--- wizard-2.txt 2021-10-22 16:25:10.000000000 -0700 +++ wizard-3a.txt 2021-10-26 14:03:03.000000000 -0700 @@ -2,20 +2,10 @@ Wizard -Game Design by Steve Jackson -Cover by Roger Stine -Illustrated by Pat Hidy -Published by Metagaming -(c) 1979 by Steve Jackson - -Second Edition - -Those who helped with this game include Howard Thompson (for contributions to -the design and for plaguing me to finish it), Robert Taylor, Ben Ostrander, -Tracy Harms, David Vilstrup, Kenneth Schultz, Robert Schultz, House Thornwell -(especially Lord Jan w Orzeldom and Lord Tanasan Dimrithil), Jay Rudin, Dragomyr -the Cossack, Edmund Hack, Patrick McLaughlin, Dan Kagan, Bill Williams, Gilbert -Glaneman, and Gary Smith, not to mention everyone who liked MELEE. Thanks -- SJ. +Game Design by Steve Jackson Cover by Brandon Moore Illustrations by Rick +Hershey Counters by Liz Danforth + +Third Edition I. INTRODUCTION @@ -23,17 +13,16 @@ into this. Only last night, he had had nothing more pressing to worry about than the weather -- and here he was, in a duel to the death. -Of course, his mentor Aronnen had explained it all. "Basically, son, it's an -attack on me. None of the masters of the T'reo School care to face me in the -arena -- but it was easy enough for them to bribe a proctor for validation when -you were called out. They won't do it again -- but you have no choice, if you -wish to stay here. You must fight. Do you even know this Krait who claims you -insulted him?" +Of course, his mentor Aronnen had explained it all. "It's an attack on me. None +of the masters of the T'reo School care to face me in the arena -- but it was +easy enough for them to bribe a proctor when you were called out. They won't do +it again, but you have no choice if you wish to stay here. You must fight. Do +you even know this Krait who claims you insulted him?" Yzor did, vaguely. His opponent was a boastful little man of his own age, -hot-tempered, of no great learning but small and quick as the snake whose name -he bore. Like Yzor, he was an advanced student in martial magic -- but once -already Krait had killed in the arena. +hot-tempered, of no great learning, but as quick as the snake whose name he +bore. Like Yzor, he was an advanced student in martial magic -- but once already +Krait had killed in the arena. Then the gong rang, and Yzor exhaled and stepped into the arena. At the other end, he saw Krait. Abruptly, the gong rang again. @@ -53,15 +42,15 @@ fight. A glance at Krait showed him glaring at the wolves. He knows it's an illusion, thought Yzor. Can he master himself and disbelieve? -Evidently not. Yzor's wolf remained -- but Krait's disappeared. He gave up on -it! thought Yzor. Knew it wouldn't reach me! And he's slowed...but then, across -the arena, Krait's fist moved, and Yzor felt ribs crack. Barely strong enough to +Evidently not. Yzor's wolf remained, but Krait's disappeared. He gave up on it! +exulted Yzor. Knew it wouldn't reach me! And he's slowed...but then, across the +arena, Krait's fist moved, and Yzor felt ribs crack. Barely strong enough to stand, he stood and watched as his own illusion raced across the sand. Krait had to be weakening too... -The little man was staggering as he looked from Yzor to the "wolf." He started -his punching gesture. Yzor waited. He felt the blow -- saw Krait collapse -- saw -through his illusion's eyes as it bit...and knew it was over. +The little man looked from Yzor to the "wolf." He started his punching gesture. +Yzor waited. He felt the blow -- saw Krait stagger -- saw through his illusion's +eyes as it bit...and knew it was over. WIZARD is a game of combat between two or more wizards and the creatures they conjure up. Two, three, or more players can participate. @@ -71,37 +60,33 @@ players' skill will determine who survives and gains experience and higher attributes -- and who dies. -WIZARD can be played by itself or as a tactical aid to a fantasy role-playing +WIZARD can be played by itself or as a tactical aid to a fantasy roleplaying campaign. Players will find that its system meshes well with most sets of rules, allowing tactical combat to be worked out in a logical fashion. Game masters can now regularize movement and attacks on a small scale. -WIZARD is only one of Metagaming's fantasy role-playing game series, The Fantasy -Trip. Other available games include MELEE (combat with medieval weapons), and -THE FANTASY TRIP: IN THE LABYRINTH (a complete role-playing campaign system). - -This game, WIZARD, can be combined with MELEE by players who want both swords -and sorcery; references in this game to missile weapons, giant snakes, and other -elements missing from WIZARD have been included for the convenience of MELEE +This game can be combined with MELEE by players who want both swords and +sorcery; references in this game to missile weapons, giant snakes, and other +elements not found in WIZARD have been included for the convenience of MELEE players. II. COMPONENTS -This WIZARD game should contain the following components: (1) This rule booklet. -Note: The center 8 pages may be removed and restapled to form a separate set of -Reference Pages. (2) One 12" x 14" map, divided into hexagons ("hexes") and -larger heavy-bordered "megahexes." (3) Two counter sheets, to be cut apart into -counters for figures, walls, fire, etc. +This WIZARD game contains the following components: This rule booklet. An 8-page +mini-booklet of Reference Pages. One map, divided into hexagons ("hexes") and +larger heavy-bordered "megahexes." Over 50 counters, for figures, walls, fire, +etc. Three six-sided dice. -You will also need pencils, scratch paper, a straightedge, and at least 3 dice. -Miniature figures are not necessary for play, but add interest. +You will also need pencils, scratch paper, and a straightedge. Miniature figures +are not necessary for play, but add interest. III. CREATING A FIGURE WIZARD is a game of magical combat, in which the most important factor is the ability of the individual magicians. Each counter in WIZARD represents a -"figure" with its own capabilities, determined before play begins. A wizard's -basic "attributes" are Strength (ST), Dexterity (DX), and Intelligence (IQ). +character or "figure" with its own abilities, chosen before play begins. A +wizard's basic "attributes" are Strength (ST), Dexterity (DX), and Intelligence +(IQ). When a figure is first created, the player determines its attributes as follows: A human wizard starts with 8 ST, 8 DX, 8 IQ, and 8 EXTRA points to be allotted @@ -114,7 +99,7 @@ (1) how many hits a figure can take. "Hits" represent injury. The hits a figure takes in combat are subtracted from its ST; each hit reduces ST by 1. When ST -reaches 1 a figure falls unconscious; when ST reaches 0 it dies. +reaches 0 a figure falls unconscious; at ST -1 it dies. (2) how many spells a wizard can cast. Each spell (listed in the Spell Table on the Reference Pages) has a ST cost. This is the number of ST points a wizard @@ -122,9 +107,9 @@ injury -- but it is treated just as though the wizard had taken hits, and marked against his ST. A wizard who throws the Trip spell loses 2 ST, just as though he had taken 2 hits. Some spells are "continuing" spells, and cost ST each turn -after being cast until the wizard turns them off. NOTE: A wizard cannot cast a -spell which would reduce his ST to 0 or less. He CAN cast a spell which reduces -his ST to 1. +after being cast until the wizard turns them off. NOTE: A wizard cannot cast a +spell which would reduce his ST below 0. He CAN cast a spell which reduces his +ST to 0. DEXTERITY (DX) governs: @@ -153,7 +138,7 @@ Once a figure's 32 beginning points are divided among ST, DX, and IQ, they cannot be changed around. However, a figure that gains experience by surviving -combat may increase its attributes -- see EXPERIENCE, p. 19. +combat may increase its attributes -- see EXPERIENCE, p. 22. CHOOSING SPELLS @@ -165,8 +150,8 @@ up to 10 spells; these are the only ones he can use. The spells a wizard may CHOOSE from are also determined by his IQ. The spells in -the Spell Table are divided by IQ. A wizard of IQ 8 may know only IQ 8 spells. A -wizard of IQ 9 may choose from BOTH the IQ 8 and IQ 9 spells. A wizard of IQ 16 +the Spell Table are organized by IQ. A wizard of IQ 8 may know only IQ 8 spells. +A wizard of IQ 9 may choose from BOTH IQ 8 and IQ 9 spells. A wizard of IQ 16 could choose from among all the spells listed -- though he could only take a total of 16 of them. @@ -182,8 +167,8 @@ Mark off ST lost as spells are cast and hits taken, experience points as they are earned, etc. On a separate sheet, record each "continuing" spell cast so you can properly deduct ST each turn...in fact, you may want to keep a record of -what spell is cast each turn. Each time a wizard survives combat, his hits are -erased. +what spell is cast each turn. If the wizard survives, his hits are erased before +the next game. Once each player's figures are ready, you may begin the combat. @@ -230,25 +215,28 @@ acts, the figure which goes next is the one (of those which have not acted that turn) with the highest adjDX AT THAT MOMENT. If a figure's DX is magically increased to a number higher than that of a figure who has already acted that -turn, he does not miss his turn -- he is the next to act. Always roll a die when -two figures have the same adjDX. +turn, that figure does not miss its turn -- it is the next to act. Always roll a +die when two figures have the same adjDX. If any figure is killed or knocked down BEFORE its turn to act comes, it does not get to act that turn. (5) FORCE RETREATS. Any figure which inflicted hits on an enemy with a PHYSICAL attack (staff, wolf bites, etc.) and took no hits itself that turn (from any -source) may retreat that enemy one hex in any direction to any vacant hex and -EITHER advance to the hex vacated by the enemy OR stand still (thus possibly -becoming disengaged). Magical attacks, missile and thrown weapons, etc., do NOT -allow you to force a retreat. +source) may retreat that enemy one hex (see p. 21) and EITHER advance to the hex +vacated by the enemy OR stand still (thus possibly becoming disengaged). Magical +attacks, missile and thrown weapons, etc., do NOT allow you to force a retreat. If both sides still have figures able to fight, begin the next turn. -LIST OF OPTIONS +OPTIONS -A figure may execute ONE option each turn, and may NOT mix actions from -different options. It is possible to change options -- see below. +An option is a set of actions. A figure may execute ONE option each turn, and +may NOT