Wizard: 

   Thundershock = Mana 40; Deals 50 damage to all enemies in spaces that touch yours, including diagonally; Instead of negating damage with armor this spell deals extra damage equal to the amount armor would have blocked;
   Fireball = Mana 40; Deals 100 damage to an enemy 3 spaces away or destroys a tree; (Ignores Armor)
   Water shield = Mana 20; Gives you 3 extra armor for this turn and the next 3 turns; 20 mana; "w" will appear on unit.
   Wind Walk = Mana 15; Lets you move 3 spaces farther than usual this turn;
   Wind Warp = Mana 25; Lets you move 4 spaces farther than usual this turn;
   Fireball = Mana 40; Deals 100 damage to an enemy 2 spaces away or destroys a tree; (Ignores Armor)
   Water shield = Mana 20; Gives you 3 extra armor for this turn and the next 3 turns; 20 mana; "W" will appear on unit.
   Wind Walk = Mana 15; Lets you move 3 spaces farther than usual this turn;
   Wind Warp = Mana 25; Lets you move 4 spaces farther than usual this turn;


Necromancer: 

   Soul Shade = Mana 50, Creates a shade that has 100 hit points, movement 2, and armor 0 which can kill a unit in one hit.  Units do not get a counter against a shade.  If a shade is killed then the necromancer that cast it dies. 
   Infernal Contract = Mana 50, Can only be cast on self.  When you die you come back to life as an undead creature (see undead) in 5 turns with half mana and full life. 
   Raise Undead = Creates an undead (see undead) creature with 200 hit points, 2 movement, 0 armor, and 25 attack.  When it dies you lose 50 life.  You may only have one at a time if summon another one then the other one is destroyed (you still take the 50 damage). 
   Devils Thorn = Mana 40, Deals 40 damage to any enemy on the board (Ignores Armor).


Merkin Mage: 

Ice Bolt = Mana 50; Deals 100 damage to an enemy 3 spaces away.  Next turn that unit gets one less movement. 
   Greater Water Shield = Mana 20; Gives you 3 extra armor for the next 5 turns or another unit 3 extra armor for the next 3 turns.  You may only have one Water Shield or Greater Water Shield cast on you at the same time.  (If two are cast on you the old one immediately expires.)  A “W” will appear on your unit. 
   Greater Water Slide = Mana *Special; Lets the Merkin Warrior pass over and stop in water at twice his normal speed.  *5 mana per tile of water (Speed is rounded up so if you move through 3 tiles of water it takes up 2 normal moves)
   Hail Storm = Mana 65; Deals 65 damage to one square and all the squares near it.  The center square can be 3 tiles away.  Next turn those units get one less movement. 


Merkin Warrior: 

   Water Slide = Mana *Special; Lets the Merkin Warrior pass over and stop in water at his normal speed.  *5 mana per tile of water. 
   Ice Wall = Mana 30; Creates an impassable wall of ice that can be destroyed by anyone.  It has 10HP and 5 Armor.  It loses 3HP a turn.


Druid: 

   Nature’s Bounty = Mana 20; Restores 5 life a turn, each turn the target unit is not next to a forest (includes diagonally), and 10 life each turn the target is next to a forest (includes diagonally) lasts for 4 turns.  Note:  Max Life Gain from this spell is 30.  You may only have one Nature’s Bounty cast on you at once (In addition to the Natural Heal for a combined 15 a turn)
   One With Nature = Mana *Special; Lets the druid move through trees and at twice normal speed, *5 mana per tile of forest (Speed is rounded up so if you move through 3 tiles of forest it takes up 2 normal moves)
   Nature’s Guardian = Mana 40; Summons a wolf that has 50 hit points 3 movement 0 armor and 30 attack and disappears in 5 turns.  (Must be near a forest to cast includes diagonally)  Note:  Each druid may only have two at anytime if a third is summoned one will disappear (you may pick which one but if you do not tell me I will flip a coin).
It is not entitled to a counter and cannot move or attack the turn it is summoned.


