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  2. Hero System - Wikipedia

    en.wikipedia.org/wiki/Hero_System

    For example, while systems such as Dungeons & Dragons would list a wide variety of separate ranged attack powers that deal damage (such as a fireball, a lightning bolt, an acid spray, a magic missile, and dozens more), the vast majority of such effects in the Hero System would be constructed out of the same base two powers, "Blast" or "Killing ...

  3. R.550 Magic - Wikipedia

    en.wikipedia.org/wiki/R.550_Magic

    The Magic 1 has a transparent dome on its nose, while the Magic 2 is opaque. The Magic 2 also had a reduced amount of time required for the weapon to be prepared for launch. [6] The seeker head has a gimbal limit of 30 degrees, meaning that it can track targets up to 30 degrees off of its boresight. Once launched, the R.550 Magic 1 is capable ...

  4. Dungeons & Dragons: Tower of Doom - Wikipedia

    en.wikipedia.org/wiki/Dungeons_&_Dragons:_Tower...

    Tower of Doom is a side-scrolling arcade game featuring four playable characters (cleric, dwarf, elf, fighter) with classic Dungeons & Dragons monsters as opponents. [2] Bosses include a troll that regenerates unless burned, a large black dragon , the dreaded Shadow Elf (Mystara's equivalent of the drow ), a beholder , the optional superboss ...

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  6. Magic in Dungeons & Dragons - Wikipedia

    en.wikipedia.org/wiki/Magic_in_Dungeons_&_Dragons

    Magic Missile: A bolt of pure energy from the caster's fingertips. It strikes a target automatically, with multiple missiles launched at higher levels. [77] [78] The spell's ability to cause automatic damage makes it one of the most-used spells. [79] In the initial release of 4th edition, magic missile required an attack roll. The July 2010 ...

  7. Chaos: The Battle of Wizards - Wikipedia

    en.wikipedia.org/wiki/Chaos:_The_Battle_of_Wizards

    Chaos was created entirely by Julian Gollop, based on his 1982 design for a traditional card game, itself inspired by the early Games Workshop board game Warlock. [2] He was an avid card game designer and saw computers as a way of hiding game rules too complicated for pen-and-paper scenarios.

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