mix actions from different options. The options available to a figure +depend on whether it is engaged or disengaged at the moment its turn to move +comes. During a turn, a player may change his mind about a figure's option, as +long as that figure has not yet acted, and that figure did not move too far to +allow it to take the new option. OPTIONS FOR DISENGAGED FIGURES @@ -257,70 +245,89 @@ (a) MOVE up to its full MA. -(b) CHARGE ATTACK. Move up to 1/2 its MA and attack. A figure can never attack -if it moved MORE than half its MA; it can attack if it moved half its MA or less -and did nothing else. NOTE: The only "attack" a wizard can make is with his -staff. +(b) CHARGE ATTACK. Move up to half its MA and attack with any weapon except a +missile weapon, or HTH. (A figure can never attack if it moved more than half +its MA.) + +(h) CAST SPELL. Move one hex or stand still, and attempt any spell. -(c) CAST SPELL. Move one hex (or stand still) and attempt any spell. +(c) DODGE. Move up to half its MA while dodging (see p. 17). -(d) DODGE. Move up to half its MA while dodging (see p. 17). +(d) DROP. Move up to half its MA and drop to prone or kneeling. -(e) DROP. Move up to half its MA and drop to a prone or kneeling position. +(i) DISBELIEVE. Move one hex or stand still, taking no other action, and attempt +to disbelieve one figure. -(f) DISBELIEVE. Stand still or move one hex, taking no other action, and attempt -to disbelieve any one illusion. +(g) STAND UP. Rise from prone, kneeling, or knocked-down position at the end of +the combat phase, or crawl 2 hexes; take no other action. A figure MUST take a +turn to stand up before attacking, running, etc. -(g) STAND UP. Rise from prone, kneeling, crawling, or knocked-down position -during movement phase; take NO other action. A figure MUST take a turn to stand -before attacking, running, etc., but may cast a spell or crawl without standing -up. +(e) READY NEW WEAPON. Move up to 2 hexes, re-sling (not drop) ready weapon +and/or shield, and ready a new weapon and/or shield, or pick up and ready a +dropped weapon and/or shield where movement ends or an adjacent hex. + +(f) MISSILE WEAPON ATTACK. Move up to l hex and/or drop to prone/kneeling +position and/or fire a missile weapon. OPTIONS FOR ENGAGED FIGURES -A figure which is ENGAGED with one or more enemies (see definition below) when -its turn to MOVE comes may perform any ONE of the following options: +A figure which is ENGAGED with an enemy (see definition, p. 10) when its turn to +MOVE comes may perform any ONE of the following options: + +(j) SHIFT AND ATTACK. Shift one hex (or stand still) and attack with any +non-missile weapon. + +(k) SHIFT AND DEFEND. Shift one hex (or stand still) and defend. + +(r) CAST SPELL. Shift one hex or stand still, and attempt any spell. + +(n) DISENGAGE. See p. 20 for an explanation of disengaging. -(h) SHIFT AND ATTACK. Shift one hex (or stand still) and attack with any -nonmissile weapon. (There are no missile weapons in WIZARD anyway...the -occasional references are for those using MELEE rules too.) +(q) PICK UP DROPPED WEAPON. "Bend over" (not moving), drop your ready weapon +and/or shield (if any), and pick up and ready a dropped weapon in your hex or an +adjacent one. -(i) SHIFT AND DEFEND. Shift one hex (or stand still) and defend with any -nonmissile weapon, including wizard's staff. +(s) DISBELIEVE. Same as (i) above. -(j) CAST SPELL. Shift one hex (or stand still) and attempt any spell. +(p) STAND UP. Same as (g) above. -(k) DISENGAGE. Stand still or shift during movement; disengage one hex in any -direction from one or more enemy when your turn to ACT comes. Make no attacks, -cast no spells, etc; see page 17. +(l) ONE-LAST-SHOT MISSILE ATTACK. If the figure had a missile weapon ready +before it was engaged, it may get off one last shot. (You can almost always +release an arrow at a charging enemy.) -(l) PICK UP DROPPED WEAPON. "Bend over" (not moving) and pick up and ready a -dropped staff or weapon in your hex. +(m) CHANGE WEAPONS. Shift one hex (or stand still) and drop ready weapon (if +any), and ready a new non-missile weapon. (An engaged figure cannot ready or +reload a missile weapon.) -(m) DISBELIEVE. Same as (f) above. +(o) ATTEMPT HAND-TO-HAND ATTACK. During the movement phase, the figure stands +still or shifts; when its turn to attack comes, it moves onto the hex of any +adjacent enemy, and attempts to hit with bare hands or (if it was ready) its +dagger. -(n) STAND UP. Same as (g) above. +OPTIONS FOR FIGURES IN HAND-TO-HAND COMBAT -CHANGING OPTIONS +* (t) HTH ATTACK. Attempt to hit an opponent in the same hex with bare hands or, +if dagger is ready, with the dagger. -It is legal to change options AFTER the movement part of a turn, to meet -changing conditions. The only requirement is that the figure must not have -already moved more than the NEW option allows. If you moved 0 or 1 hex, you may -switch to any option you could have taken when the turn began; if you moved 1/2 -your MA or less, you may attack, defend, dodge, or drop; if you moved over 1/2 -your MA you may do nothing else that turn. +* (u) ATTEMPT TO DRAW DAGGER. See page 18. + +* (v) ATTEMPT TO DISENGAGE. Disengaging while in HTH combat is not automatic; it +requires a die roll. See page 20. + +* This option involves weapons combat and is only relevant if MELEE is being +used. V. MOVEMENT -Figures begin the game in any of the 4 entrance hexes (starred) at opposite ends -of the map. The map may be played as an arena (use all hexes) or as a tunnel in -a labyrinth (use only the unshaded hexes -- or only some of the unshaded hexes, -if you wish). +Figures begin the game in any of the four entrance hexes (starred) at opposite +ends of the map. The map may be played as an arena (use all hexes) or as a +tunnel in a labyrinth (use only the unshaded hexes -- or only some of the +unshaded hexes, if you wish). Each figure has a movement allowance (MA) of a certain number of hexes. All normal human figures have an MA of 10; MAs for other figures are given in the Monster/Beast Table on the Reference Pages. MA may be increased or reduced by -magic. When MA is doubled, movement allowed in all options is doubled -- i.e., a +magic. When MA is doubled, movement allowed in all options is doubled -- e.g., a wizard could move TWO hexes and throw a spell. However, when movement is halved, the wizard could still move one hex and cast a spell -- he would not be limited to "half a hex." @@ -337,10 +344,10 @@ to have moved 4 hexes. Since a multi-hex figure must be in a front hex of TWO small figures to be -engaged (3 if it's a 7-hex dragon), it does NOT stop movement if it enters a +engaged (three if it's a 7-hex dragon), it does NOT stop movement if it enters a front hex of a single one-hex figure. It DOES have to stop as soon as it -occupies two at once, thus becoming engaged -- and even then, it is allowed to -move one more hex to push the small figures back -- see below. +occupies two at once, thus becoming engaged. Even then, it is allowed to move +one more hex to push the small figures back -- see below. SHIFTING @@ -355,12 +362,16 @@ MOVING ONTO OTHER FIGURES -Normally, only one figure occupies a hex. A figure may never move through a -standing or kneeling figure. A figure may move into a hex with a fallen, -unconscious, or dead figure and stop. A figure may also jump over a fallen, -unconscious, or dead figure at a cost of 3 from its MA that turn. Whenever a -figure enters a hex with a fallen figure, it must make its saving roll on 3 dice -against DX. If it misses the roll, it falls down in that hex. +Normally, only one figure occupies a hex. You may not move through a standing or +kneeling figure, friend or foe. + +Fallen bodies (the skull side of each counter) are obstacles. To leap over one, +spend 3 MA and move into the hex beyond it. + +To move into the hex with a body, either spend 3 MA to move cautiously, or take +a move-one-hex option, or follow a retreat, or, if you insist on moving quickly +onto the body, spend only one MA but make a 3/DX roll to stay afoot. If you +fail, you fall in that hex. A multi-hex figure (a giant or dragon) may end its movement, or take its "shift," by "pushing back" any number of one-hex figures, as long as the @@ -453,10 +464,10 @@ ON the invisible figure. NOTE: This system is slow...and it becomes even slower if BOTH figures are -invisible and guessing at each others' location. Actually, a third person is +invisible and guessing at each others' location. Ideally, a third person is needed to referee such a situation. In THE FANTASY TRIP, from which this game is drawn, the Game Master fills this function. Rather than take Invisibility out of -WIZARD, we offer this system -- knowing it's not perfect, but hoping you'll have +WIZARD, we offer this system...knowing it's not perfect, but hoping you'll have fun with it. VI. FACING @@ -470,10 +481,10 @@ A figure on the ground, crawling, or bending over to pick up a weapon is considered to face "rear" in all six directions; it has no front, except for purposes of determining where it may cast spells. For casting spells, a prone or -kneeling wizard has normal front hexes. Example: In the diagram on the next -page. Yzor is facing the hex directly "above" him. The 3 hexes marked "f" are -his front hexes; the "s" hexes are his side hexes; the "r" hex is his rear hex. -He may make a physical attack only into a front hex. +kneeling wizard has normal front hexes. Example: In the diagram, Yzor is facing +the hex directly "above" him. The three hexes marked "f" are his front hexes; +the "s" hexes are his side hexes; the "r" hex is his rear hex. He may make a +physical attack only into a front hex. A multi-hex figure -- a giant or dragon -- also has front, side, and rear hexes, as shown below. A giant's facing may be changed by rotating the triangular @@ -494,9 +505,9 @@ Facing also determines which figures may be attacked. A physical attack may be made ONLY against a figure engaged with you -- that is, in one of your figure's -3 front hexes. A spell may be cast only on a figure which is (a) in your own hex -or any adjacent hex, or (b) generally "in front" of you (see diagram). A figure -CAN cast a spell on itself. +three front hexes. A spell may be cast only on a figure which is (a) in your own +hex or any adjacent hex, or (b) generally "in front" of you (see diagram). A +figure CAN cast a spell on itself. In this diagram, Tark is not engaged. Bjorn is engaged (he is in Rolf's front hex), but Rolf is not engaged (he is in Bjorn's rear hex). Karl