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 ====== ARCANE MAGIC SPELL LISTS ====== ====== ARCANE MAGIC SPELL LISTS ======
  
-:!: Thank you for your patience while the wiki is under construction+===== ARCANE MAGIC OF THE LIGHT ===== 
 + 
 +{{ :1c57db334b4679ceaa561397d12a8069.jpg?400|}} 
 + 
 +==== Banish Undead ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 7 
 +  * Range: 30 cm 
 + 
 +Banishes three D10 Skeletons back to the 
 +shadowlands. Remove the skeletons from play. 
 + 
 +==== Dispel Darkness ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 2 
 +  * Range: 40 cm 
 + 
 +Dispels one Cloud of Darkness in range, of the 
 +casters choice. 
 + 
 +==== Heal Wound ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 3 
 +  * Range: 15 cm 
 + 
 +Heals one wound (selected at random) on a 
 +character only. A Magic-user can cast this spell on 
 +himself. 
 + 
 +==== Heal Wounds ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range: 10 cm 
 + 
 +This spell heals one D4 wounds (selected at random) 
 +on a character only. A Magic-user may not cast this 
 +spell on himself. 
 + 
 +==== Hope ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 4 
 +  * Range: 40 cm 
 + 
 +Automatically rallies one routing unit within sight 
 +and range of the caster. 
 + 
 +==== Noble Resolve ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 5 
 +  * Range: 20 cm 
 + 
 +This spell will instil a unit with such a sense of noble 
 +resolve, it becomes immune from the need for 
 +Morale Tests for one D4 turns. 
 + 
 +==== Ring of Light ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 8 
 +  * Range: Caster is centre of ring 
 + 
 +This spell creates a protective ring of Light up to 15 
 +cm in diameter around the caster. The ring rises to 
 +Combat Height (use Template One). This ring 
 +cannot be cast over an area that includes any undead 
 +or servants of Darkness. No undead, servants of 
 +Darkness (including Imps or Demons but excluding 
 +Archdemons), Dark magic or Dark magical weapons 
 +may cross the ring. Missile fire directed at figures 
 +inside the ring suffers a -3 Firing Modifier. The spell 
 +will last for one D4 turns or until a figure inside the 
 +ring crosses its boundary. 
 + 
 +==== Spiral of Light ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 5 
 +  * Range: 20 cm 
 + 
 +This spell creates a spiral of light that rises from the 
 +ground to Combat Height and illuminates an area 15 
 +cm in diameter (use Template One). The spiral will 
 +last for one D4 turns. Any creature of darkness 
 +caught in the light or that enters the area must 
 +immediately take a Morale Test with a - 3 modifier. 
 +Imps and demons if they are caught in the light, 
 +must retire immediately. 
 + 
 +---- 
 + 
 +===== ARCANE MAGIC OF THE EQUILIBRIUM ===== 
 + 
 +==== Alacrity ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 4 
 +  * Range: 20 cm 
 + 
 +This spell enables any one unit or character to move 
 +at double speed regardless of the unit's formation or 
 +the position of the enemy, for one turn. Such 
 +movement is still subject to terrain effects. 
 + 
 +==== Activate Trees ==== 
 + 
 +  * Casting Success: 45% 
 +  * Energy Cost: 8 
 +  * Range: 30 cm to centre of area 
 + 
 +This spell allows the caster to animate trees in a 
 +wood, in an area 15 cm in diameter for two 
 +turns(use Template One). The trees will attack any 
 +unit and/or character or monster in the area, as if 
 +they were a group of five B class trolls, in mail, armed 
 +with clubs. The victims must take an immediate 
 +Morale Test because of the surprise as well as the fact 
 +they have been attacked by magic. Victims have no 
 +time to take a Reaction Test. If they pass the Morale 
 +Test, combat is conducted in phase ten and the 
 +victim(s) must fight to assess if they suffer a 
 +pushback, which will cause another Morale Test. 
 + 
 +==== Activate Weapon ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 4 
 +  * Range: 25 cm 
 + 
 +With this spell a Magic-user can activate a weapon so 
 +it will resist its owner will. As a result the affected 
 +character suffers a -40% Modifier to his FCP or FFP 
 +for one D4 turns. 
 + 
 + 
 +  
 +==== Blast of Flame ==== 
 + 
 +  * Casting Success: 55% 
 +  * Energy Cost: 7 
 +  * Range: Flame Template 
 + 
 +A sheet of flame shoots from the caster's hand and 
 +splashes across the target. Each figure that falls 
 +totally or partially under the template must roll one 
 +D100. On a roll of 60% or less, the figure is killed or 
 +the character/monster receives one wound. For the 
 +damage this spell will cause to buildings see page 89. 
