D100 Dungeon (d100)

S – SPELLS Can be cast at anytime, except during combat (See Combat).

d100 Spell Cost

1-4

OPEN MAGIC: Opens magic sealed doors.

-1 Hp

5-8

RESURRECTION: Add “RES” to the characters LIVES section of the character sheet, when the character next dies they are resurrected instead of using a LIFE, remove the “RES” from the character sheet instead of using a LIFE.

-5 STR

9-12

HEALING: Restores a characters HP to maximum.

-2 STR

13-16

HEAL: Restores 10 lost HP.

-1 STR

17-20

FIRE BLAST: Deal 2 HP of damage to a Monster at the start of the next combat round.

-1 HP

21-24

*FIRE BALL: * Deal 1d10 damage to a Monster at the start of the next combat round, deduct the Monsters DEF from the result.

-2 HP

25-28

ICE STORM: Deal 1d10 damage to a Monster at the start of the next combat round., deduct the Monsters DEF from the result. If the monster is still alive it is frozen for the next combat round and you gain +10 to your attack for that round.

-3 HP

29-32

MAGIC ARMOUR: A thin magical barrier cloaks your entire body, +2 DEF until the end of the encounter.

-2 HP

33-36

MIGHTY: When testing/attacking with STR +10 to STR for that roll (cast once per test/roll).

-1 HP

37-40

SKILFUL: When testing/attacking with DEX +10 to DEX for that roll (cast once per test/roll).

-1 HP

41-44

KNOW: When testing INT add +10 to your INT for that roll (cast once per test/roll).

-1 HP

45-48

ALMIGHTY: When testing/attacking with STR +20 to STR for that roll (cast once per test/roll).

-2 HP

49-52

SKILLED: When testing/attacking with DEX +20 to DEX for that roll (cast once per test/roll).

-2 HP

53-56

KNOWLEDGE: hen testing INT add +10 to your INT for that roll (cast once per test/roll).

-2 HP

57-60

ALTER TIME: Remove 1clock from the Time Track.

-3 HP

61-64

CLONE: Use during an encounter to create a replica of yourself to fight an encounter, using your current HP (after paying the cost of this spell) track your clones damage, all damage is now dealt to your clone, any damage you offset is dealt to your items and not the clones. When the clone has been killed (zero HP) or the encounter is defeated the clone disappears.

-3 HP

65-68

CLUMSY: Until the end of an encounter the monster is Clumsy -10 AV (cast once per Encounter).

-3 HP

69-72

CONTROL: Force a Monster to miss its next attack.

-4 HP

73-76

COUNTER: Use after a Monster with Dark Magic has rolled for spell to cancel this rounds spell (You do not forfeit your attack this round).

-2 HP

77-80

INVISIBILITY: Use to Escape an encounter with out the need to make an escape test.

-3 HP

81-84

LIGHTNING: Deal 1d10 damage to a Monster at the start of a combat round, the Monsters does not deduct its DEF from the result. The monster if still alive is pulsating and writhing with electrical charges for the next combat round and you gain +10 to your attack for that round.

-4 HP

85-88

MIRROR IMAGE: At the start of a combat round, you create four illusionary copies of yourself confusing a monster who now has to work out which is you and which is a copy. While a copy of you exists the monster when it scores an attack and has rolled for damage, rolls 1d10. Rolls of 1-2 the monster has hit you and all of the images vanish. Rolls of 3 and above strike a copy which vanishes, you do not receive this damage. When all copies have vanished the spell is over and combat returns to normal.

-5 HP

89-92

MANIPULATE: Discard any dice you just rolled and roll again for a new result.

-2 HP

93-96

SUMMON: At the start of a combat round, you may summon a monster to attack on your behalf during an encounter. Roll on TABLE E – ENCOUNTER -30 to see what you have summoned. If the summoned monster is killed it disappears and the encounter returns to normal or if the summoned monster defeats the encounter it disappears and you may loot the defeated encounter.

-4 HP

97-100

DRAIN LIFE: At the start of a combat round you can cast DRAIN LIFE, all damage now dealt to the monster during the combat also restores an equal amount of lost HP to you.

-3 HP