and Astaroth are @@ -540,15 +551,15 @@ cast continuing-type spells during any previous turn, he must energize them before the movement phase, or they will cease to operate. A wizard may energize any number of spells at once, provided he has enough ST, but may cast only one -new one per turn. If he fails to energize any continuing-type spell, it goes off -and (if he wants to use it again) he must cast it all over again on some later +new one per turn. If he fails to energize any continuing-type spell, it turns +off. If he wants to use it again, he must cast it all over again on some later turn. ROLLING TO HIT -The "to hit" roll is the basic roll in WIZARD. It is a roll made on 3 dice, to -determine whether a figure "hit" -- that is, whether its spell worked, its staff -or sword struck, etc. +The "to hit" roll is the basic roll in WIZARD. It is a roll made on three dice, +to determine whether a figure "hit" -- that is, whether its spell worked, its +staff or sword struck, etc. In order to hit, a figure must roll its adjusted DX or LESS on 3 dice. All DX adjustments are cumulative. Starting with a DX of 11, for example, a figure @@ -556,8 +567,8 @@ turn, and +3 because another wizard had cast a 3-point Aid spell on it...thus, its adjusted DX that turn would be 10, and it would need to roll 10 or LESS on the 3 dice. After making a "to hit" roll, the figure rolls again for damage if -it hit with a weapon or with a missile spell; other kinds of spell have various -effects when they hit (see below). +it hit with a weapon or with a missile spell. Other kinds of spell have various +effects when they hit -- see below. Some rolls have special significance. When you roll to hit, a 3, 4, or 5 is an AUTOMATIC hit, and 16, 17, or 18 is an automatic miss, regardless of DX. @@ -592,24 +603,24 @@ MISSILE SPELLS -There are only three missile spells: Magic Fist, Fireball, and Lightning. To -cast one of these spells, the wizard announces (1) its target, and (2) the -amount of ST he is using for the spell. He then makes his "to hit" roll. +There are three missile spells: Magic Fist, Fireball, and Lightning. A missile +spell can be cast on any hex in front of the wizard -- see Facing. To cast one +of these spells, the wizard announces (1) its target, and (2) the amount of ST +(maximum 3) he is using for the spell. He then makes his "to hit" roll. Dexterity on a missile spell is adjusted as follows: For a target in the -wizard's megahex, or one or two MH away: no subtraction. For a target 3 or 4 MH -away, DX -1. For a target 5 or 6 MH away, DX -2, and so on. If the wizard makes +wizard's megahex, or one or two MH away, no subtraction. For a target 3 or 4 MH +away, DX-1. For a target 5 or 6 MH away, DX-2, and so on. If the wizard makes his "to hit" roll, the spell strikes. If not, it missed. It continues along the STRAIGHT LINE drawn between the center of the wizard's hex and the center of the -target hex. If that line enters a hex occupied by another figure, make another -"to hit" roll (re-figuring DX for the new range) to see if that figure is hit. -Continue in this way until the spell (a) hits a figure or wall, (b) misses all -targets, or (c) travels a number of MH equal to the basic ST of the wizard who -cast it. Spells do not bounce. The FULL ST is expended, no matter what (if -anything) is hit. +target hex. If it enters a hex occupied by another figure, make another "to hit" +roll (re-figuring DX for the new range). Continue in this way until the spell +(a) hits a figure or wall, (b) misses all targets, or (c) travels a number of MH +equal to the basic ST of the wizard who cast it. Spells do not bounce. The FULL +ST is expended, no matter what (if anything) is hit. Since missile spells travel in a straight line, they are blocked by walls. However, a Lightning spell can blast through a created wall hex. When the course -of Lightning passes through such a wall, roll for damage. If it puts more than 5 +of the spell passes through such a wall, roll for damage. If it puts more than 5 hits on the wall, that wall hex vanishes and the rest of the force goes through and can hit a target. @@ -623,13 +634,18 @@ a 14 is an automatic hit, 15 and 16 are double-damage hits, and 17 and 18 are triple-damage hits. +When rolling to miss an enemy figure, a "miss" on the miss is not a hit; that +would encourage players to say they are trying to miss when they want to hit. +Instead, a missed "roll to miss" an enemy just fizzles in that hex. + When a missile spell strikes, it does damage as follows: Roll one die for each ST the wizard put into the spell. From the total rolled, subtract 2 for each die if the spell was a Magic Fist, 1 for each die if the spell was a Fireball, and -nothing if the spell was Lightning. Thus, if you put 4 ST into a Magic Fist, -roll 4 dice and subtract 8 from the total. If you rolled 19 on the 4 dice, your -Magic Fist put 11 hits on the target. The same roll with a Fireball would do 15 -hits damage; a lightning bolt would do 19 hits. +nothing if the spell was Lightning. Thus, if you put 3 ST into a Magic Fist, +roll 3 dice and subtract 6 from the total. If you rolled 12 on the 3 dice, your +Magic Fist put 6 hits on the target. The same roll with a Fireball would do 9 +hits damage; a lightning bolt would do 12 hits. The spell always does at least +as much damage as was put into it. The "Reverse Missiles" spell will cause missile spells to turn and fly at their sender instead. The sender makes his normal roll as though the target were being @@ -649,22 +665,22 @@ To figure the DX adjustment on a thrown spell, subtract 1 from DX for every hex from the wizard to his target. A wizard casting a thrown spell on himself (Blur, -for instance) has no DX- for distance. If he is casting a thrown spell (Drop -Weapon, for instance) on a figure in an adjacent hex, his DX is -1. Thus, thrown -spells are unlikely to work at a great distance. +for instance) has no DX penalty for distance. If he is casting a thrown spell +(Drop Weapon, for instance) on a figure in an adjacent hex, his DX is -1. Thus, +thrown spells are unlikely to work at a great distance. Some thrown spells (Slippery Floor, Megahex Sleep, and Megahex Avert) affect not one hex, but a whole megahex. To calculate DX adjustment for these, take the number of hexes from the wizard to the CENTER of the megahex he wants to affect. -Any 7-hex circle may be affected. +Any 7-hex circle may be affected, regardless of the megahex markings on the map. To try a thrown spell, the wizard makes his "to hit" roll against his adjDX. If he rolls his adjDX or less, the spell takes effect immediately, and the wizard -loses ST equal to the spell's ST cost. If the FAILS to make his "to hit" roll, -the spell has no effect; the wizard loses ONE point of ST. +loses ST equal to the spell's ST cost. If the wizard FAILS to make his "to hit" +roll, the spell has no effect; the wizard loses ONE point of ST. -Only one Blur, one Dazzle, one Stone Flesh, one Shock Shield, etc., can be cast -on any given figure at a time. These spells are not cumulative. +Only one Blur, one Stone Flesh, one Shock Shield, etc., can be cast on any given +figure at a time. These spells are not cumulative. Thrown spells never miss their target and hit another, and never suffer a DX penalty for intervening figures. They take full effect or none. @@ -690,29 +706,28 @@ CONTROL SPELLS -These are a subclass of Thrown Spells -- the spells used to take over the mind -of a living creature and make it do your bidding. There are two Control spells -in this game: one for animals (works only on wolves, bears, snakes, and other -"natural" animals) and one for men (works only on men, elves, giants, gargoyles, -and other humanoids). There is no control spell to affect a dragon; all other -creatures in this game can be controlled. +These are a subclass of Thrown Spells -- they can take over the mind of a living +creature and make it do your bidding. There are two Control spells in this game: +one for animals (works only on wolves, bears, snakes, and other "natural" +animals) and one for men (works only on men, elves, giants, gargoyles, and other +humanoids). There is no control spell to affect a dragon; all other creatures in +this game can be controlled. Because a Control spell involves taking over its mind, the victim gets a saving roll: 3 dice against IQ. The procedure is this: the wizard announces that he is trying the control spell, and indicates the victim. If the "to hit" roll is successful (thrown-spell range), the victim must make his saving roll. If the -roll is successful, the wizard loses 1 ST and the victim is unaffected; if the +roll is successful, the wizard loses 1 ST and the victim is unaffected. If the roll fails, the wizard loses the spell's full ST cost and the victim is under his control. -A controlled figure will obey the telepathic orders of its controller as long as -the spell is on, and the controller can see through its eyes. When the spell -ends, it will not know who controlled it. A controlled figure will do ANYTHING -that will not clearly lead to its own death. If ordered to kill itself, or to -attack another figure of more than twice its basic ST, it gets another saving -roll of 3 dice vs. IQ. A successful saving roll breaks the spell, and the victim -remembers who controlled him. An unsuccessful saving roll means the order is -followed. +A controlled figure will obey the mental orders of its controller as long as the +spell is on, and the controller can see through its eyes. When the spell ends, +it will not know who controlled it. A controlled figure will do ANYTHING that +will not clearly lead to its own death. If ordered to kill itself, or to attack +another figure of more than twice its basic ST, it gets another saving roll of 3 +dice vs. IQ. A successful saving roll breaks the spell, and the victim remembers +who controlled it. An unsuccessful saving roll means the order is followed. Only a real being (summoned or otherwise) may be controlled by these spells. If a wizard takes control of a summoned being, the energy that he puts into the @@ -728,7 +743,7 @@ against an image or illusion, and the wizard makes his "to hit" roll, the image or illusion vanishes. This does NOT mean that a Control spell can dispel an illusionary fire, wall, etc. A Control spell will dispel only an image or -illusion of a thing it could control. +illusion of a thing it could control if that thing were real. CREATION SPELLS @@ -756,8 +771,8 @@ A created being must appear in a hex the wizard can see into. You may not stand on one side of a