Table of Contents

The Killing Blow

Rules

Elementals

3 spell balls only each

Everyone else

Those without a shield can roll a d6 at the start of the game and gain wild magic (Or opt out of using wild magic. Clerics/Mages/Elementals do not roll.):

  1. Wild magic feedback! You lose 2 HP!!
  2. Buff “Buff” (1hp on top of base hp.)
  3. Fireball “Fireball” (2hp damage)
  4. Freeze “Freeze” (Freezes hit player for 20 seconds, they cannot defend or move.)
  5. Push “Push” (Pushes hit player back 10 steps.)
  6. Lightning bolt “Lightning bolt” (3hp damage)

Scenario 1

Tracking/delaying the invaders.

Scenario 2

Capture points and territory like risk.

Scenario 3

Base attack with lots of fireball spells etc. Balistas (big slingshots) to knock down the gate to gain access (Both defender and attackers).