 + 
 +==== Bolt of Lightning ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range: 30 cm 
 + 
 +With a thunderous roar a bolt of lightning shoots 
 +from the Magic-user's hand. Lightning bolts can 
 +only be targeted on one figure and if cast successfully 
 +automatically hit. An ordinary soldier will be 
 +instantly killed. A character or monster must roll 
 +one D3 to discover how many wounds he or it has 
 +suffered. The unit (if any) the figure is with must take 
 +a Morale Test for Attack by Magic (unless of course 
 +the unit is comprised of elves). For the damage this 
 +spell will cause to buildings see page 89. 
 + 
 +==== Calm Storm ==== 
 + 
 +  * Casting Success: 50% 
 +  * Energy Cost: 8 
 +  * Range: 50 cm 
 + 
 +This spell will still a Blizzard, Tornado, Whirlwind, 
 +Gale or Wind. 
 + 
 +==== Calm Wind ==== 
 + 
 +  * Casting Success: 65% 
 +  * Energy Cost: 4 
 +  * Range: 50 cm 
 + 
 +This spell will still a Wind, Gale or Whirlwind. 
 + 
 +==== Cure Sight ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 2 
 +  * Range: 15 cm 
 + 
 +This spell will counter the effects of blindness. It may 
 +be cast on any one unit and character in base-to-base 
 +contact, or on one character or monster. 
 + 
 +==== Dark Vision ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 2 
 +  * Range: 15 cm 
 + 
 +This spell may be cast on any one unit and character 
 +in base-to-base contact with that unit, or on one 
 +character or monster. It enables the recipient(s) to 
 +see in the dark for one day. Units, characters or 
 +monsters under the influence of this spell only suffer 
 +a -1 Morale Modifier when inside a Cloud of 
 +Darkness. 
 + 
 +==== Door Ward ==== 
 + 
 +  * Casting Success: 35% 
 +  * Energy Cost: 10 
 +  * Range: 5 cm 
 + 
 +This spell is used to guard important gates and doors 
 +in fortifications. Usually it is forged into the door by 
 +Rune Smiths. A Door Ward cannot be opened by an 
 +Open spell. Doors or gateways protected with this 
 +spell can only be opened by the owners. Others must 
 +break the door down to gain entry. 
 + 
 +==== Downpour ==== 
 + 
 +  * Casting Success: 55% 
 +  * Energy Cost: 8 
 +  * Range: 50 cm to centre of area 
 + 
 +The caster of this spell creates a sudden downpour of 
 +rain over any one unit or area. The rain will last one 
 +D4 turns or until dispelled. If cast on a unit, while it 
 +lasts it will move with the unit. If cast on an area, the 
 +rain will have a diameter of 30 cm (use Template 
 +Three). When cast on an area, a downpour will 
 +convert ploughed fields or muddy roads to mire, 
 +with the resulting terrain effects for the rest of the 
 +day. If cast on a ford, the ford will become impassable 
 +for the duration of the spell. Any missile units armed 
 +with bows, crossbows or firearms caught in the 
 +downpour, are unable to fire until they have cleared 
 +the area (if it is cast on them they will be unable to fire 
 +until the rain has passed). This spell may be used to 
 +extinguish camp fires or fires in buildings. 
 + 
 +==== Earth Tremor ==== 
 + 
 +  * Casting Success: 50% 
 +  * Energy Cost: 6 
 +  * Range: 50 cm 
 + 
 +This spell makes the earth shake beneath the feet of 
 +any one unit or building, in range and sight of the 
 +Magic-user. All figures in the unit, and all other 
 +figures in base-to-base contact with the unit are 
 +affected. Swarms and animals caught on the ground 
 +by the tremor must take an immediate morale test 
 +with a - 4 morale modifier. Infantry and Cavalry must 
 +take an instant Morale Test with a -2 modifier. 
 +Cavalry, swarms and animals caught in the tremor 
 +are immediately disordered. Troops armed with 
 +missile weapons caught in the tremor who are yet to 
 +fire in that turn, will do so with a -3 Firing Modifier. 
 +For the damage this spell causes to buildings see 
 +page 89. 
 + 
 +==== Extinguish Fire ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 3 
 +  * Range: 15 cm 
 + 
 +This spell allows the caster to extinguish any fire in a 
 +building, camp fire, open lamp or candle. This spell 
 +cannot be used against a Fireball, Blast of Flame or 
 +Dragon Fire on the turn they are cast. It has no affect 
 +on Blades or Missiles of Fire. 
 + 
 +==== Fireball ==== 
 + 
 +  * Casting Success: 50% 
 +  * Energy Cost: 8 
 +  * Range: 50 cm 
 + 
 +The magic-user raises his arms and a streak of flame 
 +shoots into the air to coalesce into a ball of fire. The 
 +caster then points at any target within 50 cm and 
 +the fireball crackles through the air to plummet 
 +down onto its target. Place the Fireball Template 
 +over the target. All figures that are covered or 
 +partially covered must roll one D100. If they score 
 +60% or less they are killed. Characters or monsters 
 +that are hit receive one wound. 
