Beholder

ID 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 Magic: Counts as four spell points.

Flame 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 Save: Counts as four save points.

Charm 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 Save: Counts as four save points.

Stone 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 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 Melee: Counts as four melee hit points.

Illusion 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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