wall, for instance, and attempt to create a being on the other side. However, you MAY attempt to create a being, fire, etc. in a shadow hex. -(If you succeed, don't put a counter down -- your opponent will not know about a -being or fire in shadow until he comes adjacent to it with one of his figures.) +(If you succeed, don't put a counter down. Your opponent will not know about a +being or fire in shadow until he is adjacent to it with one of his figures.) There is no DX adjustment for range on creation spells, since they must appear within a limited area anyway. If the wizard makes his adjDX roll, the created @@ -773,12 +788,12 @@ OPTIONAL RULE -- TIME LIMITS -As included in The Fantasy Trip, certain spells have a long, but limited, -duration. These include images, illusions, fire, walls, and shadow. These spells -last 12 turns and then vanish (unless the original caster has repeated the spell -before the end of that time to give them a further 12 turns). Since most games -of WIZARD do not last 12 turns, you may wish to save yourself record-keeping by -treating these spells as permanent. +Certain spells have a long, but limited, duration. These include images, +illusions, fire, walls, and shadow. These spells last 12 turns and then vanish +-- unless the original caster has repeated the spell before the end of that time +to give them a further 12 turns. Since most games of WIZARD do not last 12 +turns, you may wish to save yourself record-keeping by treating these spells as +permanent. SUMMONED CREATURES @@ -788,7 +803,7 @@ turn when the wizard who summoned them fails to re-energize the Summoning spell, (c) at any time their master wants them to vanish, or (d) at the END of the turn the controlling wizard dies or becomes unconscious. (Thus, your summoned -creature has a turn, or part of a turn, to revenge you if you are killed.) +creature has a turn, or part of a turn, to avenge you if you are killed.) Since a summoned creature is real, it behaves in all ways like any other figure, except that (a) it cannot move, fight, defend itself, or do anything else on the @@ -799,12 +814,12 @@ summoned being, since it takes hits and dies like any other figure. The only way to get rid of a summoned being (unless you take it over with a Control spell) is to kill it, kill its master, or knock its master out. NOTE: If an Aid spell -revives him before the end of the turn, his summoned being(s) will still be -there and can be re-energized -- unlike images and illusions, below, which -vanish the instant their master loses consciousness. +revives an unconscious wizard before the end of the turn, his summoned being(s) +will still be there and can be re-energized -- unlike images and illusions, +below, which vanish the instant their master loses consciousness. A Control spell can be used to take over a summoned being. If it succeeds, and -the summoned being misses his saving roll, treat it thereafter as though it had +the summoned being misses its saving roll, treat it thereafter as though it had been summoned by the wizard who now controls it. The ST put into the Control spell is the power keeping the being on this plane. @@ -817,10 +832,10 @@ can create an image or illusion of anything real, as long as he knows the Image (or Illusion) spell. -IMAGES are simple. An image has the total appearance (sight, sound, smell, etc.) +IMAGES are simple. An image has the full appearance (sight, sound, smell, etc.) of whatever it simulates. Different spells create images of different sizes. An -image may be of a living creature, fire, wall, shadow, etc. -- but must be of -one thing. The 7-hex image spell will NOT create an image of 7 men. +image may be of a living creature, fire, wall, shadow, etc. -- but it must be of +one thing, not (for instance) seven men. An image follows the mental commands of its creator. However, it has no reality and can NEVER do damage. If it hits or touches something, or something hits or @@ -847,14 +862,13 @@ record sheet for it if it represents a living being. An illusion has the exact characteristics of the thing it represents; an illusionary wolf has ST 10 and DX 14 just like a real one. It can be killed just like a real wolf, too: if it -takes 9 hits, it's unconscious, and a 10th hit kills it. It then vanishes. You +takes 10 hits, it's unconscious, and an 11th hit kills it. It then vanishes. You can combat an illusion on the physical level and triumph. However, it is better to combat an illusion on the mental level, by -"DISBELIEVING" it. Disbelief is a psychic exercise...actually a magic spell so -simple that anyone may attempt it. If ANYONE disbelieves an illusion, the knot -of forces making it up will unravel and the illusion will vanish. Any damage -that it did, though, is REAL, and remains. +"DISBELIEVING" it. If ANYONE disbelieves an illusion, the knot of forces making +it up will unravel and the illusion will vanish. Any damage that it did, though, +is REAL, and remains. To disbelieve an illusion, a figure must be a human, humanoid, or dragon (animals, summoned creatures, images, and illusions cannot disbelieve) and @@ -893,13 +907,13 @@ image/illusion normally. NOTE: An image or illusion cannot be commanded to do anything that a "normal" figure of the same type could not do. For instance, an illusion of a Gargoyle could fly, but an image of a human could not (unless a -Flight spell were thrown on it). The reasons for this belief of those who +Flight spell were thrown on it). The illusion depends on the belief of those who observe it. Therefore, it has to act "real" at all times. -A wizard may create an IMAGE OR ILLUSION DUPLICATE of any figure, including -himself. Such a "double" may even be created in the hex occupied by the -original. EITHER the original OR the duplicate then immediately moves one hex in -any direction, confusing the opposition. +A wizard may create an IMAGE OR ILLUSION DUPLICATE of any figure in play, +including himself. Such a "double" may even be created in the hex occupied by +the original. EITHER the original OR the duplicate then immediately moves one +hex in any direction, confusing the opposition. An image/illusion double CANNOT throw spells of any kind. It can make only physical attacks (and CANNOT use a thrown or missile weapon -- that would @@ -912,13 +926,13 @@ FIRE, WALLS, AND SHADOW -Three types of magical barrier are possible -- Fire, Wall, and Shadow. A solid +Three types of magical barrier are possible: Fire, Wall, and Shadow. A solid WALL (stone-pattern counters) is just that -- a hex of magically created wall, -about 3 meters high. It cannot be placed in a hex occupied by a figure. It can -be placed on a fire, to put the fire out. +about 10 feet high. It cannot be placed in a hex occupied by a figure. It can be +placed on a fire, to put the fire out. -SHADOW (blue counters) is insubstantial darkness, and can be walked through. It -extends about 3 meters high. A figure inside a shadow can see nothing, unless he +SHADOW (dark counters) is insubstantial darkness, and can be walked through. It +extends about 10 feet high. A figure inside a shadow can see nothing, unless he has Mage Sight. He has -6 DX. A figure attacking or casting a spell THROUGH a shadow is also at -6 DX; an attack or spell cast INTO a shadow is at -4 DX. Shadow can be cast over a figure, fire, or wall. It totally conceals its @@ -931,11 +945,11 @@ SPECIAL SPELLS -These are the spells that do not fit into any of the other categories, like -Teleportation, Dazzle, etc. Each one is fully described in the Spells Table. +These are the spells that do not fit into any of the other categories. Each one +is fully described in the Spells Table. If a special method of DX adjustment for the spell is described, use it. -Otherwise, assume there is no DX- for range. +Otherwise, treat range as for Thrown spells. If a wizard attempts a special spell, he tries his "to hit" roll. If the roll succeeds, the spell works immediately and the wizard loses the appropriate ST @@ -945,9 +959,9 @@ IX. PHYSICAL ATTACKS A physical attack is an attempt to damage an enemy with teeth, claws, fists, or -weapons. The only way a wizard can make a physical attack is by striking with -his staff. Created beings can attack by biting, clawing, breathing fire, -striking with a sword or club, punching, etc. +weapons. The only way a wizard can make a physical attack in WIZARD is by +striking with his staff. Created beings can attack by biting, clawing, breathing +fire, striking with a sword or club, punching, and so on. In order to make a physical attack, a figure must choose either the Charge Attack or Shift and Attack option. The figure attacked must be in one of the @@ -959,18 +973,18 @@ When a physical attack is made, first roll to see if it hit. This is a 3-die roll made against the attacker's adjDX, just as though the attacker were trying -to hit with a spell -- see ROLLING TO HIT, p. 9. If the attacker rolls his adjDX -or less on 3 dice, he hit. +to hit with a spell -- see ROLLING TO HIT, p. 11. If the attacker rolls his +adjDX or less on 3 dice, he hit. After an attack hits, the dice are rolled a second time to determine how much damage is done. The damage a figure, spell, or weapon can do is expressed in terms of the NUMBER OF DICE rolled to determine it. A Myrmidon's broadsword does -"2 dice damage." This means that when it hits, two dice are rolled; the number -rolled is the number of "hits" taken by the figure attacked. Each hit taken -(after the protection from spells, armor, etc. is subtracted) reduces the -victim's ST by 1 and is checked off that figure's record sheet. +"2 dice damage." When it hits, two dice are rolled; the number rolled is the +number of "hits" taken by the figure attacked. Each hit taken (after the +protection from spells, armor, etc. is subtracted) reduces the victim's ST by 1 +and is checked off their record sheet. -Damage done by some figures, weapons, and spells is expressed with pluses and +Damage done by figures, weapons, and spells is expressed with pluses and minuses. For example, a wolf does "1 die plus 1" (or simply "1 + 1") damage. One die is rolled and 1 is ADDED to the result. Thus, a die roll of 4 means the victim takes 5 hits. A bear's "2 + 2" means that when a bear hits, 2 dice are @@ -978,34 +992,34 @@ This same method is used to determine physical damage done other ways. For instance, the Magic Fist spell does 1 - 2 damage for EACH ST point expended by -the wizard. If a wizard puts 4 ST into a Magic Fist, it does 4 times (1 - 2) -damage...that is, 4 - 8 damage. Four dice are rolled, and 8 