Beholder
ID: Counts as four points of whatever the owning army is rolling for.
If the terrain has red in it, red magic can be doubled.
Black magic may be doubled by the number of health dead from any one player's DUA.
Magic: Counts as four spell points.
Flame: During a melee attack, choose up to two health-worth of units in the defending army to be immediately killed
and buried with no save possible.
Save: Counts as four save points.
Charm: During a melee attack, immediately choose up to four health-worth of units in an opposing army to add their
results to the results of the acting army. The affected unit(s) return to their owner’s control immediately after the
defender’s save roll. Their owner may choose charmed units as casualties, but their results are still added to the
army containing the unit with Charm.
Save: Counts as four save points.
Stone: During a missile action, Stone immediately inflicts four point of damage on the defending army; no
saves (including those provided by spells) can stop this damage. During a dragon attack or missile avoidance
roll, Stone generates four missile results.
Confuse: During a melee attack or missile action, after the defending army rolls for saves but before they apply any
unique or special resolution SAIs, choose up to four health-worth of units in the defending army and force
them to roll again. Selected units ignore their original roll and apply the new roll instead.
Melee: Counts as four melee hit points.
Illusion: During any action, immediately choose any of your armies. Until the beginning of your next turn, this army
cannot be targeted by any missile or magic effect.
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