Oracle: 

   Mana Well = Mana 20; Any other unit gets 30 more mana.
   Gift of Health = Mana 10; Any unit gets 30HP you lose 10HP.
   Vampiric Drain = Mana 30; any unit loses 25HP you gain 25HP. 
   Soul Drain = Mana 15; any unit loses 25 mana and you get 25 mana.
   Haste = Mana 5; any unit gets +1 move and +10 attack for their next turn. You get –1 move and –10 attack. 
   Slow = Mana 10; Target unit gets one less move next turn and you get one more move next turn. 
   Mind Tap = Mana 15; All units get + 30 mana.  (Even your opponents.)
   Heart Tap = Mana 15; All units get + 30 hit points.  (Even your opponents.)
   Frenzy = Mana 40; Next turn target unit attacks each unit adjacent to it in a random order. 
   Teleport = Mana 25;  Move any unit 2 spaces from where they are (this can be through obstacles)
   Freeze = Mana 20; Target unit cannot move next turn.


Cleric: 

   Courage = Mana 25, Any unit gets +1 armor, +10 attack, and +1 move for the next 3 turns.  (May only have one on you at once)
   Greater Heal = Mana 20, Any unit that is close to you (includes diagonal and yourself) gains 35 life. 
   Greater Resurrection = Mana 50; Brings a friendly dead unit, that is in a space touching yours horizontally or vertically, back to life with half life and same mana, there is no time penalty.  (Unit's dead bodies stay around for 5 turns.) 
   Angelic Blessing = Mana 40, Any unit on the board gains 40 life.


Paladin:

   Heal = Restores 20 life (until they reach max life) to any unit, that is in a space next to yours.  (Including diagonally and yourself); 15 mana
   Resurrection = Mana 50; Brings a friendly dead unit, that is in a space touching yours horizontally or vertically, back to life with half life and same mana, takes 3 consecutive turns; (Unit's dead bodies stay around for 5 turns.) 
   Mounted Advantage:  When a Paladin moves up to another non-Paladin unit and attacks that unit the next turn his horse deals 20 damage to that unit.  (Armor still applies)


Soldier:

   Chop down tree = Takes one turn to cut down a tree touching your space horizontally or vertically, making it passable.
   Forced March = The soldier loses 10 life takes gets 1 more move this turn and loses one armor for this and next turn.  May only use this once per turn.


Archer:

   Deadly aim = Makes the archer hold still for one turn, then any turn after that as long as the archer doesn’t move, the archer can release the arrow 4 spaces (2 diagonally) away for 40 damage; "D" will appear on unit; pierces armor.
   Poison Arrow = Each Archer starts with 2 and get 1 more  per every 5 turns.  May be used with Deadly Aim.  The hit unit takes an additional 5 plus 5 damage every turn until a heal type spell is used on it.  Additional poison arrows have no effect
   Rapid Shot = This ability has one less range than normal attacks.  The archer gets two shots in a row at 30 damage a shot (armor applies).  This ability may not be used more and one out of three turns.  This ability may not be used with deadly aim or poison arrow. 



Universal Abilities and attributes:

   Natural Heal = All units gain 5 life for every turn they don't move, attack, counter, or cast a spell.
   Counter = If a unit is attacked, and that unit made no move that turn, the attacked unit will "counter" the attack, and deal half their normal damage back to the attacking unit.
   Rotting Corpse Rule:  If a unit is dead its corpse will rot away in 5 turns.  After a corpse rots away it cannot be resurected.  For every 5 life healed on a dead corpse it will last 1 turn longer. 
   Diagonal Rule If you want, you can shoot or cast a spell (NOT MOVEMENT) in a diagonal direction; it counts as 2 normal spaces; this makes it so you can combine horizontal, vertical, and diagonal shots.  If you want to make a shot 2 diagonals long then it takes 3 normal spaces.
   Undead:  You cannot be resurrected or healed.  Heal spells on you to deal you damage.  You do not get an armor save from a heal attack.  You take double damage from melee attacks.
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