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    Spells can be learned by any spellcasters, not only heroes but all types of characters. Each character can only cast a certain number of spells per quest, depending on their Sorcery Level and the level of their mana pool. In addition, there are also limitations on how often the same spell can be spoken.

    Description[edit | edit source]

    DUN Spell Card.png

    (A) Nature of the spell: the symbols represent each of the six types of spells according to their nature.

    (B) Area of Effect: see Area of Effect

    (C) Range: is the maximum distance expressed in squares at which a target is eligible for this spell. If it has a range of 1, it means that it can only be cast on adjacent characters or creatures.

    If it has a range of Range, it can be cast on characters or creatures at that distance from the caster.

    If it has a range of Range Caster, the caster can only cast it on himself.

    If it has a range of Range CasterRange, it means that it can be cast on the sorcerer himself or on targets up to the indicated distance.

    Remember that it is the target who sets the reference for the areas of effect.

    (D) Description: the effects of the spell are detailed here.

    (E) Mana Cost: indicates the mana spent by successfully casting this spell. Therefore, it will be helpful to distinguish between basic and superior spells (see casting spells).

    (F) Permanent Effect: its effects last for several turns, determined by the roll to cast the spell.

    (G) Learning Cost: see Learning a New Spell

    (H) Lore of Magic: indicates the Lore to which the spell belongs.

    Natures[edit | edit source]

    Dun magic projectile.png

    Magic Projectile[edit | edit source]

    Spells cast on rivals at a certain distance. Characters not selected as targets, but within the spell's Area of Effect, or being traversed by the trajectory (including allies), will suffer 2 less damage dice than the target, unless the spell's description indicates otherwise.

    If the trajectory of the projectile touches the corner of any character's space will deal total damage -2 damage dice to all affected characters.[1]

    If the caster is at a different height from his target and Line of Sight totally or partially passes through any character's square, all affected they will take the total damage -2 dice of damage. [1]

    Magic projectiles act in a straight line, affecting all squares crossed by that line. Unless the spell states otherwise, a magic projectile does not affect the squares adjacent to that of the target.

    Characters who benefit from light cover (or who use a shield when they are frontally hit by a magic projectile) will take 1 less damage die than the spell indicates. Those who benefit from heavy cover will take 2 less damage dice. See Magic's Line of Sight and Cover

    A Magic Projectile may break a shield on hit.

    Magic Projectiles can be casted against empty squares.[1]

    If the target is a large or huge creature, you must declare which of its 4 spaces (always in the sorcerer's Line of Sight) is the target square of the projectile.[1]

    No character can take damage from the same magic projectile more than once, in case of taking damage from two effects in the same spell, the more harmful.[1]

    Dun magic control.png

    Control[edit | edit source]

    Spells used to control the will of characters are mostly intend to stun them, immobilize them or affect their movements and skills.

    When they aim to control the movements and Actions of an enemy, or to cause illusions, they will not affect Leaders.

    When trying to control the will of Large creatures, the caster will have a penalty of -1. If the creature is Huge or of Champion level, the penalty will be -2.

    NOTE: characters and creatures controlled by a Control spell will be regarded as allies of the controller until the effects of the spell end or until the controller or any character or creature on the controller's side attacks them.

    Dun magic damage.png

    Damage[edit | edit source]

    Spells that, without being considered magic projectiles, are used to cause some kind of damage on enemies and reduce their Vitality: impacts, diseases, suffocation…

    Dun magic protection.png

    Protection[edit | edit source]

    Useful to protect allies or the caster himself from any type of attack, or to block enemy advance.

    Dun magic enhancement.png

    Enhancement[edit | edit source]

    Used to give bonuses or boost skills and attributes of allies or the wizard himself

    Dun magic healing.png

    Healing[edit | edit source]

    Used to heal allies and remove conditions.

    Area of Effect[edit | edit source]

    It may have the values 1, 2 or 3. If there is no symbol indicating the AoE, it means that it only affects target character or square and therefore has no AoE. A 1, 2 or 3 means that the spell affects those squares located within a radius of the same number of squares counting from the selected target. The spell's card will indicate whether the spell affects allies, enemies or both.