subtracted from the -total. If 8 or less was rolled on the four dice, no damage is done at all...the -spell was a dud. +the wizard. If a wizard puts 3 ST into a Magic Fist, it does 3 times (1 - 2) +damage...that is, 3 - 6 damage. Three dice are rolled, and 6 subtracted from the +total. But the total cannot go below the ST put into the spell. THE WIZARD'S STAFF -The only physical weapon a wizard carries (in this game) is his staff. Although -a staff is magical, the damage it does is physical. +The only physical weapon a wizard carries in this game is his staff. Although a +staff is magical, the damage it does is physical. A wizard does not HAVE to have a staff. If he wants one, he must know the Staff -spell. This spell is the one used to create a staff. The wizard DOES NOT create -the staff during the game (except maybe to replace a broken one). If he knows -the Staff spell, he STARTS the game with a staff, without expending any ST to -create it. - -Regardless of what the staff looks like (rod, wand, quarterstaff, etc.), it is a -physical weapon which does one die of damage when the wizard hits with it. -Hitting with the staff is treated just as though the wizard were a fighter using -a one-die weapon. It costs the wizard no ST to strike with his staff; it is not -drawing its power from him. +spell. The wizard DOES NOT create the staff during the game (except perhaps to +replace a broken one). If he knows the Staff spell, he starts the game with a +staff, without expending any ST to create it. + +Regardless of what the staff looks like (rod, wand, quarterstaff, etc.), it does +one die of damage when the wizard hits with it. Striking with the staff is +treated just as though the wizard were a fighter using a one-die weapon. It +costs no ST to strike with a staff. A wizard who has a staff may keep it in hand at all times, even when he is casting spells; it gives him no advantage or disadvantage. A staff CAN be affected by a Drop Weapon or Break Weapon spell. If anyone other than the owner of a staff picks it up against his will, it -explodes, doing the fool who touched it 3 dice damage. +explodes, doing the fool who touched it 3 dice damage. A dead wizard's staff +eventually becomes safer to touch. You don't know when. + +See In the Labyrinth for more Staff spells. DROPPED OR BROKEN WEAPONS; BARE HANDS ATTACKS @@ -1021,8 +1035,8 @@ A Myrmidon or Giant with a dropped or broken weapon may also attack with its bare hands. This is treated like any other attack, but it does less damage. A -Myrmidon attacking with bare hands does 1 - 3 damage. A Giant attacking with its -bare hands does 2 - 1 damage. +Myrmidon attacking with bare hands does 1 - 3 damage. A Giant attacking with bare +hands does 2 - 1 damage. PROTECTION FROM HITS @@ -1038,14 +1052,14 @@ same way. For example, a wolf's fur stops 1 hit per attack. This means that if a wolf is hit by a broadsword (2 dice) and an 8 is rolled, the wolf only takes 7 hits. If the wolf was protected by Stone Flesh, 4 MORE hits would be stopped -- -and he would take only 3 hits damage. +and it would take only 3 hits damage. DISENGAGING Disengaging is the action of moving away from a figure(s) by which you are engaged. A multi-hex figure may disengage by use of the "disengage" option (below) or simply by picking an option allowing a shift and then shifting away -from the figure(s) attacking it. A one-hex figure, however, use the "disengage" +from the figure(s) attacking it. A one-hex figure, however, uses the "disengage" option. A figure which selects the "disengage" option stands still or shifts during its @@ -1060,15 +1074,16 @@ remaining engaged with others, but may NEVER attack or take any other action on the turn he disengages. -A kneeling, prone, or crawling figure cannot disengage; it must first stand up. +A kneeling, prone, or crawling figure can't disengage; it must first stand. DEFENDING AND DODGING The "dodge" option (for disengaged figures) and the "defend" option (for engaged figures) have similar effects. To hit a figure who is dodging or defending, a figure must make its "to hit" roll against adjDX on four dice instead of three. -4 and 5 are still automatic hits; 20 and above are automatic misses; 21 and 22 -are dropped weapons, and 23 and 24 are broken weapons. +4 and 5 are automatic hits with triple and double damage; 20 and above are +automatic misses; 21 and 22 are dropped weapons, and 23 and 24 are broken +weapons. Dodging is effective ONLY against missile spells (and thrown and missile weapons). It is no good against other spells or attacks. @@ -1081,66 +1096,79 @@ A figure must have a physical weapon (staff, sword, or club) in hand to defend -- the weapon is used for parrying. -Neither of these options permits the casting of a spell or the making of any -sort of attack. They are purely defensive. +Neither of these options permits the casting of a spell or any sort of attack. +They are purely defensive. FORCING RETREAT -A figure which put hits on an enemy figure by any physical attack, or by a -missile spell attack on an adjacent figure, and is NOT hit itself that turn, may -force the enemy to retreat one hex at the end of the turn. The victor moves the -enemy to any adjacent unoccupied hex. He then may choose EITHER to stand still -OR to move into the hex from which the enemy retreated. If the enemy has no -adjacent, vacant hex to retreat to, it must make a saving roll (3 dice against -DX) to avoid falling. +A figure which hit an enemy figure (missile or thrown weapon hits, or hits taken +by the enemy's armor, don't count) and is NOT hit itself, may force the enemy to +retreat one hex at the end of the turn. The victorious player moves the enemy +figure one hex farther from the attacker, into any hex which is vacant or +contains only a fallen figure. The victor may then choose EITHER to stay still +or to move into the hex from which the enemy retreated. If there is no vacant or +fallen-figure hex adjacent to the foe, you cannot force a retreat. REACTIONS TO INJURY -A figure which takes 5 or more hits in one turn has its DX adjusted -2 for the -NEXT turn (only). +A figure which takes 5 or more hits in one turn has its DX adjusted -2 for its +next action phase (only). -A figure which takes 8 or more hits in one turn IMMEDIATELY falls down. If it -has not yet acted that turn, it may take no action. It may do nothing next turn -except stay down, crawl, or stand up. +A figure which takes 8 or more hits in one turn falls down. Place a PRONE +marker on it. If it has not yet acted that turn, it may take no action. On the +next turn it may use option (g) to stand or crawl. If it is in hand-to-hand +combat it may do nothing next turn. + +Any figure whose ST is reduced to 3 or less has an extra -3 DX for the rest of +the game. Any figure whose ST is reduced to 0 falls unconscious, and any figure +whose ST is reduced to below 0 dies. Flip the counter over to show the skull; it +is now an obstacle. X. NONHUMAN FIGURES MONSTERS AND BEASTS The characteristics of the various monsters and beasts that can appear in this -game -- as well as the summoned Myrmidons -- are summarized in the MONSTER / -BEAST TABLE on the Reference Pages. +game -- as well as the summoned Myrmidons -- are shown in the Monster/Beast +Table on the Reference Pages. -OTHER HUMANOID RACES +FANTASY FIGHTERS -Wizard figures do not have to be human; they can be elves, dwarves, hobbits, -orcs, goblins, hobgoblins, or any other race you care to invent. ELVES have ST -6, DX 10, IQ 8, plus 8 extra points. Their MA is 12. DWARVES have ST 10, DX 6, -IQ 8, plus 8 extra points. HOBBITS have ST 4, DX 12, IQ 8, plus 4 extra points. -They get an extra +3 DX with missile spells. ORCS have attributes like men's. -GOBLINS have ST 4, DX 4, IQ 10, plus 10 extra points. HOBGOBLINS have ST 6, DX -6, IQ 6, plus 8 extra points. You could even let Giants or Gargoyles, which are -humanoids too, be wizards, although their IQ should be low -- 10 at the absolute -highest. Theirs are not intellectual races. +An ELF is like a man, except his MA with cloth or no armor is 12. In leather, he +moves 10. His movement in other armor is the same as a man's. Min ST 6; min DX +10; min IQ 8; total 32. + +A DWARF is also like a man, except min DX 6, min ST 10; min IQ 8; total 32. + +A HALFLING has min ST 4, min DX 12, min IQ 8, with only 6 points added; total +30. A Halfling gets a +2 DX bonus whenever he throws something. He may also +throw any weapon on the same turn he readies it. + +An ORC is just like a human figure -- but most are evil. + +A GOBLIN has min ST 6, min DX 8, min IQ 10; total 32. + +A HOBGOBLIN has min ST 7, min DX 6, min IQ 7; total 28. DRAGONS Dragons (real and summoned) can fight three ways. They can make TWO physical attacks each turn, against the same or different targets, when they pick an -attack option. (1) They can strike with a claw, doing 2 dice damage (2 - 2 for +attack option. First, they can strike with a claw, doing 2 dice damage (2 - 2 for small dragons). The claw strike is made at the dragon's adjDX, against any -figure in one of the dragon's front hexes. (2) A dragon can ALSO breathe fire. -This does 3 dice damage (2 for a small dragon). Dragon breath has the same DX- -for range as a thrown spell...-1 DX for each hex from the dragon's head to the -target hex. It costs a dragon 5 ST each time it breathes (3 ST for a small -dragon). A dragon can breathe fire at ANY hex, because its neck is flexible. +figure in one of the dragon's front hexes. And second, a dragon can ALSO breathe +fire. This does 3 dice damage (2 for a small dragon). Dragon breath has the same +DX penalty for range as a thrown spell...-1 DX for each hex from the dragon's +head to the target hex. It costs a dragon 5 ST each time it breathes (3 ST for a +small dragon). A dragon can breathe fire at ANY hex, because its neck is +flexible. A dragon can ALSO lash with its tail. It can do this EVERY turn that it is on the ground, no matter what option it picks. When the dragon's turn to act comes, it gets one roll (at its adjDX) to hit each one-hex figure in one of its rear hexes. Any figure it hits must make a saving roll (3 dice against DX) to avoid -being knocked down. The tail does no damage -- just knocks you down if it hits -you right. +being knocked down. The tail does no damage -- it just knocks you down if it +hits you right. Dragons are armored. A regular dragon's scales stop 5 hits per attack; a small dragon's scales stop 3 hits per attack. @@ -1156,34 +1184,33 @@ the enemy was superior or inferior in total combined attribute points. COMBAT TO THE DEATH. Continues until all on one side are slain. 