Myythic

Phase III Abilities



(1) Voodoo Doll =”Pain"                                                                                             Each player rolls a d10.  The player with the lowest roll becomes the Voodoo Doll.  That player rolls a d10 for damage.  Anytime this spell is cast the Voodoo Doll will always roll a 1d10 for damage.  If the player dies, the player chooses the next Voodoo Doll player.
(2) Ghost=”Calling For Friends”
The girl wants to play with friends.  When this is cast all players must roll for a level 4 Illusion and roll a 1d4 for how many come out.  These Illusions deal triple damage but only have 1 hit point.  The Illusions must be dealt with before attacking the Sisters again.  After 3 turns, vanishing damage does take place.
(3) Bly'ye Angel="The Power of One"
A Bly'ye (Blue) Angel appears and will not attack you.  It has the health of one girl with the lowest health.  As the girls take damage the Angel takes the same damage.  If the angel dies, it explodes dealing 2d20 damage to everyone.
If the angel is to 300 hp it will disappear.  Only one angel can be out.  If this spell is rolled while an angel is out, the sister looses its turn to cast an ability.
(4) Tears of Pain=”Falling Acid Rain”
One of the girls starts to cry: the room starts to rain acid to all party members.   Roll a d10 dice + your characters force modifier – Maneuvering for damage for each character. 
NOTE:  If you have more Strength and less Maneuvering you are slower to react to the acid raid.
IMPORTANT:    There is no counter to this spell if used when the girls get a Critical roll.
If a player rolls a Critical attack on one or both girls, Tears of Pain goes into effect immediately. If both girls get hit with a critical at the same time, this effect is doubled in damage.


Spells

Phase III Home

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Battle order: Jajin goes after Player 1, Cheeks goes after Player 2.  During the sister's attack phase, roll 1d4 to determine which spell is cast AND roll 1d4 to determine which ability is active.

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Myythic Dice Roller

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Lost Dragon

Level 3

Movement Keys

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Other Actions

Dragon




Rule Book Actions

  • Call Out Beasts: Pg.191
  • Call Out Creatures: Pg.219
  • Call Out Traps: Pg.183
  • Call Out Random Events: Pg.175
  • Use a Mulligan: Pg.139

Room Description

When the door to the Dwarven elevator opens up you come face-to-face with a two headed Red Draconna. A strange marking can be seen on the beak of the dragon.As soon as your party enters the room, the magical chain holding this beast in place vanished.The dragon automatically attacks the player with the highest 1d20 roll.

The dragon must be killed before the party can move since you are already in combat.

Roll a 1d20. Whelps appear with 5hp, 20ap, 5 mod, and 1d12 fire damage with 1d4 turns for burn damage of 1d8 per turn.

Press Dragon Button