appropriate time if a sufficient level of Lore knowledge is present. If one of your characters suddenly notes an odd detail and you didn’t select the USE command, then a Lore skill has kicked in.
Other skills will require that you actually use them to be effective. If you’re confronted by a puzzle or obstacle which you think can be solved by skill use, select the skill you want (see the reference card) and follow the prompts. You can use items and attributes using the same prompts. If you fail, but are still convinced you’ve used the proper skill, you probably need a higher proficiency level in the skill in question - come back and try again after you’ve learned a thing or two.
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FOREST LORE: Dilmun is largely a wild place, and this skill yields knowledge on how to operate in a wooded environment. This skill is important to the Druids, who inhabit the forest lands of Dilmun’s wilderness.
HIDING: If you can’t kill something, and you can’t outrun it, your only hope is to hide. Note that once you’re in combat, it’s too late.
TRACKER: While your characters’ mundane eating and sleeping concerns are invisibly maintained by the game, you might find it useful to hunt every now and then. Using this skill allows you to track various creatures, be they men or beasts.
LOCKPICK: Valuable objects are usually locked within chests or behind doors. Seeing as how Namtar robbed you of all your worldly goods, you’ll doubtless want to engage in a little first hand social reform by robbing from the rich (everyone else) to give to the poor (yourself). Knowing how to pick a lock is important to resolving your quest.
MAGIC SKILLS: The skills of LOW MAGIC, HIGH MAGIC, DRUID MAGIC, & SUN MAGIC are required to learn spells of a specific type. Furthermore, you must have the LOW MAGIC skill before you can learn any of the others. High levels of magic skill are useful, as they determine the maximum number of power points you can invest when casting a spell - the higher your applicable magic skill level, the greater the potential of your spells. A higher level of magic skill also increases the chance your spells will accurately hit their targets.
MOUNTAIN LORE: Fabulous treasures and fearsome beasts reside in Oceana’s mountainous climes. Knowledge of the world’s high mountain places might save your life.
FISTFIGHTING: Adds to your ability to hit when using fists. ARCANE LORE: Dilmun is a magical place, and it’s important to know
about the world’s magic, mysticism, and gods. A well-rounded sorcerer will combine magical might with arcane lore.
BUREAUCRACY: To liberate Dilmun from Namtar’s foul grip, you will need to sway hearts and minds. To this end, skill in public speaking is important, as represented by the BUREAUCRACY skill. You might also have success using this skill on stubborn guards and petty officials.
SWIM: While it is generally not possible to swim between the islands of Dilmun, this skill with help you should you find yourself unexpectedly underwater. A character who can’t swim could find himself in deep water
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druid is Zaton the Displaced, of which the current whereabouts are unknown. The Druid Magic cult has been driven underground by Namtar’s persecution, but worship of the cult’s patron deity, the beast-man Enkidu, continues at the various Druid shrines.
There is one further “class” of magic in Dragon Wars: that which is called “Miscellaneous Magic.” These three spells are usable by anyone who has skill in any of the four standard classes of magic.
When you cast a spell, the computer always deducts a certain number of Power points from the caster. In some cases, you’ll be prompted to indicate the number of points you want to invest in a spell. In such cases, the extra points will increase the duration of the spell or its damage or effectiveness. The number of points you can invest in these spells is limited to twice your current skill level in that area of magic.
The following few pages contain descriptions of all the world’s known spells. Although many spells are well-documented through centuries of use, some descriptions are incomplete because of the spells’ experimental or foreign nature. And, perhaps, because some spellcasters have placed themselves in great peril by playing with forces they do not know… Because of this, you will have to experiement with spell use to learn the best application of magic in each situation. In fact, creative use of spells may be a vital element necessary to solve the game.
List of Magic Spells
Key to Spells
SPELL NAME
Description of the spell, miscellaneous notes, and tips on casting.
Effect: Damage or other effects Range: Distance the spell can be cast Target: Who is affected by spell Time: Duration of spell Power: Power points taken.
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Char 1 character Group 1 group of monsters Party Every character in your party Var Variable. The more points you expend, the more damage or
extended time. Maximum equals 2 times your skill in that magic class.
1-6 x P Damage shown multiplied by power points expended. hr. Hour in the game (not real time) Combat Duration of entire encounter. Once one side or the other is
defeated or flees, the spell ends.
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MAGIC
Namtar, the Beast From the Pit, is the mightiest sorcerer of Dilmun.
Smart boy that he is, Namtar has manipulated King Drake of Kingshome into declaring a general ban on magic, thus giving Namtar a monopoly on this world’s true power. The City States of Dilmun, none too closely allied to begin with, did not take kindly to this decree, and open warfare resulted. Spellcasting legions were chewed up in the opening weeks of the war, while conventional forces continue the struggle to this day. Namtar’s Stosstrupen, a sort of magical secret police, eliminated most of Dilmun’s top individual sorcerers before an effective resistance could be organized.
Namtar has all but won the war, and the for mal practice of magic has been outlawed in Dilmun. Rumors persist that magic is still taught in secret out-of­the-way places, and it is one of your tasks to recover the world’s lost magical knowledge.
