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THE ARCANE AND THE ACCURSED

By Gareth Williams

If a monster is capable of casting spells it is also possible that some of the magical devices it carries may help it do so. For each device it has assign a 1 in 6 chance of that artifact coming from these lists instead of those found in Tools of Evil or Tools of Evil II. If the device is an item there is a fifty-percent chance of either chart.

In all the entries below n refers to the number of spells the monster can cast each round, irrespective of these devices.

 

Spell Caster�s Armour Chart

1 Robes of Power

The designs on these robes are detailed and intricate, and every design, even the smallest, seems to contain another, smaller design. Wearer rolls twice for spell casting, choosing the higher roll.

2 Coruscating Mail

Brilliant links of pure, cursed magic make up this mail, and none who can bear its searing touch feel even mortal wounds. Wearer gains Ignore Pain n.

3 Crystal Shield

Transparent as glass, this shield is a perfect barrier to magic, granting its bearer any power it thwarts. Bearer gains Dispel Magic 5+, taken separately to and before any other magic defenses. If the roll succeeds, the bearer casts a spell immediately.

4 Raw Magic Plates

As the wearer of this armour casts spells, it seems to reach out with tendrils of light to ensnare the victims of sorcery. Any warrior who has been affected by a spell cast by wearer only hits the wearer of this armour on a 6+ for the rest of combat.

5 Runic Armour of Warding

Burning sigils stand ready across this armour, hissing to strike out in vengeance. Each time a warrior strikes the wearer of this armour in combat, it deals n damage to him with no deductions.

6 Daemon Hide Armour

This armour was flayed from a great beast of chaos without a single cut, and resists the work of magic wrought weapons to this day. Any warrior affected by a spell cast by the sorcerer this armour protects may not use a magic weapon to attack wearer.

 

Spell Caster�s Item Chart I

1 Wand of Sorcery

Many who cast spells craft some device to ensure the success of their spells. Magic Resistance offers no protection against spells cast by the bearer.

2 Halo of Witchery

A glowing, hovering crown of blue and black flames, these items pulse more brightly the more learned their wearer is. Wearer deals n Fatal Damage to all adjacent warriors each turn.

3 Soulfire Broach

With every spell a sorcerer casts, he can store a part of himself in this broach, to be unleashed in fury at his death. When wearer is killed all adjacent warriors take nD6 damage with no deductions.

4 Rod of Channeling

Hidden lore can show a student of dark arts how to channel great energies through simple objects. Bearer ignores 1 point of armour and deals +2 damage for each die rolled for spell damage.

5 Onslaught Scroll

None of the handful of these scrolls ever studied has contained more than a single word. Bearer casts twice as many spells as normal during their first turn.

6 Advanced Tome

Some manuals are at the same time a source of enlightenment for the master and a path to darkness for the apprentice. Add 2 to the bearer�s dungeon level when determining spell effects.

 

Spell Caster�s Item Chart II

1 Apocalyptic Idol

This small clay statuette can blaze forth fiery destruction but once per day. When bearer is first placed on the board, all warriors take n damage times the dungeon level. There are no deductions or ways of avoiding this damage.

2 Igneous Wand

This dark stone rod reeks of brimstone. Each turn the wielder of this item makes an additional ranged attack that has a Ballistic Skill of 3+. Each hit inflicts nD6 damage that ignores armour.

3 Scroll of Devastation

The spells burnt onto harpy�s hide with a mixture of acid and skaven blood to make this scroll can be cast with but a moment�s thought. During the first turn bearer casts spells, all spells have maximum effect.

4 Book of Curses

This evil book will read its master�s mind for spells upon his death, the way he once read it in life. As soon as bearer is killed, he casts a set of spells as if it was his turn in the monster�s phase.

5 Malachite Bracers

These wristbands show their wearer his weakest foe and urge him to the kill. Whenever wearer casts a spell that targets a single warrior, draw two warrior counters instead of just one. The spell will target the warrior that has the least wounds of the two chosen. If both warriors have equal wounds, decide which will be affected randomly.

6 Enchanted Simulacrum

Until the bearer�s death, this item is but a grain of sand. When bearer is killed, an exact duplicate springs up. That duplicate has the same statistics as its bearer except that it has a different wounds total, no magical devices, casts no spells and is worth no gold. The duplicate has wounds equal to the number of spells bearer cast.

 

Spell Caster�s Weapon Chart

1 Runesword

As its wielder casts each spell, the sigils on this weapon dull and its blade grows brighter and sharper. Each time wielder casts a spell successfully, he gains a permanent +1 to strength.

2 Sacrificial Dagger

This deathly blade turns blood into dark magical energy. Each time wielder wounds a warrior he casts an additional spell immediately.

3 Sleetblade

Slick and cold, this slim sword freezes the muscles of those struck into contorted agony. Any warrior struck by this sword may take no actions until an n+1 or higher is rolled for power.

4 Mageflame Crossbow

The burning bolts of this weapon are carefully tuned to the wielder�s magical energy. Wielder may make ranged attacks using his normal Strength, Damage Dice and Ballistic Skill once per turn. Any warrior who has been affected by one of the wielder�s spells automatically takes maximum damage. Re-roll this weapon if rolled for a monster with no Ballistic Skill.

5 Thoughtsifter

This blade rifles mercilessly through a victim�s recent memories, stealing them for use by its master. Wielder will always attack a warrior who cast a spell that turn if able. The sword�s wielder will cast that spell automatically each turn while casting spells until a new one is gained. If the spell normally affects monsters it will affect warriors and vice versa. The monster will cast healing and defensive spells on itself, and attack spells on warriors.

6 Warpstone Maul

Any struck by this mighty bludgeon find themselves thrown through the screaming warp away from the weapon�s owner. Any time a warrior is struck by this weapon he is teleported to a square of his choice. He must choose a square more than n away from the maul�s wielder. This weapon grants its wielder the ability to attack a different warrior if his original target is no longer available and he has attack�s remaining.

 

© Gareth Williams 1998