 + 
 +==== Flight ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 5 
 +  * Range: 20 cm 
 + 
 +This spell may be cast on any one character and his 
 +mount. The recipient can then fly magically to any 
 +point up to 100 cm from his starting position. This 
 +movement is instantaneous. (See Magical Flight on 
 +page 79). 
 + 
 +==== Freeze Fresh Water ==== 
 + 
 +  * Casting Success: 65% 
 +  * Energy Cost: 6 
 +  * Range:20 cm to centre of area 
 + 
 +This spell allows the caster to instantly freeze a body 
 +of fresh water for one D4 turns. The area affected is 15 
 +cm in diameter (use Template One) and may be 
 +crossed by troops as if it were broken ground. This spell will also turn the same sized area of bog or mire 
 +into clear terrain, fen into scrub and swamp into 
 +wood but for movement purposes only. If it is cast on 
 +a ford as troops are moving through the water it will 
 +stop there movement instantly and affected figures 
 +will remain trapped for the duration of the spell. If 
 +such figures are attacked during this time, they 
 +suffer a -10 Combat Modifier. 
 + 
 +==== Gale ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 9 
 +  * Range: Battlefield 
 + 
 +This spell creates a gale that blows across the entire 
 +battlefield for two turns, into the face of the enemy. 
 +The gale will affect all areas outside cover from the 
 +ground to Combat Height. During that time all 
 +smoke, clouds, fog and mist are swept from the 
 +battlefield, and fires do double damage to buildings. 
 +While the gale lasts all missile fire is conducted with 
 +a -5 Firing Modifier (only -3 for handguns) and the 
 +range of enemy missile fire is halved. Flying 
 +creatures, flying into the gale suffer a movement 
 +penalty of -1/4. 
 +  
 +==== Glamour: Entanglement ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range 40 cm 
 + 
 +This spell must be cast on a specific unit and or 
 +character in base-to-base contact, or a lone character 
 +or monster within range of the caster. The target feels 
 +as if it is in a mist (the mist is not real and therefore 
 +cannot be blown away) that blurs vision and retards 
 +both movement and thought. The spell lasts for two 
 +turns, during which the target will suffer a +10 
 +modifier in Order and Reaction Tests, its movement 
 +will be halved and it will suffer a -2 Firing Modifier. 
 + 
 +==== Glamour: Haunt ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range: 40 cm 
 + 
 +This spell creates an aura of disquiet around any one 
 +unit not in Direct Control, in sight of the Magic-user 
 +for one D3 turns. The aura makes troops feel as if they 
 +are being watched or betrayed in some way. If the 
 +spell is cast in phase one, two or three, the unit will be 
 +unable to follow any orders and must take an 
 +automatic move that turn. If it is cast in any other 
 +phase, any orders the target has yet to follow are 
 +discarded and the unit will take an automatic move if 
 +it has not already moved that turn. If the target unit 
 +is in brigade control, as soon as this spell strikes it 
 +will leave the brigade. For the duration of the spell, 
 +the unit will take all Order and Reaction Tests with a 
 ++10 modifier and Morale Tests with a -1 modifier. 
 + 
 +==== Ignite ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 3 
 +  * Range: 5 cm 
 + 
 +The caster may cause any inflammable item to burst 
 +into flames. Used for starting fires and lighting 
 +torches. For fire damage to buildings see page 90. 
 + 
 +==== Illusion: Cloak ==== 
 + 
 +  * Casting Success: 55% 
 +  * Energy Cost: 8 
 +  * Range: 15 cm 
 + 
 +This spell may be cast on any one unit and/or 
 +character in base-to-base contact, or on one 
 +character or monster. The target is immediately 
 +hidden from normal eyesight and remains that way 
 +as long as it does not move or fire, or for one D6 turns 
 +—whichever is soonest. The unit should be removed 
 +from the table and its position noted on a sketch 
 +map. Second Sight (if the user is in line of sight of the 
 +hidden unit), Blades of Detection and the Helmet of 
 +Hearing (if the user is in range) will detect the unit 
 +and force it to be revealed on the battlefield. 
 + 
 +==== Illusion: Refraction ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 4 
 +  * Range 15 cm 
 + 
 +This spell lasts for one D4 turns and may be cast on 
 +any individual or monster within range. The 
 +recipient's image is immediately displaced so enemy 
 +observers see him in a slightly different place to his 
 +actual position. As a result the recipient is hard to hit 
 +in combat or with missile fire. Attackers suffer a - 
 +20% modifier to their FCP or FFP when attacking 
 +this character. 
