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