Fullork345 wrote:When the bosses appear as the wandering monster can they cast a spell instead of attacking?
I say no, but Raise dead is the exception. I'll try to use game text to explain my interpretation, as I usually like to play that way. But it's worth mentioning that this looks like a case where it's also appropriate for the Evil Wizard player to do whatever is judged best.
Chaotic Prime has already pointed out the main restrictions from the NA rules that apply:
chaoticprime wrote:NA-wise. They can only make an attack. Its a rules-as-written thing that simply cannot be helped. Casting a spell as a wandering monster would entitle them to more than one spell per turn, anyway.
sajungzak has also refered to the first of the restrictions (attack only) which is found on p. 16 of the NA Instruction Booklet under
Wandering Monsters:
As Zargon, you must place the monster
next to the treasure-searcher and
immediately roll Attack Dice....
The second restriction refered to in Chaotic Prime's quote is found on p.5 of WoM under
The Forces of Morcar in the
New Magic section:
...Each of these
new opponents is a Sorcerer and has his own set of sorcerous spells which he may use
in the same way as the Wizard and the Elf....
Each Sorcerer may only cast one spell in a turn, instead of attacking.
As a WoM Sorcerer uses spells in the same way as a Wizard and Elf, then a Sorcerer must cast spells on the Evil Wizard's corresponding turn. That implies spells can't be cast on a treasure-searching Hero's turn when the Sorcerer-as-Wandering-Monster appears and immediately attacks. There is an exception:
Raise the Dead
Cast this spell on another player's
turn after a Monster has been
killed. The Monster is then
replaced with a Skeleton, which
can move and attack immediately.
This spell specifically states it may be cast on another player's turn, so it may be cast immediately on the treasure-searching Hero's turn using the EU rules.
Fullork345 wrote:Well is it one per round or one per turn? If it's one per round, the necromancers raise dead spell is useless because using it prevents him from casting another spell during zargon's turn because he used it for that round.
I'd allow Raise the Dead to be cast on a monster that was killed earlier on another player's turn, before the treasure search, as the wording "after a Monster has been killed" refers to more time than just the player's turn it is cast in. (Otherwise the wording would be "after a Monster is killed.")
After reviewing the EU rules, I'd allow the Necromancer to also cast another spell after Raise the Dead, during Morcar's turn. Doing so doesn't break the prohibition of casting only one spell in a turn--only one spell is cast on the treasure-searcher's turn, and only one spell is cast on Morcar's turn. There is no rule against casting more than one spell in a round of turns. In fact, the Elf spell Flashback also allows for casting two spells in a single turn or casting two spells on seperate turns but in a single round, without resorting to using an artifact. Both Raise the Dead and Flashback include rules exceptions that overide the basic one-spell-per-turn restriction.
This is not to say that I think the EU rules allow a spell other than Raise the Dead to be cast in a treasure-searcher's turn. As I stated earlier, doing so wouldn't correctly correspond to using spells "in the same way as the Wizard and the Elf." Paraphrasing from
Casting a Spell on p.11 of the EU rules, it states that a spell must be cast on the Wizard or Elf character's turn. Except for Raise the Dead, this requires other WoM sorcerer spells to be cast on the Sorcerer's turn.