 + 
 +==== Illusion: Shimmer ==== 
 + 
 +  * Casting Success: 65% 
 +  * Energy Cost: 7 
 +  * Range: 10 cm 
 + 
 +This spell can be cast on one unit and/or character in 
 +base-to-base contact, or on one character or 
 +monster. The target starts to shimmer for one D4 
 +turns, or until it attacks the enemy in combat — 
 +whichever comes soonest. While shimmering any 
 +missile fire directed at it suffers a -5 Firing Modifier. 
 + 
 +==== Levitate ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 4 
 +  * Range 10 cm 
 + 
 +This spell allows the caster to levitate any one 
 +character including himself to Combat Height (ie 
 +out of Brigade Control). The spell lasts for one D4 
 +turns or until the caster wishes to stop it — 
 +whichever comes soonest. When the spell stops, the 
 +subject floats gently back to the ground. 
 + 
 +==== Mind Link ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 5 
 +  * Range: 40 cm 
 + 
 +This spell may only be cast against one individual in 
 +sight of the caster and no other spells can be cast by 
 +the Magic-user while it is in use. The spell will make 
 +the subject fall under the control of the caster. The 
 +caster can command the character or individual to 
 +do something such as open a door, break a ring of 
 +Light or set fire to a building. If the victim is a 
 +character, in phase two the caster can tell the 
 +character which order counters (each counter 
 +counts as a separate command) to place by the units 
 +under his control. Each time a character or 
 +individual is commanded to do something, he stands 
 +a 20% chance plus his CF (if any), of rejecting the 
 +command and breaking the spell. Each time an order 
 +is given, roll one D100. If the score is under or equal 
 +to 20% plus the victim's CF if any, the 
 +character/individual has broken the caster's hold. 
 +  
 +This spell lasts until the victim breaks it, the caster is 
 +wounded or killed, or the caster dispels it through 
 +choice or because he casts another spell. The caster 
 +cannot ask the victim to commit suicide or attack his 
 +friends. 
 + 
 +==== Minor Earthquake ==== 
 + 
 +  * Casting Success: 35% 
 +  * Energy Cost: 10 
 +  * Range: 40 cm 
 + 
 +This powerful spell creates a localised earthquake 
 +beneath the feet of any one unit, or under any one 
 +building in range and line of sight of the caster. All 
 +figures in the unit, and all those in base-to-base 
 +contact with it must roll one D100. On a roll of 40% 
 +or less they are swallowed up by the earth and killed, 
 +while characters receive one wound. The survivors 
 +are disordered and must take an immediate Morale 
 +Test with a -5 Morale Modifier. 
 + 
 +In addition all mounted units, swarms or animals 
 +within 15 cm of the affected unit must take an 
 +immediate Moral Test with a -3 Morale Modifier. 
 +Troops armed with missile weapons within 15 cm of 
 +the affected unit, that have orders to fire but have not 
 +yet done so, fire in phase eight with a -3 modifier for 
 +this turn. For the damage this spell causes to a 
 +building see page 89. 
 + 
 +==== Open ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 2 
 +  * Range: 5 cm 
 + 
 +This spell will open any door even if it is sealed but 
 +not if it is protected by a Door Ward. 
 + 
 +==== Polter-rage ==== 
 + 
 +  * Casting Success: 65% 
 +  * Energy Cost: 6 
 +  * Range: 30 cm 
 + 
 +This spell may be cast at any one unit and/or 
 +character in base-to base contact, or at one character 
 +or monster within range. The spell causes a hail of 
 +stones and other brick-a-brack to rise up into the air 
 +and bombard the target (it is a Svarasti favourite). 
 +Treat this attack as if fifteen A class western goblins 
 +are firing slings at the victim from short range and 
 +ignore any cover benefits. This is a useful spell to use 
 +on troops sheltering inside buildings, as they will 
 +lose all cover advantages, and the subsequent Morale 
 +Test for being attacked by magic, may flush them out 
 +of the building. 
 + 
 +==== Preserve Wood ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 4 
 +  * Range: 10 cm 
 + 
 +This spell may be used to harden wooden hafted 
 +weapons, shields, clubs, wooden doors and fences. A 
 +unit protected by this spell is immune to one Warp & 
 +Splinter spell. If it is cast on a unit that has suffered a 
 +Warp & Splinter spell it will restore that unit'
 +weapons to their original standard. If cast on a door 
 +or fence that object will become immune to one 
 +Warp & Splinter spell, in addition the object will gain 
 +one D4 extra defence points. 
 + 
 +==== Rainbow ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 5 
 +  * Range: 40 cm 
 + 
 +This spell will stop any one downpour within range 
 +and sight. 