    Mana Costs[edit | edit source]

    Basic Spells[edit | edit source]

    Basic spells consume 1 mana Mana point for each successful cast.

    Superior Spells[edit | edit source]

    Superior spells require 2 mana Mana and cannot be combined with a move Movement in the same turn.

    Duration[edit | edit source]

    Spells, depending on their duration, can be of two types: immediate or permanent.

    Immediate Spells[edit | edit source]

    Immediate effect spells are resolved in the turn in which they are cast and their effects disappear after that turn.

    Permanent Spells[edit | edit source]

    The effects of permanent spells last for a determined number of turns. A permanet spell is casted the common way but it will be held for a number of turns equal to the highest result of the two dice rolled in the Intelligence Intelligence test. You can count the remaining turns placing such die on the spell’s card. After the last turn, its effect will end.

    A new spell may be cast while a permanent spell is still active, but in this case, the wizard will have a -1 penalty to casting it.

    If the person who cast the permanent spell is Knocked Out, the effects of the spell will disappear immediately.

    Two permanent spells cannot be held at the same time. If a spellcaster casts a second permanent effect spell, the effects of the first spell will disappear. Spellcasters controlled by the ADP Artificial Dark Player are excepted from this rule.

    Learning a New Spell[edit | edit source]

    A hero can learn a new spell by spending the appropriate number of DPs during a leveling process. The number of coins stated on the spell card does not have to be paid for.

    In addition, Spells can be learned in certain places (e.g. School of Magic). There is usually less XP required, but coins have to be paid as additional expenses.

    Casting Spells[edit | edit source]

    A spellcaster can use the Action Casting Spells to cast a spell as long as he has at least one free hand. In order to cast a spell it is necessary to pass an Intelligence Intelligence test. If successful, the effects of the spell will be resolved, and the spellcaster will remove all mana Mana markers spent with the cast and place one mana Mana marker on the spell card to record the number of times the spell has been cast.

    Remember: Because casting a Spell is an Action, it is not allowed to perform in enemy's Melee Range or adjacent to an enemy.

    Example: a spellcaster casts a spell with a result of 6 (4+2) and adds his Intelligence of 5. In total he gets an 11 and the spell, being permanent, will last 4 turns. In other words, at the end of the fourth turn of the spellcaster's side (counting the turn in which the spell was cast), its effects will disappear.

    Spells with Maximum Power[edit | edit source]

    A double-critical result (double 6) in the Intelligence Intelligence test to cast a spell will negate any possibility of dispelling it in the turn it was cast.

    In addition, each result of 6 while casting spells that require rolling for damage will be regarded as critical and will deal extra damage.

    Example: The witch Maeliss throws a fireball at a human barbarian. The spell normally causes 5 damage dice, but as she got a critical result on one of the two dice rolled during the Intelligence test, the damage dice will be 6 instead of 5.

    Critical Failures[edit | edit source]

    A blunder result (double 1) while attempting to cast a spell will cause the spell not to be cast in any case. However the mana Mana (and the Components for Magic or Magic Scrolls used) will nonetheless be spent. In addition, the wizard will be automatically Stunned and will roll 5D6. For each result that equals or exceeds his Intelligence Intelligence, he will lose 1 Vitality Vitality.

    Dispelling[edit | edit source]

    A successfully casted Spell may be dispelled by any enemy spellcaster in range. See Magic for details.

    FAQ[edit | edit source]

    Becoming an animal[edit | edit source]

    If the sorcerer had previous damage, he must write it down, when the transformation reaches its end, the damage it already had will be applied again, regardless of how many injuries suffer in his animal form. To get knocked out while it's transformed, the usual rule will be applied (indicated in the Lord of Beasts) to return to their original form with a single point of Vitality Vitality. [1]

    Invocations[edit | edit source]

    When a spellcaster summons any type of creature (i.e. an Elemental), the entirety of its base this must always be within the range of the spell.[1]

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