Learning a spell always entails using magic scrolls. After a scroll is used, it vanishes forever, although the player reading the scroll will remember the spell for the rest of his life. Using scrolls is easy - finding them is the difficult part, but no one said the life of a hero was simple.
There are four branches of magic in Dragon Wars. All wizards must begin with Low Magic. There is no established school of Low Magic; teaching chores are handled by assorted bush wizards and holy men. Because teaching of Low Magic is so widespread - and because Low Magic is relatively mundane ­Namtar has done little to shut it down. There’s actually a functioning Low Magic shop in Purgatory.
The acknowledged master of High Magic was Lanac’toor, a dangerously unstable being formerly in residence in the City of the Yellow Mud Toad. Lanac’toor was the Stosstrupen’s first target - he was ambushed while torpid following an excessive feast of lampreys. Lanac’toor’s body was first turned to stone and then smashed to pieces. With Lanac’toor’s demise, the practice of High Magic all but vanished from Dilmun, but rumors persist Lanac’toor himself had a teacher, and that the teacher resides somewhere in the Eastern Isles.
Oddly, Sun Magic remains public and legal. The Master of Sun Magic is Mystalvision, a great public hero in residence at the Temple of the Sun in Phoebus. Sun Magic has gained popularity in recent years as the great star Sirius gradually drowns the planet by melting the polar icecaps. Sun Magic combat spells are the most potent in the game.
Druid Magic is the way of the elements and the beasts, and is the purest of all magic, although not nearly so powerful as High Magic. The most skillful
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LESSER HEAL
A simple heal spell, restoring up to four points of health. Heal spells are very important, because you can’t use the Bandage skill in combat. Learn a heal spell if you want to survive!
Effect: 1-4 pts Range: Heal Target: Char Time: Power: 2
MAGE LIGHT
Useful for exploring dark places when a mundane source of light is not available. A “torch” icon will appear for the duration of the spell.
Effect: Light Range: Target: Party Time: Variable Power: 1=3 hr
High Magic
COMBAT SPELLS
FIRE LIGHT
An improved zap spell. The greater the power of the caster, the more damage this spell will do.
Effect: 1-8 x P Range: 30’ Target: 1 foe Time: Power: Var
ELVAR’S FIRE
This was Lanac’toor’s favorite method of dispersing autograph seekers. While this spell doesn’t pack much punch, it is an area effect weapon, and can sometimes take out whole groups of lesser foes.
Effect: 2-12 points Range: 30’ Target: Group Time: Power: 6
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Low Magic
MAGE FIRE
The beginning zap spell, and always worth falling back on if nothing more powerful is at hand.
Effect: 1-8 points. Range: 30’ Target: 1 foe Time: Power: 2
DISARM
This incantation disarms one foe - that is, if it carries a weapon. Dragons’ claws not affected.
Effect: Disarm Range: 30’ Target: 1 foe Time: Power: 4
CHARM
This simple enchantment offers a small bonus to a character’s ability in combat, and will heal 1-2 points of damage.
Effect: +1 AV
Range: Heal Target: Char Time: Combat Power: 3
LUCK
If you’d rather be lucky than good, cast this spell on yourself or a friend. It improves your DV for the duration of the combat..
Effect: +2 DV Range: Target: Char Time: Combat Power: 3
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ICE CHILL
A precise spell that usually results in a frigid death for the victim. Like the Fire Light spell, Ice Chill is power-based, and while not so potent as Fire Light for beginner, it works at greater range.
Effect: 1-4xP Range: 50’ Target: 1 foe Time: Power: Var
MYSTIC MIGHT
Instant muscles for the friend of your choice, lasting for the entire combat.
Effect: +15 Str Range: Target: Char Time: Combat Power: 4
COWARDICE
Fearsome foes suddenly fear you. They will either run away, or continue to stand and fight if they resist the spell. Works best against weaker opponents.
Effect: Foes run Range: 60’ Target: Group Time: Power: 8
SALA’S SWIFT
Improves the dexterity of a single character, for the duration of an entire combat. This will improve the target’s AV and DV.
Effect: +8 Dex Range: Target: Char Time: Combat Power: 5
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POOG’S VORTEX
An improved version of Elvar’s Fire, created by the arch-wizard Poog to suck away the life force of his foes.
Effect: 4-24 pts Range: 20’ Target: Group Time: Power: 11
REVEAL GLAMOUR
A very important spell that will (usually) dispel illusions. All is not as it seems, especially in the Eastern Isles.
Effect: Dispel Range: 40’ Target: Group Time: Power: 2
BIG CHILL
An area-effect version of Ice Chill that will inflict up to 24 points of damage to all opponents within range.
Effect: 4-24 pts Range: 30’ Target: All Time: Power: 15
VORN’S GUARD
Originally developed to protect a king and his entourage, this spell is excellent for parties desiring a blanket of magical protection. Improves armor class (i.e., damage absorbed), but has no effect on DV.
Effect: +2 AC Range: Target: Party Time: Combat Power: 6
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EARTH SUMMON
Creates a potent creature from stone and soil, under your command. The earth elemental is somewhat stronger and more durable than the air elemental.