 + 
 +==== Resist Cold ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 3 
 +  * Range: 15 cm 
 + 
 +This spell can be cast on any one unit and character 
 +in base-to-base contact with that unit or on one 
 +character or monster. The recipient(s) are then 
 +immune to cold and the effects of frostbite for one D4 
 +turns. 
 + 
 +==== Resist Fire ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 5 
 +  * Range: 15 cm 
 + 
 +This spell can be cast on any one unit and/or 
 +character in base-to-base contact with that unit or 
 +on one character or monster within range. The 
 +recipient(s) are then immune to all fire attacks for 
 +one D4 turns, except Dragon Fire. If the recipient is 
 +attacked by Dragon Fire, when testing to see if he is 
 +hit he may add 25% to his die roll. This spell may also 
 +be cast on a building to protect it from fire for one D4 
 +turns. 
 + 
 +==== Seal ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 2 
 +  * Range: 10 cm 
 + 
 +This spell seals all doors so they can only be opened 
 +by breaking them down or using an Open spell. The 
 +caster must be in sight of the door to cast this spell. 
 + 
 +==== Second Sight ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 3 
 +  * Range: 20 cm 
 + 
 +This spell can be cast on any one unit and character 
 +in base-to-base contact with that unit or on one 
 +character or monster within range of the caster. 
 +Second Sight lasts for three turns and allows the unit 
 +to see through all glamours and illusions. 
 + 
 +==== Shield ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 4 
 +  * Range: 20 cm 
 + 
 +This spell creates an invisible shield around one 
 +character that will deflect all missiles for two turns. 
 + 
 +==== Solidify ==== 
 + 
 +  * Casting Success: 65% 
 +  * Energy Cost: 8 
 +  * Range: 20 cm 
 + 
 +This spell may be cast on any one unit and character, 
 +or on any one character or monster within range. 
 +The spell will last for one D4 turns and during that 
 +time the recipient will be able to move through bog 
 +or mire as if it were clear terrain, fen as if it were scrub 
 +and swamp as if it were wood (but for movement 
 +purposes only). While the spell lasts, the recipient is 
 +immune to the spell Sucking Doom. 
 + 
 +==== Sucking Doom ==== 
 + 
 +  * Casting Success: 35% 
 +  * Energy Cost: 10 
 +  * Range: 30 cm 
 + 
 +This spell turns the ground beneath any one unit'
 +feet, within range and sight of the caster, into 
 +quicksand. All figures in the unit, and all those in 
 +base-to-base contact with it must roll one D100 and 
 +consult the following table: 
 + 
 +^ Armour Type             ^ Killed        ^ 
 +| Unarmoured or leather   | 40% or less   | 
 +| Mail / Mail & Plate     | 50% or less   | 
 +| Plate                   | 60% or less   | 
 + 
 +Figures which are killed are removed from play. 
 +Characters who are 'killed' in fact receive one 
 +wound. 
 + 
 +Survivors are disordered and must take a Morale Test 
 +with a -4 modifier. Especially as the ground, having 
 +swallowed up their friends then resolidifies as if 
 +nothing had happened! 
 + 
 +==== Supernatural Strength ==== 
 + 
 +  * Casting Success75% 
 +  * Energy Cost: 3 
 +  * Range: 20 cm 
 + 
 +This spell can be cast on any one figure (including 
 +the caster). The recipient doubles his BCP for two 
 +turns. 
 + 
 +==== Tanglefoot ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range: 45 cm 
 + 
 +This spell animates ground foliage, so it clings to feet 
 +and trips soldiers or their mounts up. It may be cast 
 +  
 +on any unit and character in base-to-base contact 
 +with the unit, or on one character or monster within 
 +range. The target's movement will then be halved for 
 +two turns and the unit will become disordered and 
 +may not reform until the spell has expired. 
 + 
 +==== Thaw ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 5 
 +  * Range: 20 cm to centre of area 
 + 
 +This spell will instantly melt any ice in range over an 
 +area 15 cm in diameter (use Template One). It will 
 +annul the effects of Freeze Fresh Water if cast on an 
 +area effected by that spell. If the spell is used to melt 
 +ice on a river or lake, each figure caught on the ice as 
 +it melts, must roll one D100 and consult the 
 +following table to see if it drowns. Characters and 
 +Hill Trolls with the skill Swim, wearing chainmail or 
 +less roll with a + 30% modifier. If they are in plate and 
 +mail or full plate this modifier falls to +15%. 
 + 
 +^ Armour Type              ^ Drowned       ^ 
 +| Unarmoured or leather    | 30% or less   | 
 +| Chainmail / Mail & Plate | 50% or less   | 
 +| Plate                    | 70% or less   | 
 + 
 +Soldiers who are drowned are removed from play, 
 +characters who are 'drowned' in fact receive two 
 +wounds. 
 + 
 +Survivors are placed on the nearest dry land, marked 
 +with a disordered counter and must take a Morale 
 +Test. 