50 experience -points (EP) to each survivor, or 100 if the enemy averaged more than 3 superior -in attributes. May be against other wizards, fighters, dragons, beasts, or any -combination. +points (XP) to each survivor, or 100 if the enemy averaged more than 3 superior +in attributes (ST + DX + IQ). May be against other wizards, fighters, dragons, +beasts, or any combination. ARENA COMBAT. Continues until all on one side have fallen or escaped from the -"door" from which they entered. Unconscious figures may not be slain UNLESS they -finally went unconscious due to strength loss from one of their own spells. -Winners get 30 EP; defeated survivors get 20 EP (unless they ran away unhurt, in -which case they lose 10 EP). If one side averaged 3 or more weaker in total -attributes, all survivors on that side get 20 extra EP each. +"door" from which they entered. Unconscious figures may not be slain. Winners +get 30 XP; defeated survivors get 20 XP (unless they ran away unhurt, in which +case they lose 10 XP). If one side averaged 3 or more weaker in total +attributes, all survivors on that side get 20 extra XP each. PRACTICE COMBAT. No spells are used that can put hits on a foe EXCEPT Magic Fist and Fire spells. Nothing may be summoned; no illusions or images except of the wizard himself are allowed. Striking with the staff is permitted. The object is to incapacitate the enemy, rather than to kill. A figure drops out when its ST -goes to 3 or less. It is possible to get killed in practice combat -- but -difficult. Those still on their feet when one side is eliminated get 10 EP each. +goes to 3 or less. It is possible to get killed in practice combat -- but it's +difficult. Those still on their feet when one side is eliminated get 10 XP each. -When a figure gets 100 EP, he/she may "trade them in" for one additional point -added to EITHER basic ST, basic IQ, or basic DX. There is no limit to how high a -wizard can raise his or her attributes, with experience. +When a figure gets 100 XP, he/she may "trade them in" for one additional point +added to either basic ST, basic IQ, or basic DX. Up to 8 attribute points may be +added. After that...see In The Labyrinth. -NOTE: This system allows a wizard to add one attribute point (on the average) +Note: This system allows a wizard to add one attribute point (on the average) for every two duels. As long as you are only playing WIZARD (and/or MELEE) as a game of duels, this will work quite fairly. However, if you are using TFT: In The Labyrinth, and playing a campaign game, use the experience point system -given in TFT:ITL, which allows characters to gain experience for things besides -fighting, and discard the method given here. +given there, which allows characters to gain experience for things besides +fighting, rather than the above system. XII. OPTIONAL RULES @@ -1191,7 +1218,7 @@ A "beginning" figure has only 8 optional attribute points, or a total of 32 points. However, you can create wizards with any number of points if you don't -want to "work them up" from the beginning. A battle between two 50-point +want to "work them up" from the beginning. A battle between two 40-point wizards, each with two 32-point apprentices, is interesting. PETS @@ -1207,59 +1234,51 @@ Various artifacts and amulets can be invented and included in a game -- for instance, you can draw up a list of ten or twenty and let each wizard on a side choose one. These items should make use of the existing types of magic. For -instance, a ring might blur its wearer, or give him Stone Flesh. An amulet might -protect its owner against Sleep and Freeze spells. A special staff might have -regular staff powers, AND increase its user's DX by 2. A crystal lens might give -its wearer Mage Sight. And so on... +instance, a ring might Blur its wearer, or give him Stone Flesh. An amulet might +protect its owner against Sleep and Freeze spells. A crystal lens might give its +wearer Mage Sight. And so on... When you use magic items in a game, you should work from a list of items which you feel are equivalent. The items actually chosen should be a secret until used. -If you come up with any especially ingenious magic items, new spells, et cetera, -feel free to write Metagaming about them. Such suggestions will be considered -for publication in The Space Gamer -- and/or inclusion in later segments of The -Fantasy Trip. - THE COURTESY RULE -In a duel involving experienced wizards (total attributes of 40 or more), the -"courtesy rule" should be used. This rule forbids either wizard from casting a -missile spell as his first action. Obviously, if this rule is not used, such a -duel would be short and pointless. However, if each wizard's first spell is a -creation or defensive spell, the battle can become quite involved. +Duelists may agree that the "courtesy rule" will be used. This rule forbids +either wizard from casting a missile spell as his first action. Obviously, if +this rule is not used, a duel could be short and pointless. However, if each +wizard's first spell is a creation or defensive spell, the battle can become +quite involved. XIII. COMBINING "WIZARD" WITH "MELEE" -Since both WIZARD and MELEE are portions of The Fantasy Trip, the games can be -combined; they are actually different facets of the same system. If you have -MELEE, you can involve fighting-men (orcs, goblins, etc.) in your wizardly -duels...or send a group of fighters down the tunnel with a wizard along as -Special Weapons Section. - -When the two games are combined, follow WIZARD in case of any specific conflict --- it was published later, and incorporates players' comments on MELEE. Make the -following specific adaptations: +If you have MELEE, you can involve fighters in your magical duels...or send a +party of warriors down the tunnel with a wizard along as Special Weapons +Section. + +When the two games are combined, make the following specific adaptations: HAND-TO-HAND COMBAT: HTH combat is permitted, exactly as in MELEE. A wizard involved in HTH must drop his staff. He may cast spells, but ONLY on himself or his foe in HTH, and is at a -4 DX for that. He may draw and use a dagger like -any MELEE fighter, but at -4 DX. NOTE: The Shock Shield spell is intended for +any MELEE fighter, but at -4 DX. Note: The Shock Shield spell is intended for HTH combat; it has no use if WIZARD is played without the MELEE rules. -STRIKING WITHOUT WEAPONS: The WIZARD rules for bare-hands attacks from an +STRIKING WITHOUT WEAPONS: The WIZARD rules for bare-handed attacks from an adjacent hex may also be used in MELEE. +Fantasy Fighters: Follow the WIZARD stats, which include IQ. + IQ OF FIGHTERS: If wizards are around, the IQ of fighters becomes important. Assume that ordinary MELEE fighters have IQ 8. This makes their beginning point total 32 -- the same as for wizards. You may increase a fighter's IQ, at the expense of ST or DX, to give him a better chance of disbelieving illusions and avoiding Control Person spells. -MYRMIDONS: If you have the MELEE rules, disregard the statement that a Myrmidon -has ST 12, DX 12, and a broadsword. A Myrmidon may have any ST, DX, and IQ -totaling to 32, and may be equipped with any weapons, armor, and shield, just -like a beginning figure in MELEE. +MYRMIDONS: If you have the MELEE rules, disregard the rule that a Myrmidon has +ST 12, DX 12, and a broadsword. A Myrmidon may have any ST, DX, and IQ totaling +to 32, and may be equipped with any weapons, armor, and shield, just like a +beginning figure in MELEE. WEAPONS: A wizard may carry two weapons plus a dagger (his staff counts as a weapon). However, his DX is -4 with ANY weapon except his staff. A wizard CANNOT @@ -1268,10 +1287,9 @@ BROKEN WEAPONS: When the Break Weapons spell is used with MELEE, any weapon which breaks is totally useless EXCEPT a sword or club. A broken sword (any -type) or club may be used, doing half damage as in WIZARD; a twice-broken sword -or club is useless. In MELEE, a Myrmidon or Giant whose weapon breaks will have -a chance to go for another weapon or enter HTH combat -- elements omitted from -WIZARD. +type) or club may be used, doing half damage; a twice-broken sword or club is +useless. In MELEE, a Myrmidon or Giant whose weapon breaks will have a chance to +ready another weapon or enter HTH combat -- elements omitted from WIZARD. ARMOR AND SHIELDS: Wizards may wear armor and use shields, just like fighters. A wizard cannot cast a spell if he has a shield ready. Physical armor and shields @@ -1279,30 +1297,21 @@ -- but do nothing to protect against spells that do not directly put hits on their wearer. -DODGING AND DEFENDING: Use the 4-die rule from WIZARD rather than the -three-dice-twice rule from MELEE. - -THE FANTASY TRIP: IN THE LABYRINTH uses this system, but expands it greatly; for -instance, it adds many spells, offers a way for an experienced wizard to cast a -spell while carrying a sword, etc. When you are playing TFT:ITL, treat all the -rules there as controlling. TFT:ITL is a $20 box, and this is a $3.95 Micro...so -naturally TFT:ITL is more complicated. - XIV. COMBAT EXAMPLE The combat in the Introduction came from an actual game. Yzor has ST 9, DX 12, -IQ 11; Krait had ST 8, DX 15, IQ 9. Both carry staffs. +IQ 11; Krait has ST 8, DX 15, IQ 9. Both carry staffs. Turn 1: Each takes one step. Krait goes first, summoning a (real) wolf; Yzor throws a Dazzle. Both spells succeed. Both wizards now have ST = 6. Turn 2. Krait gets initiative. Yzor moves one hex. Krait stands still; his wolf moves 12 hexes. The two wizards now have the same DX; Yzor wins the roll, and -creates a wolf (illusion). Krait fakes a protective spell on himself. Krait's ST -= 5 (keeping the wolf cost 1). Yzor's ST = 4. +creates a wolf illusion. Krait fakes a protective spell on himself. Krait's ST = +5 (keeping the wolf cost 1). Yzor's ST = 4. Turn 3. Krait wins initiative again. His wolf engages Yzor. Yzor's illusion -engages the wolf from behind. Yzor acts first, and disengages. His illusion +engages Krait's wolf from behind. Yzor acts first, and disengages. His illusion bites and misses. Krait tries to disbelieve Yzor's wolf, but the Yzor player rolls an 11; the wolf remains. Krait's wolf cannot act, since Yzor is out of its front hexes. Krait's ST = 4, Yzor's ST = 4. @@ -1314,12 +1323,10 @@ Turn 5. Both wizards stand still; the illusion engages Krait. Krait tries a 1-die Magic Fist at Yzor, now that his DX is back to 15. The loss of the ST -point knocks him unconscious. He hits, but rolls 2 -- no damage. The