Effect: Summon Range: Target: Time: Var Power: 1=4 hr
WATER SUMMON
Allies a spirit of the water for a time. Water elementals are a bit more powerful and stronger than the air elementals. Effect: Summon
Range: Target: Time: Var Power: 1=4 hr
FIRE SUMMON
Summons a fire elemental. Guaranteed to brighten up a party. The fire elemental is the most powerful elemental known.
Effect: Summon Range: Target: Time: Var Power: 1=4 hr
SENSE TRAPS
Safely guides you past dangerous deadfalls without tripping the traps.
Effect: Sense Range: Target: Party Time: Var Power: 1=2 hr
CLOAK ARCANE
Renders the party partially invisible, diverting both the light around you and the force of your opponents’ blows.
Effect: +2 AC Range: Target: Party Time: Var Power: 1=1 hr
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DAZZLE
Use this spell to befuddle simple foes, but make sure someone is on hand to exploit your enemy’s hesitation.
Effect: Miss Turn Range: 30’ Target: 1 foe Time: Power: 3
HEALING SPELLS
HEALING
More potent than the Low Magic ‘Lesser Heal’ spell, this enchantment can set broken bones and stop internal bleeding.
Effect: 1-6 pts Range: Target: Char Time: Power: 3
GROUP HEAL
A group medical plan the entire party will appreciate. Restores up to six points of health to each character
Effect: 1-6 points Range: Target: Party Time: Power: 6
OTHER SPELLS
AIR SUMMON
Conjures an air elemental for whatever lofty goal you pursue. See the ‘Summoning’ notes after the spell listing for further information.
Effect: Summon Range: Target: Time: Var Power: 1=4 hr
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FIRE STORM
Simply the most hideous spell known to man.
Effect: 6-36 points Range: 60’ Target: All Time: Power: 20
INFERNO
An underpowered version of Fire Storm. In the hands of an experienced character, it can actually cause more damage while using less power.
Effect: 1-4 x P Range: 40’ Target: All Time: Power: Var
HOLY AIM
Sheds divine light on a melee, and guides a righteous group in smiting their foes.
Effect: +2 AV Range: Target: Party Time: Combat Power: 5
BATTLE POWER
Significantly improves the muscle ability of any band of heroes.
Effect: +10 Str Range: Target: Party Time: Combat Power: 8
COLUMN OF FIRE
Sheets of flame fall from the heavens, preventing a group of opponents from advancing during their turn in combat.
Effect: Stops Range: 40’ Target: Group Time: Power: 5
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Sun Magic
COMBAT SPELLS
SUN STROKE
The Sun Magic version of ‘Fire Light’. Subtle distinctions are claimed by those familiar with both spells.
Effect: 1-8 x P Range: 20’ Target: 1 foe Time: Power: Var
EXORCISM
The undead cannot abide the light of the sun. Usually. Not effective against the living.
Effect: 6-36 pts Range: 50’ Target: Group Time: Power: 5
RAGE OF MITHRAS
A hideously powerful spell thankfully restricted in that it can only harm one victim at a time. Can hit an enemy up to 70 feet away.
Effect: 1-6 x P Range: 70’ Target: 1 foe Time: Power: Var
WRATH OF MITHRAS
An ever more hideously powerful spell, featuring a small blast radius. Damage is lower than the Rage of Mithras, but affects a group.
Effect: 1-4 x P Range: 90’ Target: Group Time: Power: Var
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MAJOR HEAL
The best value in Sun Magic heal spells when more than one character is injured. Dispenses one ‘Sun Light’ spell on each party member. Effect: 1-4 points Range: — Target: Party Time: — Power: 6
OTHER SPELLS
CHARGER
The perfect pick-me-up for depleted magic items. Non-addictive.
Effect: Charge Range: Target: 1 item Time: Power: 8
DISARM TRAP
Will safely trigger a trap. All you have to do is walk into a trap, and it’ll safely be sprung.
Effect: Disarm Range: Target: Time: Var Power: 1=2 hr
GUIDANCE
Accurately tells you the direction you face. Very useful under ground, where your friendly direction gauge is useless.
Effect: Compass Range: Target: Time: Var Power: 1=3 hr
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MITHRA’S BLESS
Shields a group from harm with a blanket blessing, courtesy of an alien god.
Effect: +3 DV Range: Target: Party Time: Combat Power: 5
LIGHT FLASH
Producing a blinding flash that might disorient foes. Especially useful against underground enemies and creatures unaccustomed to the light.
Effect: Lose Turn Range: 50’ Target: Group Time: Power: 6
ARMOR OF LIGHT
Cloaks a character in gleaming magic armor proof against most attacks.
Effect: +2 AC Range: Target: Char Time: Combat Power: 6
HEALING SPELLS
SUN LIGHT
Improves the health of any one character. A little sunlight never hurt anyone.
Effect: 1-6 pts Range: Target: Char Time: Power: 3
HEAL
A potent heal spell which affects one character.
Effect: 2-8 pts Range: Target: Char Time: Power: 4
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