 + 
 +==== Transport ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 7 
 +  * Range: 15 cm 
 + 
 +This spell allows a Magic-user to magically move 
 +objects over significant distances. It will not work on 
 +living creatures or plants, and if cast on a Rune Stone 
 +will automatically fail. The caster must be within 
 +range of the object he wishes to move. If he casts the 
 +spell successfully, the object will dematerialise and 
 +may then be reformed anywhere within 50 cm of its 
 +original position. The spell will work on any object of 
 +wagon or chariot size or smaller or on one tree. If the 
 +object contains any living creatures they will fall to 
 +the ground as it dematerialises beneath them. It may 
 +be used to move boulder to block a doorway, or boxes 
 +and barrels to barricade a street. 
 + 
 +==== Telekinesis ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 3 
 +  * Range: 20 cm 
 + 
 +This spell allows the caster to move non-living, static 
 +objects of man size or smaller up to 15 cm. It may be 
 +used to draw a bolt on a door, regain a weapon that 
 +has been dropped or to move a small boulder. 
 + 
 +==== Telepathy ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 5 
 +  * Range: 80 cm 
 + 
 +This spell must be cast at the end of phase two. It 
 +allows the caster to examine one D6 enemy order 
 +counters within range, and the caster's side is then 
 +free to change the orders of any two of its units in 
 +reaction to the information acquired. 
 + 
 +==== Transparent Vision ==== 
 + 
 +  * Casting Success: 75% 
 +  * Energy Cost: 4 
 +  * Range: 15 cm 
 + 
 +This spell may be cast on any one unit and/or 
 +character in base-to-base contact with that unit, or 
 +on any one character or monster. It allows the 
 +recipient(s) to look through walls, roofs and other 
 +solid obstacles up to 3 cm thick. In woods and 
 +swamps it increases the recipient(s) vision from 5 to 
 +10 cm and in jungle from 3 cm to 6 cm. The spell 
 +lasts for four turns. 
 + 
 +==== Walk on Water ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 4 
 +  * Range: 15 cm 
 + 
 +This spell allows any one character to walk on water 
 +for one D6 turns at normal speed. Should the spell 
 +fail while the character is still over the water, use the 
 +drowning rules featured in the Thaw Spell. 
 + 
 +==== Wall of Flame ==== 
 + 
 +  * Casting Success: 50% 
 +  * Energy Cost: 7 
 +  * Range: 25 cm 
 + 
 +This spell creates a wall of flame, from the ground to 
 +Combat Height and 25 cm in length. The wall may 
 +be of any desired shape (use the template or a 25 cm 
 +length of red string to mark its position). The wall 
 +must be cast in a space that is unoccupied by any 
 +figures. It will last for one D4 turns. Any figures 
 +passing through the wall must roll to see if they are 
 +killed or in the case of characters and monsters 
 +wounded. Soldiers are killed and characters and 
 +monsters wounded on a roll of 30% or less. 
 +  
 +==== Warp and Splinter ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range: 25 cm 
 + 
 +This spell may be used to destroy the specific items 
 +mentioned below. It will cause one D6 damage to a 
 +door or fence. If cast at a unit armed with spears, 
 +polearms or other wooden hafted weapons it will 
 +reduce their effectiveness, so the unit will fight from 
 +then on, as if it were armed with mixed weapons! If 
 +cast at a unit armed with bows or crossbows it will 
 +render those weapons useless. 
 + 
 +==== Wind ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 6 
 +  * Range: Battlefield 
 + 
 +This spell creates a wind that blows across the 
 +battlefield into the face of the enemy for one D3 
 +turns. During that time all smoke and mist are blown 
 +away (but not fog or clouds), and fires do double 
 +damage to buildings. While the wind lasts, all missile 
 +fire except from handguns, is conducted with a -2 
 +modifier. In addition the range of enemy missile fire 
 +is reduced by one quarter. The wind affects all areas 
 +from the ground to Combat Height. 
 + 
 +---- 
 + 
 +===== ARCANE MAGIC OF THE DARK ===== 
 + 
 +==== Blizzard ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 8 
 +  * Range: 40 cm 
 + 
 +This spell causes a localised blizzard to materialise 
 +around any one unit and character in base-to-base 
 +contact with that unit, or on one character or 
 +monster within range. The blizzard will last one D3 
 +turns, during which it will reduce the target'
 +movement by - 3/4, make it impossible for the target 
 +to fire any missiles. In addition on each phase one the 
 +figures are caught in the blizzard, they must each 
 +roll one D100 to see if they suffer frostbite. Any 
 +figure rolling 10% or under is killed, while 
 +characters or monsters receive one wound. 