illusion -bites and hits for 3 damage, killing him and ending the duel. +point reduces him to 1. He hits, but rolls 2...only 1 damage. The illusion bites +and hits for 3 damage, killing him and ending the duel. -WIZARD -REFERENCE PAGES -(c) 1978 Steve Jackson +Wizard Reference Pages SPELL TABLE @@ -1330,17 +1337,20 @@ knows it can start the game with a staff. If used during a game, its ST cost is 5. -MAGIC FIST (M): A telekinetic blow. Does (1 - 2) damage for every ST point used -to cast it; can also trigger traps or carry out other unsubtle manipulations -within line of sight. +MAGIC FIST (M): A telekinetic blow. Does 1 - 2 damage for every ST point used to +cast it but never less damage than the ST used. Can also trigger traps or carry +out other unsubtle manipulations within line of sight. A Magic Fist that does 6 +or more hits before armor/shield protection will also trip its target, making +him/her fall down, unless he/she makes a 3-die roll on ST or DX, whichever is +higher. See the Trip spell. BLUR (T): Defensive spell. Makes subject harder to see/hear/smell. Subtracts 4 from DX of all attacks/spells against subject. Costs 1 ST to cast, and 1 more ST each turn thereafter until turned off. SLOW MOVEMENT (T): Halves victim's MA for 4 turns. Slow spells do NOT multiply, -but DO add. Two slow spells do NOT reduce a victim to 1/4 speed; they keep him -at 1/2 speed twice as long. Cost: 2 ST. +but DO add. Two slow spells do NOT reduce a victim to quarter speed; they keep +him at half speed twice as long. Cost: 2 ST. DROP WEAPON (T): Makes victim drop whatever is in one hand -- a weapon, shield, or whatever. Will NOT make a ring or amulet fall off. Costs 1 ST, or 2 ST if @@ -1375,17 +1385,17 @@ plus 1 each turn the wolf remains. REVEAL MAGIC (S): A spell to tell the caster what secret protective spells have -been cast by his foes during the combat. Will reveal the following spells and -who they are on (NOT who cast them): reverse missiles, spell shields, stone -flesh, iron flesh, and shock shields. Will also reveal location of slippery -floors. Will NOT reveal whether any figures are images, illusions, or real. -Cost: 1 ST. - -FIRE (C): Fills one hex with magical flame. Effects of this flame are as -follows: No creature of less than IQ 8 will pass through or stay in it; animals -are afraid of fire. (An illusion, of course, could pass through.) A figure who -moves through a fire hex, or is in a hex when a wizard creates fire there, takes -2 hits of damage. A figure which moves into a fire hex and STOPS (to attack, for +been cast by his foes during the combat. Caster can "see" the following spells +and who they are on within 5 MH (NOT who cast them): reverse missiles, spell +shields, stone flesh, iron flesh, and shock shields. Will also reveal location +of slippery floors. Will NOT reveal whether any figures are images, illusions, +or real. Cost: 1 ST. + +FIRE (C): Fills one hex with magical flame. Effects of this flame are: No +creature of less than IQ 8 will pass through or stay in it; animals are afraid +of fire. (An illusion, of course, could pass through.) A figure who moves +through a fire hex, or is in a hex when a wizard creates fire there, takes 2 +hits of damage. A figure which moves into a fire hex and STOPS (to attack, for instance) takes 4 hits and suffers -2 DX that turn. The effects of fire hexes are cumulative within a turn, but armor and protective spells DO work. Example: A figure moves through two fire hexes (4 hits damage) and stops in a third one @@ -1399,10 +1409,10 @@ IQ 10 SPELLS -TRIP (T): Knocks victim down. Does NO damage -- but if victim is on edge of a -chasm, pit, river, etc., he must make a 4-die saving roll against adjDX to avoid -falling in. A good hard Magic Fist would have the same effect. The Trip spell -costs 2 ST, or 4 ST if target has 30 ST or over. +TRIP (T): Knocks victim down. Does NO damage -- but if victim is on the edge of +a chasm, pit, river, etc., he must make a 4-die saving roll against adjDX to +avoid falling in. The Trip spell costs 2 ST, or 4 ST if target has 30 ST or +over. SPEED MOVEMENT (T): Doubles MA of target figure for 4 turns. Speed spells do NOT multiply, but DO add. Two speed spells do NOT quadruple the subject's speed; @@ -1417,7 +1427,7 @@ wizard himself) suffer -3 DX for 3 turns. Images, illusions, etc. (ANYTHING with eyes) are affected. Cost: 3 ST. -SHADOW (C): Fills one hex with totally black shadow, extending some 3 meters in +SHADOW (C): Fills one hex with totally black shadow, extending some 10 feet in the air. A hex may be shadowed while a figure is in it. Figures may move freely through shadow hexes. A figure attacking from or through a shadow hex has DX -6. An attack INTO a shadow hex is DX -4. Cost: 1 ST. @@ -1433,9 +1443,9 @@ an adjoining hex. A sleeping figure falls down. Does NOT work on figures with basic ST of 20 or more. Cost: 3 ST. -SUMMON BEAR (C): Brings a bear (ST 30, DX 11, IQ 6, MA 8, bite does 2 + 2 -damage) to follow wizard's orders. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 -each turn the bear remains. +SUMMON BEAR (C): Brings a bear (ST 30, DX 11, IQ 6, MA 8, bite does 2 + 2 damage) +to follow the wizard's orders. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 each +turn the bear remains. CONTROL ANIMAL (T): Puts any one animal under wizard's control as long as spell is maintained. Works only on REAL animals; if the target was actually an @@ -1448,17 +1458,19 @@ ILLUSION (C): Creates any 1-hex illusion. See IMAGES AND ILLUSIONS. Cost: 2 ST. REVERSE MISSILES (T): Causes any missile spells (or missile or thrown weapons) -aimed at the spell's subject to turn against the one who fired them instead. +aimed at the spell's subject to turn against the one(s) who fired them instead. When this spell is cast, the player records the fact. He shows it to the other player at the END of the first turn in which missiles were fired at the spell's subject. All missiles which hit that figure are then considered to have hit the figure who fired them, instead (same damage). This may result in "replaying" part of a turn, to achieve the proper unpleasant surprise to the player who -fired the missiles. (Exception: In MELEE, if a highly dextrous archer fired two +fired the missiles. (Exception: In MELEE, if a highly dexterous archer fired two arrows at the protected figure in one turn, only the first arrow turns back. The -dextrous archer is then warned, and NO second arrow is fired. This spell has NO -EFFECT against non-missile attacks. Cost: 2 ST, plus 1 each turn it is -maintained. +archer is then warned, and no second arrow is fired.) This spell has NO EFFECT +against non-missile attacks. Cost: 2 ST, plus 1 each turn it is maintained. If +the character who fired the missile is also protected by Reverse Missiles, the +missile flies back and forth (one round trip per turn) until it strikes some +intervening object or one of the spells ceases. ROPE (C): Creates a magical rope to entangle victim, halving his MA. The rope also IMMEDIATELY reduces the victim's DX by 2. Each later turn the rope remains, @@ -1472,10 +1484,10 @@ effective against creatures with a ST of 20 or more. For that you need the Giant Rope spell (IQ 15). Cost of the regular Rope spell is 2 ST. -CREATE WALL (C): Creates a solid wall in one hex -- looks like a real wall. This -spell CANNOT be cast over a figure or part of a figure to entomb him/her in -solid rock; cast at a hex containing a figure, it fails. (A wall cast on an -image, or part of one, WILL destroy it.) Cost: 2 ST. +CREATE WALL (C): Creates a solid wall in one hex -- looks like a real 10-foot +high wall. This spell CANNOT be cast over a figure or part of a figure to entomb +him/her in solid rock; cast at a hex containing a figure, it fails. (A wall cast +on an image, or part of one, WILL destroy it.) Cost: 2 ST. DESTROY CREATION (T): Removes any one thing created by a Creation spell, with the following exceptions: (1) Has no effect on summoned beings. (2) Only removes @@ -1488,8 +1500,8 @@ 12 turns (after the spell strikes, wizard rolls two dice). Does not work on beings with basic ST of 30 or more. Costs 4 ST. -FIREBALL (M): Does (1 - 1) damage for every ST point the wizard puts into it. -Can be used to set fire to flammable objects. +FIREBALL (M): Does 1 - 1 damage for every ST point the wizard puts into it, but +never less damage than the ST used. Can set fire to flammable objects. INVISIBILITY (T): Lets wizard make himself (or another) invisible. The counter for an invisible figure is removed from the map (see HIDDEN MOVEMENT). An attack @@ -1500,15 +1512,15 @@ cumulative with those of blur, dazzle, shadowed hexes, or darkness. Cost: 3 ST to cast, plus 1 for each turn the spell is maintained. -BLAST (S): Does 1 die of damage to EVERY creature, friend or foe, in the -wizard's hex or adjacent to it, except the wizard. Costs 2 ST. +BLAST (S): Does 1 die of damage (roll separately) to EVERY creature, friend or +foe, in the wizard's hex or adjacent to it, except the wizard. Costs 2 ST. MAGE SIGHT (T): Allows its subject to see objects concealed by blur, invisibility, shadow, or ordinary darkness. Cost: 2 ST, plus 1 per later turn. -BREAK WEAPON (T): Shatters one weapon, shield, staff, etc., in hand of a foe. -Does not work on enchanted swords, shields, etc...they are constructed with -protection against this spell. Broken weapons do half damage (round down); +BREAK WEAPON (T): Shatters one weapon, shield, staff, etc., in target's hand. +Does not work on enchanted swords, shields, and so on...they are constructed +with protection against this spell. Broken weapons do half damage (round down); broken staffs are useless. Cost: 3 ST. 3-HEX FIRE (C): Like the Fire spell, but covering up to 3 connected hexes. Cost: @@ -1545,8 +1557,8 @@ per attack. The protective effect of Stone Flesh is cumulative with any other natural or magical hit-stopping ability (armor, fur, etc.) of its possessor, but not with Iron Flesh. There is no way to tell if a figure is protected by this -spell except to hit him or use Reveal Magic. Costs 2 ST to cast, plus 1 each -turn the spell continues. +spell except to hit it or use Reveal Magic. Costs 2 ST to cast, plus 1 each turn +the spell continues. SLIPPERY FLOOR (T): Makes the floor over one megahex extremely slick. When any figure enters the slippery area, the player who cast the spell reveals it. Any @@ -1555,11 +1567,12 @@ then enters another slippery hex in the same turn, it must roll again, and so on...and even if a figure simply stands still in a slippery hex, it must make the