arcane-magic-spell-lists
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| ====== ARCANE MAGIC SPELL LISTS ====== | ====== ARCANE MAGIC SPELL LISTS ====== | ||
| - | :!: Thank you for your patience while the wiki is under construction. | + | ===== GOOD ARCANE MAGIC SPELLS ===== |
| - | ===== ARCANE MAGIC OF THE LIGHT ===== | + | {{ : |
| ==== Banish Undead ==== | ==== Banish Undead ==== | ||
| Line 74: | Line 74: | ||
| or servants of Darkness. No undead, servants of | or servants of Darkness. No undead, servants of | ||
| Darkness (including Imps or Demons but excluding | Darkness (including Imps or Demons but excluding | ||
| - | Archdemons), | + | Archdemons), |
| may cross the ring. Missile fire directed at figures | may cross the ring. Missile fire directed at figures | ||
| inside the ring suffers a -3 Firing Modifier. The spell | inside the ring suffers a -3 Firing Modifier. The spell | ||
| Line 95: | Line 95: | ||
| must retire immediately. | must retire immediately. | ||
| - | ===== ARCANE MAGIC OF THE EQUILIBRIUM | + | ---- |
| + | |||
| + | ===== NEUTRAL | ||
| ==== Alacrity ==== | ==== Alacrity ==== | ||
| Line 137: | Line 139: | ||
| character suffers a -40% Modifier to his FCP or FFP | character suffers a -40% Modifier to his FCP or FFP | ||
| for one D4 turns. | for one D4 turns. | ||
| - | |||
| - | |||
| ==== Blast of Flame ==== | ==== Blast of Flame ==== | ||
| Line 316: | Line 316: | ||
| of fresh water for one D4 turns. The area affected is 15 | of fresh water for one D4 turns. The area affected is 15 | ||
| cm in diameter (use Template One) and may be | cm in diameter (use Template One) and may be | ||
| - | crossed by troops as if it were broken ground. This | + | 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, | ||
| + | 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' | ||
| + | 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' | ||
| + | character/ | ||
| + | |||
| + | 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 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 | ||
| + | | Mail / Mail & Plate | 50% or less | | ||
| + | | Plate | 60% or less | | ||
| + | |||
| + | Figures which are killed are removed from play. | ||
| + | Characters who are ' | ||
| + | wound. | ||
| + | |||
| + | Survivors are disordered and must take a Morale Test | ||
| + | with a -4 modifier. Especially as the ground, having | ||
| + | swallowed up their friends then re-solidifies as if | ||
| + | nothing had happened! | ||
| + | |||
| + | ==== Supernatural Strength ==== | ||
| + | |||
| + | * Casting Success: 75% | ||
| + | * 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' | ||
| + | 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 | ||
| + | | Chainmail / Mail & Plate | 50% or less | | ||
| + | | Plate | 70% or less | | ||
| + | |||
| + | Soldiers who are drowned are removed from play, | ||
| + | characters who are ' | ||
| + | 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, | ||
| + | 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' | ||
| + | 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, | ||
| + | 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. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== EVIL ARCANE MAGIC SPELLS ===== | ||
| + | |||
| + | ==== 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, | ||
| + | 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, | ||
| + | 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, | ||
| + | caster' | ||
| + | - 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' | ||
| + | back to the Shadowlands, | ||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | equivalent to a Fireball template. Tornadoes | ||
| + | automatically destroy any buildings (but not | ||
| + | fortifications), | ||
| + | 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.1758347872.txt.gz · Last modified: 2025/09/20 07:57 by fantasyadmin