 + 
 +==== Battle Fury ==== 
 + 
 +  * Casting Success: 60% 
 +  * Energy Cost: 6 
 +  * Range: 20 cm 
 + 
 +This spell will fill any one unit in range of the caster, 
 +with battle fury. The spell will last for two turns from 
 +the time it is cast. During that time, the unit will 
 +become immune to the need for Morale Tests and its 
 +BCP doubles. 
 + 
 +==== Choking Fog ==== 
 + 
 +  * Casting Success: 45% 
 +  * Energy Cost: 9 
 +  * Range: 30 cm 
 + 
 +This spell envelopes any one unit and character in 
 +base-to-base contact with the unit, or any one 
 +character or monster, in range and sight of the 
 +caster, in a cloud of Choking Fog. The fog boils up 
 +from the ground and lasts for one turn. While in the 
 +fog, the affected unit is unable to move or fire and is 
 +disordered. In addition, each figure in the fog must 
 +roll one D100. On a roll of 25% or less the figure is 
 +killed, while characters and monsters suffer two 
 +wounds. When the fog passes, the unit must take a 
 +Morale Test, even if it is an elven unit. Any other unit, 
 +character or monster that is in base-to-base contact 
 +with the affected unit, while the fog is present, also 
 +suffers the fogs adverse affects and may in turn pass it 
 +on to other units, characters or monsters in base-to- 
 +base contact with it etcetera. 
 + 
 +==== Cloud of Darkness ==== 
 + 
 +  * Casting Success: 80% 
 +  * Energy Cost: 2 
 +  * Range: 30 cm to centre of area 
 + 
 +This spell creates a Cloud of Darkness 20 cm in 
 +diameter, that rises up to Combat Height(use 
 +Template Two). The cloud will last for the duration of 
 +the battle, unless dispelled or blown away by a gale. 
 +Any unit, character or monster that enters the cloud, 
 +will find itself in a twilight world of intense gloom. 
 +Figures that do not owe their allegiance to Darkness, 
 +which are forced to take a Morale Test while in a 
 +Cloud of Darkness, do so with a -2 morale modifier. 
 +The spell Dark Vision halves this morale modifier. 
 +Cave Trolls while in the open can operate in Clouds of 
 +Darkness without fear of being harmed by sunlight. 
 + 
 +==== Extinguish Light ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 4 
 +  * Range: 25 cm 
 + 
 +Cast successfully, this spell will extinguish one 
 +Spiral or one Ring of Light. In the case of a Spiral of 
 +Light, the spell will only dispel the spiral if the caster 
 +is of a higher or equal level to the level of the Magic- 
 +user that created it. In the case of a Ring of Light, this 
 +spell will only dispel the ring if the caster is of a 
 +higher level than the Magic-user who created it. This 
 +spell has no effect on a Pillar or Sphere of Light. 
 + 
 +==== Freezing Fog ==== 
 + 
 +  * Casting Success: 40% 
 +  * Energy Cost: 7 
 +  * Range: 30 cm 
 + 
 +For this spell to work the caster must be in range of a 
 +lake, marsh, river, canal or the sea. As the caster 
 +chants in the cursed tongue, a yellow fog will swirl up 
 +from the water. This fog will form itself into a cloud 
 +15 cm in diameter, that rises from the ground to 
 +combat height (use Template One). The cloud will last for one D4 turns and during that time the caster 
 +can move it up to 15 cm in phase one of each turn, 
 +anywhere on the battlefield. Any figure caught in the 
 +cloud must roll one D100. On a score of 20% or less 
 +the figure is killed, while characters or monsters 
 +receive one wound. This roll must be made each turn 
 +a figure is caught. All movement in the fog is -1/4. 
 +Missiles cannot be fired by units caught in the fog, 
 +and missiles fired into the fog suffer a - 4 Firing 
 +Modifier. Units in combat that are caught by the fog 
 +are immediately disordered. On a turn the caster 
 +moves the fog he may not cast any other spells. The 
 +fog will obscure the vision of anyone attempting to 
 +look through it and cannot be fired over. 
 + 
 +==== Frostbite ==== 
 + 
 +  * Casting Success: 70% 
 +  * Energy Cost: 5  
 +  * Range: 30 cm 
 + 
 +This spell can be cast on any one unit and character 
 +in base-to-base contact with that unit, or one 
 +character or monster. The spell instantly lowers the 
 +temperature around the target and may cause injury 
 +through frostbite. Each figure affected must roll one 
 +D100. On a roll of 20% or less the figure is killed, or in 
 +the case of characters and monsters it receives one 
 +wound. Saurians affected by this spell are killed or in 
 +the case of characters wounded on a roll of 25% or 
 +less. 
