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CLERIC SPELL COLLEGE

Clerics and Paladins Only

1. Divine Healing: You may cast this on yourself or another Hero. The Hero is restored to full Body Points.
2. Calming Influence: You cast this spell on any monster, calming its actions. The monster will not attack or cast spells
unless it is attacked by a Hero.
3. Turn Undead: You cast this spell against a number of Undead equal to your Mind Points. You choose which monsters
are affected, and they cannot attack on their next turn and must attempt to move away from the Heroes if possible.
4. Cure Ailments: You may cast this on yourself or another Hero. Removes all ailments such as sleep, poison, or disease.
------------------------------------------------------------------------------------------------------------------------------------------------5. Rightful Mind: You may cast this on yourself or another Hero. Restores the Hero to full Mind Points.
6. Smite: You cast this spell upon the weapon of any Hero, including yours. The weapon glows with power, and the
number of skulls rolled is doubled as long as the Hero can see a monster. If the weapon is traded to another Hero, the spell
is still active as long as the new Hero can see a monster.
7. Confuse: When you cast this spell on a monster it reduces its Mind Points by TWO.
8. Shield of Faith: You may cast this on yourself or another Hero. The next time the Hero defends, he rolls a number of
extra Defense dice equal to your Mind Points.
------------------------------------------------------------------------------------------------------------------------------------------------9. Doom: You may cast this on any monster. The monster has a divine curse put upon it and rolls 1 fewer Attack and
Defense dice.
10. Destroy Undead: You may cause a number of points of Body Damage to the Undead equal to your Mind Points. The
damage may be divided up among all Undead you can see.
11. Blessings: You and all Heroes in the same room or corridor with you receive an additional Attack and Defend die. The
spell last for each Hero for as long as he can see a monster.
12. Healing Aura: You may heal your lost Body Points and those of all Heroes adjacent to you. The number of Body
Points you may heal is equal to the current number of your Mind Points. The Body Points are divided up among the
Heroes as you see fit.
------------------------------------------------------------------------------------------------------------------------------------------------13. Return from the Dead: May be cast on a dead Hero at any time after his death. The Hero is returned from the dead
with ONE Body Point. He still has his equipment, unless it was stolen by a monster (or his fellow Heroes).
14. Divine Intervention: Instantly transports you and all Heroes in the room or corridor with you to the Starting Point of
the Quest.
15. Drain Evil: When cast on a monster, this spell reduces its Body Points by a number equal to your Mind Points. You
may use these Body Points to heal yourself, or you may act as a conduit and transfer them to another Hero. The monster
can defend against the spell, rolling a number of Defense Dice equal to its Mind Points. The amount of Body Points lost is
reduced by 1 for each Black Shield rolled.
16. Intellect Drain: When cast on a monster, this spell reduces its Mind Points to ONE (cannot be cast on any monster
with Mind Points lower than 2). You can use these Points to return lost Mind Points to yourself, or you may act as a
conduit and transfer them to another Hero. The monster can defend against the spell, rolling a number of defense dice
equal to its Mind Points before the spell was cast. The amount of Mind Points lost is reduced by 1 for each Black Shield
rolled.

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