by Dougy Destroyer » Wednesday June 17th, 2015 6:27am
Necromancer spells:
Command undead: This spell enables the necromancer to put one undead monster under his control, starting from the necromancers next turn. The undead monster may try to break free by rolling one defence die at the start of each turn. If he rolls a shield, he returns to normal.
Corpse explosion: This spell enables the necromancer to use any corpse as a weapon. All the squares adjacent to the corpse recieve two body points damage. The victim may roll 2 defence dice, for each shield the damage is reduced by one.
Curse: This spell enables the necromancer to curse any one monster, that monster will then roll 2 less defence dice for the next two turns. Unless the monster can roll a 5 or a 6 using one red die.
Leech life: This spell enables the necromancer to heal from damage the golem inflicts on monsters. The spell is broken when the golem can no longer see a monster.
Reanimate golem: This spell enables the necromancer to reanimate a defeated golem. The golem will rise up from the floor, with all lost body points restored, and may attack immediately.
Summon golem: This spell enables the necromancer to summon a golem (place golem adjacent to the necromancer).. The golem may move and attack immediately.
Summon mummy: This spell enables the necromancer to reanimate a fimir as a mummy (place mummy adjacent to the necromancer).. The mummy may move and attack immediately.
Summon Skeleton: This spell enables the necromancer to reanimate a goblin as a skeleton.(place skeleton adjacent to the necromancer).. The skeleton may move and attack immediately.
Summon zombie: This spell enables the necromancer to reanimate a orc as a zombie (place zombie adjacent to the necromancer).. The zombie may move and attack immediately.
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