 +  
 +==== Glamour: Despair ==== 
 + 
 +  * Casting Success: 65% 
 +  * Energy Cost: 5 
 +  * Range: 40 cm 
 + 
 +This spell creates an aura of despair around any one 
 +unit in sight of the Magic-user for one D4 turns. As a 
 +result, during the duration of the spell, they suffer a 
 ++20 modifier in Order and Reaction Tests, and a - 3 
 +modifier in Morale Tests. 
 + 
 +==== Severed Hand ==== 
 + 
 +  * Casting Success: 40%  
 +  * Energy Cost: 9 
 +  * Range: 15 cm 
 + 
 +This spell summons a giant severed hand, that 
 +appears within 15 cm of the caster and then stalks 
 +across the battlefield under his control. The hand 
 +may be used to attack individuals, units or buildings. 
 +For movement and combat the hand is treated as if it 
 +were an unarmoured A class troll armed with a 
 +double-handed mace. The hand is immune to Morale 
 +Tests and lasts for one D6 turns, or until it has 
 +received 6 wounds — at which time it disappears. If 
 +the caster of this spell is wounded or killed while the 
 +hand is in existence, the hand will start to move in a 
 +random direction attacking anything in its path. 
 + 
 + 
 +==== Summon Skeletons ==== 
 + 
 +  * Casting Success: 50% 
 +  * Energy Cost: 9 
 +  * Range: 10 cm 
 + 
 +Cast successfully, this necromantic spell will at the 
 +caster's choice either summon: 
 +  - Two D10 unarmoured skeletons armed with mixed weapons 
 +  - One D10 skeletons in Chainmail armed with either sword, axes, maces or spears. 
 + 
 +The skeletons will either be human or of the caster'
 +race. They will materialise within range of the 
 +summoner (but not in the middle of a unit of living 
 +creatures) and fight and move at his telepathic 
 +command, anywhere on the battlefield. The 
 +skeletons will remain in existence, obeying the 
 +caster's every command, until destroyed, banished 
 +back to the Shadowlands, or terminated by the 
 +summoner. To terminate the skeletons, the 
 +summoner simply removes them from the field of 
 +battle. The skeletons are automatically terminated if 
 +the caster casts another spell or is wounded. 
 + 
 +Skeletons fight and move like the race to which they 
 +originally belonged and as if they were B class troops. 
 +They are immune to Morale Tests and missile fire 
 +against them has its FFP halved after any division for 
 +range has been accounted for. On the other hand, 
 +weapons that involve fire have their BFP and BCP 
 +doubled. Skeletons cannot take Reaction Tests. 
 + 
 +==== Tornado ==== 
 + 
 +  * Casting Success: 50% 
 +  * Energy Cost: 9 
 +  * Range: 20 cm 
 + 
 +Tornadoes are funnel shaped columns of wind with 
 +lightning playing over the surface. They swirl up 
 +from the ground to Combat Height. They are highly 
 +destructive and once unleashed, impossible to 
 +control. A Magic-user who summons a tornado can 
 +place it anywhere on the battlefield that is clear of 
 +figures, at least 5 cm from the nearest enemy unit 
 +and within 20 cm of the caster's position. 
 + 
 +The tornado will last for one D4 turns. During that 
 +time it will move 15 cm in a random direction in 
 +phases 4 and 7 of each turn. Tornadoes are unaffected 
 +by normal terrain, and only cliffs or fortifications 
 +halt their progress. The Tornado's base size is 
 +equivalent to a Fireball template. Tornadoes 
 +automatically destroy any buildings (but not 
 +fortifications), they contact. If a tornado passes 
 +through a wall, fence, or hedge it will clear a path 
 +equal to its base size. Tornadoes that pass through 
 +woods also clear a path equal to their base size. 
 + 
 +If a tornado hits a ground unit, each figure caught 
 +either wholly or partly under its template must roll 
 +one D100. On a roll of 50% or less they are killed, 
 +while characters and monsters receive one wound. 
 +Figures within 5 cm of the template must also roll 
 +and on a roll of 30% or less suffer a similar fate. Units 
 +caught by a tornado are automatically disordered. 
 + 
 +If the tornado hits a flying unit or creature at 
 +Combat Height one D6 must be rolled. On a one or 
 +two the victim is hurled to the ground (see the rules 
 +for wounded fliers crashing on page 80) and 
 +disordered. On a three or four, the victim is hurled up 
 +to Flight Height and disordered. On any other result 
 +the victim is hurled 15 cm through the air in a 
 +random direction and disordered. If this causes the 
 +unit or creature to crash into an object it should 
 +normally have flown round, refer to the crash rules 
 +for wounded flyers to assess the damage. 
 + 
 + 
 +---- 
 + 
 +[[failed-arcane-magic-table|FAILED ARCANE MAGIC TABLE]]
arcane-magic-spell-lists.1758287588.txt.gz · Last modified: 2025/09/19 15:13 by fantasyadmin

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