saving roll to avoid falling. A figure which falls in a slippery hex may try -to stand next turn, but must make its 3-die saving roll to do so. Of course, it -may choose to lie still, or to crawl out (see CRAWLING under MOVEMENT). To -figure the range for this spell, or any other thrown spell covering one MH, -count the hexes from the wizard to the center of the MH involved; this is the -DX-. This spell DOES affect images and illusions. Cost: 3 ST. +to stand next turn, but must make its 3-die DX roll to do so. Of course, it may +choose to lie still, or to crawl out (see CRAWLING under MOVEMENT). This +requires no DX roll. To figure the range for this spell, or any other thrown +spell covering one MH, count the hexes from the wizard to the center of the MH +involved; this is the DX penalty. This spell DOES affect images and illusions. +Cost: 3 ST. STOP (T): The victim of this spell has a MA of zero for the next four turns. He or she may do anything else, but may not move to another hex under any @@ -1576,20 +1589,19 @@ LIGHTNING (M): Does 1 die damage for each ST point the wizard puts into it. Can also be used to blast through solid objects -- for instance, a created Wall hex will vanish after taking 5 hits from lightning, and the remainder (if any) of -the lightning force passes straight through. If a being is killed by magical -lightning, all magical items it carried are destroyed. +the lightning force passes straight through. -SUMMON GIANT (C): Brings a giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3 -+ 3 damage) to follow wizard's orders. (See SUMMONED CREATURES.) Costs 4 ST, -plus 1 for each turn the giant stays. +SUMMON GIANT (C): Brings a giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does +3 + 3 damage) to follow the wizard's orders. (See SUMMONED CREATURES.) Costs 4 +ST, plus 1 for each turn the giant stays. 4-HEX ILLUSION (C): Lets wizard create any illusion (see IMAGES AND ILLUSIONS) no greater than 4 hexes in size. Cost: 3 ST. REMOVE THROWN SPELL (T): Negates the effect of any Thrown-type spell...can be used to dissolve an enemy spell, or to eliminate a foe's own magic protection. -Has no effect on spells other than Thrown type, or on the Spell Shield. Cost: 2 -ST. +Has no effect on spells other than Thrown type, on magic items, or on the Spell +Shield. Cost: 2 ST. DISPEL ILLUSIONS (S): Causes all illusions within 5 megahexes of the wizard's own megahex to vanish immediately, regardless of their size and who created @@ -1597,7 +1609,7 @@ SPELL SHIELD (T): Prevents any spells (hostile or otherwise) from being cast on its subject -- that is, protects against effects of all Special, Missile, and -Thrown spells. Does NOT affect spells already cast; does NOT protect against +Thrown spells. Does NOT affect spells already cast. Does NOT protect against ordinary physical force, including damage done by created beings or things, damage done by weapons (ordinary, magical, or staffs), or the effects of magic ropes and slippery floors. When a spell hits a figure protected by Spell Shield, @@ -1609,7 +1621,7 @@ IQ 15 SPELLS IRON FLESH (T): Similar to Stone Flesh, but better: lets subject's body stop 6 -hits per attack. Costs 3 ST, plus 1 per turn. +hits per attack. Costs 3 ST, plus 1 per turn maintained. TELEPORT (S): Instantly "blinks" wizard to another hex. He may choose any facing he likes in the new hex. He does not have to be able to see the hex he is going @@ -1618,7 +1630,7 @@ for each MEGAHEX distance transported. SUMMON SMALL DRAGON (C): Brings a small (4-hex) dragon (ST 30, DX 13, IQ 16, MA -6 on ground, 16 in air; breath does 2 dice damage, claw does 2 - 2) to follow +6 on ground, 16 in air; breath does 2 dice damage, claw does 2 - 2) to follow the wizard's orders. (See DRAGONS and SUMMONED CREATURES.) Costs 5 ST, plus 1 each turn the small dragon stays. @@ -1634,7 +1646,7 @@ (See IMAGES AND ILLUSIONS.) Costs 4 ST. MEGAHEX AVERT (T): Like an Avert spell, but cast on the occupants of a whole -megahex at once...that is, any hex and all hexes adjacent to it. If the spell +megahex at once -- that is, any hex and all hexes adjacent to it. If the spell works, every figure in the MH is under an Avert spell, as above. Costs 3 ST to cast, plus 1 each turn the spell is held. @@ -1644,13 +1656,12 @@ connected hexes (see IMAGES AND ILLUSIONS). Costs 5 ST. SUMMON DRAGON (C): Brings a 7-hex dragon (ST 60, DX 14, IQ 20, MA 8 on ground, -20 in air; breath does 3 dice damage, claw does 2 dice damage) to serve wizard -(see DRAGONS and SUMMONED CREATURES). Costs 5 ST, plus TWO each turn the dragon -stays. +20 in air; breath does 3 dice damage, claw does 2 dice damage) to serve the +wizard (see DRAGONS and SUMMONED CREATURES). Costs 5 ST, plus TWO each turn the +dragon stays. DEATH SPELL (T): When this spell is cast, compare the ST of the wizard with that -of the victim. The LOWER strength (at that moment) is the amount of ST lost by -EACH of the two. In other words, the weaker one immediately dies, and the +of the victim. The weaker one immediately goes to ST -1 and dies, and the stronger one loses that much ST. Therefore, if a wizard uses this spell on a stronger opponent, it means his own death instead. Armor, Stone or Iron Flesh, etc., do NOT protect against this spell, although the Spell Shield stops it. @@ -1671,7 +1682,8 @@ ALL applicable DX adjustments are cumulative. The only exception involves adjustments when Invisibility is concerned; an invisible figure derives no extra -advantage from being in or on the far side of shadow or from being Blurred. +advantage from being in or on the far side of shadow or from being Blurred, for +instance. See Invisibility. For the convenience of those playing with both WIZARD and MELEE rules, this table includes DX adjustments given in MELEE. @@ -1683,10 +1695,10 @@ Crossbowman firing from prone position ... +1 Pole-weapon user standing still, against opponent who moved into him and/or charge-attacked ... +2 -Hobbit using missile spell OR thrown or missile weapon ... +3 Wizard using any weapon except his staff or a dagger ... -4 Fighter using a weapon in each hand and striking with both in the same turn ... -4 on both attacks +You're standing in a hex with a body ... -2 DX ADJUSTMENTS DUE TO TYPE OF TARGET (FOR EITHER CASTING OF SPELLS OR PHYSICAL ATTACKS) @@ -1700,31 +1712,35 @@ DX ADJUSTMENTS DUE TO YOUR PHYSICAL HANDICAPS -You're in a Shadow hex, or firing a missile spell or missile/thrown weapon -through Shadow ... -6 +You're in total darkness or a Shadow hex, or firing a missile spell or +missile/thrown weapon through Shadow ... -6 You're using a Flight spell and attempting a physical attack with a thrown or missile weapon ... -4 You've been affected by a Dazzle spell ... -3 You're using a Flight spell and attacking with a physical weapon OR attempting to cast any spell ... -2 You're standing in a fire ... -2 -You took 5 or more hits last turn, NOT counting ST drain from casting spells ... --2 +You took 5 or more hits since your last turn, NOT counting ST drain from +casting spells ... -2 You're in a Rope spell ... -2, minus 1 MORE for every turn the rope has been on -you. +you You've been hit by a Clumsiness spell ... -2 for every ST in the spell -You were knocked down last turn ... TOTAL DX- for most purposes. You can't do -ANYTHING this turn except (try to) stand up, or crawl. +You were knocked down last turn ... DX 0 for most purposes. You can't do +ANYTHING this turn except (try to) stand up, or crawl +Your ST is reduced to 3 or less ... -3 DX ADJUSTMENTS FOR YOUR ARMOR & SHIELD (MELEE) Small shield ... 0 Large shield ... -1 +Cloth armor ... -1 Leather armor ... -2 Chainmail ... -3 +Half plate ... -4 Plate armor ... -5 -Main-gauche used as defense only ... -2 -Wizard whose weapon or armor is iron or steel, instead of silver ... -4 +Main-gauche ... 0 +Wizard whose weapon or armor is iron or steel, instead of silver ... an extra +-4 to Spellcasting only DX ADJUSTMENTS FOR THROWN SPELL OR THROWN WEAPON RANGE @@ -1732,17 +1748,17 @@ NOTE: A figure using a thrown weapon must "roll to miss" each intervening figure along the straight line drawn between the centers of the attacker's and victim's hexes. If the thrown weapon misses, the attacker must then roll either to miss -or to hit (his choice) each further figure the line-of-flight passes through on -the far side of the original target, re-adjusting DX for range to each new -target. However, a figure using thrown spells does NOT have to "roll to miss" -- -the spell is a direct attempt at its target, and hits him or no one. +or to hit (his choice) each further figure along the line-of-flight on the far +side of the original target, re-adjusting DX for range to each new target. +However, a figure using thrown spells does NOT have to "roll to miss." The spell +is a direct attempt at its target, and hits that target or nothing. DX ADJUSTMENTS FOR MISSILE SPELL OR MISSILE WEAPON RANGE -If target is 0, 1, or 2 MEGAHEXES away ... no DX subtraction +If target is 0, 1, or 2 MEGAHEXES away ... no DX penalty If target is 3 or 4 MH away ... -1 If target is 5 or 6 MH away ... -2 -and so on. +Greater Distance ... and so on as distance increases. NOTE: A figure using EITHER missile weapons OR missile spells must "roll to miss" each intervening figure along the straight line drawn between the centers @@ -1750,14 +1766,14 @@ miss (as he wishes) any figure farther along the line if the spell or missile misses its intended target. DX is readjusted for range to each new figure. -MONSTER / BEAST TABLE +MONSTER/BEAST TABLE The following table gives the characteristics for creatures used in this game and MELEE. MA is movement allowance. The first number is ground movement, and the second number (if any) is movement in flight. (Any creature which cannot normally fly has an MA of 12 when using the Flight spell.) ST, DX, and IQ are the values for a SUMMONED creature of that type (you may change these for -wizard's pets, etc.) ARMOR indicates the natural armor of the creature -- that +wizard's pets, etc.). ARMOR indicates the natural armor of the creature -- that is, the number of hits FROM EACH ATTACK that are negated by its natural physical protection. DAMAGE indicates number of dice rolled, and amount added or subtracted from the total, to find the damage the creature does when it hits. @@ -1771,5 +1787,3 @@ Giant 10 30 9 8 none club: 3 + 3 OR hands: 2 - 1 Small dragon 6/16 30 13 16 3 hits breath: 2 AND claw: 2 - 2 Dragon 8/20 60 14 20 5 hits breath: 3 AND claw: 2 - -Dragons also get their tail "attack" (no damage). See DRAGONS.