Showing posts with label tomb of ancient pharao. Show all posts
Showing posts with label tomb of ancient pharao. Show all posts

Thursday, March 8, 2018

Bestiary - Boss - Ra [God]

RA
Ancient Egypt God

HP 15+(10*P)
AP 3
MV 2
PD /
MD /
SZ Large

Version: Alpha




SPECIAL 
PHYSICAL DEFENSE - IMMUNE
A wizard or a creature with this special value are totally immune to any physical attack. When targeted by a physical attack, target wizard or creature doesn't suffer any damage, both active and passive (i.e. consequence like stun token, movement reduction, etc...) 
    
ACTIONS

SOLARBEAM
AP - 1 / LOS
Chose a square in the <LOS>. Any wizard or creature placed in every square passed through by the <LOS> to the target square, suffers 1 magical damages, then they can roll a die. On a result of 4, they gains instead 1 life point; on a result of 1, they suffers 2 magical damages instead.


SUMMON OBELISK
AP - 1 / LOS / Cannot be done if [God]'s HP < (10+P)
Choose an empty square. Place in that square an Obelisk Token and place 5 energy tokens on it. Anytime a wizard or creature cast a spell that target one [God] in the same sector/room of the Obelisk, discard one energy token. Target spell it's cancelled. When you discard the last energy token, the Obelisk fall down, so remove it from the field. Obelisk it's a Totem: it takes 1 crack to be destroyed and it can be dispelled. When it happens, if there are 1 or more energy token left on the Obelisk, each wizard or creature in the adjacent squares suffer an amount of magical damages equal to the number of energy token left on it. When a [God] perform this attack, it suffers 5 unavoidable damages.


ANCIENT CALL
AP - 2 / Same-Sector
Any wizard or creature placed in the same sector suffers 2 magical damages and 2 stun token. In addiction, all carried item fall down on floor, and all magic stones are destroyed.


GLOBE OF LIGHTBOLT
AP - 2 / Same-Sector
Give a number to each wizard or creature placed in the same room (use a d6 if there are more than 4 targets), then roll a die a number of times equal to 1 plus the number of players playing the match. For each bolt, target wizard or creature suffers 2 magical electric damages, and one of it's magic stones are destroyed, per it's decision.


THE REVENGE OF RA
AP - 3 / LOS / Cannot be performed if [God]'s HP > (10+P) / Only Once
Any wizard or creature in the <LOS> of the [God] suffers 5 magical damages and 2 stun token, then it roll a die: on a result of 3, it lost all maintained spell and all carried item are destroyed; on a result of 4, it discard all the hand.
 


ID HISTORY

Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or other usage are severely forbidden.

Bestiary - Monster - Elemental (Dust)

 
ELEMENTAL (DUST)
Elemental Monster

HP 3
AP 1
MV 2
PD Immune
MD /

Version: Alpha





SPECIAL 
 
PHYSICAL DEFENSE - IMMUNE
A wizard or a creature with this special value are totally immune to any physical attack. When targeted by a physical attack, target wizard or creature doesn't suffer any damage, both active and passive (i.e. consequence like stun token, movement reduction, etc...) 
    
ACTIONS

SANDSTORM FORM
AP - 1 / Caster
Elemental (Dust) can transform into this alternate form only once. After it come back in normal form, i cannot transform anymore. Sandstorm Form lasts for a number of turns equal to the result of a roll die plus 1. While in Sandstorm Form,
any attack targeting Elemental (Dust) must pass a roll die: on a result of 3-4, that attack missed. While active, Sandstorm Form block <LOS> in the Elemental (Dust) square and in the adjacent squares, and also block movement through the square where Elemental (Dust) it's placed.


RAPID SWIRL
AP - 1 / Caster/Adjacent
Any wizard or creature, placed in the same square or adjacent the one occupied by Elemental (Dust), are thrown back (per roll die direction for wizard or creature placed in the same square, per opposite direction if they are placed ajacent) until they it a wall. Any wizard or creature hits by this attack suffer a number of physical damages equal to 1 damage per square passed through in this way (miminum 1). If target wizard or creature summer a number of damages equal or greater than 3, it gains a Stun Token too.


ID HISTORY

Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or other usage are severely forbidden.

Monday, April 17, 2017

Bestiary - Monster - Mummy



MUMMY
Undead Monster

HP 4+P
AP 1
MV 2
PD /
MD /

Version: Alpha




ACTIONS

DEATH BREATH
AP - 1 / Adjacent
Any wizard or creature in an adjacent square and the square back to it suffers 2 stun tokens, then you roll a die. On a result of 3-4, it become  POISONED  for the next 2 turns (when a wizard or a creature is  POISONED , on it's Time Passes Phase, it suffer 1 unavoidable physical damage)


DEATH TOUCH
AP - 1 / Adjacent
Target wizard or a creature suffer 3 magical damages. This attack cannot be evaded, countered or cancelled. Roll a die, on a result of 4 target wizard or creature suffers also 1 stun token.


BANDAGE WRAP
AP - 1 / Adjacent
Target wizard or a creature become wrapped for a number of turns equal to a roll die. Until this effect lasts, target wizard or creature cannot move for any reasons, and whenever it does any action, both physical attack or cast a spell, he or she must roll a die. On a result of 3-4, he cannot do the action. Any card played to perform that action are discarded. Bandages have 2 crack points to destroy it.

UNDEAD RECALL
AP - 1 / Caster
Mummy can call other undead. When used, roll a die. On a result of 4, you can summon under your control a permanent monster under the Bestiary's category of  UNDEAD MONSTER . The summoned creature is placed in a free, adjacent square; if not, in the nearest free square, per your direction.


ID HISTORY


Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or usage are severely forbidden.

Bestiary - Monster - War Scorpion

WAR SCORPION
Animal Monster

HP 5
AP 2
MV 3
PD 2
MD /

Version: Alpha


ACTIONS
BLOW
AP - 1 / Adjacent
Target wizard or creature suffers 3 physical damages.


POISON POINT
AP - 1 / Anywhere
Target wizard or a creature placed up to 2 square from War Scoprion (not diagonally) suffers 1 physical damage, then roll a die. On a result of 1-2, it suffers 2 more physical damages.
On a result of 3-4, it become  POISONED  for the next 3 turns (when a wizard or a creature is  POISONED , on it's Time Passes Phase, it suffer 1 unavoidable physical damage)

COUNTER
AP - 0 / Counter Action / Anywhere
When War Scorpion suffers one or more damages, by a spell or an attack made by an adjacent wizard or creature, it roll a die. On a result of 2-3, it does nothing. On a result of 1, it perform "Blow" attack free to that wizard or creature. On a result of 4, it perform "Poison Point" instead. War Scorpion make the attack as normal, following attack's description rules. This action's effects cannot be evaded and can be countered only by Anti-Anti.


CROSSCUT
AP - 2 / Adjacent
Target wizard or creature suffers a number of hits equal to a roll die plus 4. Each hit deals 1 physical damage to the target. Each hit is a separate damage source and must be countered separately. 


ID HISTORY