0% found this document useful (0 votes)
28 views1 page

A4 PD2-tbls

Spells are memorized by heroes prior to entering unexplored rooms. A hero can select spells from their spell book to memorize. Only memorized spells can be cast by spending the spell's AP cost. Combat spells require a combat roll to hit with Willpower as the attack skill. The document provides examples of combat and non-combat spells with their effects. It also references tables for random determination of additional doors, treasure chests, and their placement in a room.

Uploaded by

mike Sprouse
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
28 views1 page

A4 PD2-tbls

Spells are memorized by heroes prior to entering unexplored rooms. A hero can select spells from their spell book to memorize. Only memorized spells can be cast by spending the spell's AP cost. Combat spells require a combat roll to hit with Willpower as the attack skill. The document provides examples of combat and non-combat spells with their effects. It also references tables for random determination of additional doors, treasure chests, and their placement in a room.

Uploaded by

mike Sprouse
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

Spells Table

Spells are memorized by heroes whose profession permits them to use spells. Roll d6 (+1 for every 3 points of Willpower). On a result of 5 or greater, open any
A hero may select any spells from their spell book to memorize prior to entering an unexplored room. 1 locked door or treasure chest.
Only memorized spells may be cast. To cast a spell, deduct the AP cost from the hero’s Current AP total.
DUN-GEN Tables
Combat spells are spells with (R D H) values. These spells require a combat roll to hit, and the attack skill is Willpower.
Drains 1 HP from a monster and heals hero for 1 HP, for every 2 AP spent.
Hero is teleported to the most recently explored room. Note that Bonus Rating can increase the damage (D) dealt by this spell, but not Any orientation you wish Not counting the door through which hero entered room
the amount of healing.
An equipped weapon gains one of the following enchantments:
+2H bonus Two missiles launch from the caster’s fingertips, targeting either the same
+2D bonus monster or two separate monsters. Make a combat roll for each missile.
+1H and +1D bonuses
The enchantment will remain until the end of combat. This spell can be cast varies
multiple times and the effects will stack. Hero gains +1 Agility for every 1 AP spent. The Agility bonus remains until the
end of the turn.
Place anywhere in room you wish Place anywhere in the room you wish
Target monster will deal 1 less damage for the remainder of combat. This spell
Deals electrical damage to a single adjacent monster. Multiple M per square okay, but only If you roll SR, then roll once on the SR table
can be cast multiple times and the effect will stack. 1 M per square adjacent to hero
varies varies
Hero gains +1 Willpower for every 1 AP spent. The hero does not gain any AP as Hero gains +1 Strength for every 1 AP spent. The Strength bonus remains until
a result of this Willpower boost. The Willpower bonus remains until the end of the end of the turn.
the turn.
Holds 1 target monster in place. It cannot move for 3 rounds.
Target monster moves away from your character for 3 rounds.
Targets the enemy with the highest Def in a square. If it hits, it deals damage to Roll for each door placed after the first
all monsters in that square. Roll for each treasure chest placed
Attacks all monsters in a straight line from the hero, to a range of 4. Make Hero may not open without use of ability, item, or spell
combat roll against the targeted monster with the highest Def. Hero will sustain 1 HP damage (cannot be mitigated) if they open
Hero gains a +2 bonus to their Movement for 1 turn. When cast during combat,
the hero may conduct 3 actions in their next combat round.
need 5 Strength to equip
(Trinket) need 3 Strength to equip
(Trinket)
need 3 Strength to equip
(Trinket)
(Trinket)
(Strength, Agility, or Willpower)
(Weapon) ’s Staff Exotic Weapons are rare and offer unique advantages to standard weapons.
(Trinket)
need 5 Strength to equip
need 5 Strength to equip
permanent
need 3 Strength to equip
(Trinket) need 5 Strength to equip
(Armor) need 3 Strength to equip
need 3 Strength to equip
Magic Items include weapons, armor, and miscellaneous trinkets.
that is added to combat roll (attack skill)
Weapons are equipped to give the hero a range (R), damage (D), combat roll bonus (H), handedness (Hnd) and attribute
Restore AP to hero’s maximum
Hits automatically Treasure Item Tables
and then it is consumed.
Potions may be used out of combat, or in addition to an action that is taken in a combat round. A Potion may be used once
Hits automatically
Hits automatically
need 5 Strength to equip
need 3 Strength to equip
need 5 Strength to equip
need 3 Strength to equip Roll once for each opened treasure chest search fallen enemies for loot
(Strength, Agility, and Willpower) Roll once for successful Loot Check After combat, roll once to
duplicate result, roll again to get a new result
A Scroll may be used as the combat round action, or out of combat. A Scroll may be used once and then it is consumed. Armor and Shields are equipped to give a hero armor value (A) that can absorb damage dealt by monsters. When a SR is rolled, label the room according to the result. Each SR may only appear once in a dungeon. If you should roll a
Treasure Tables

You might also like