arcane-magic-spell-lists
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
arcane-magic-spell-lists [2025/09/20 07:59] – [Freeze Fresh Water] fantasyadmin | arcane-magic-spell-lists [2025/09/24 18:01] (current) – fantasyadmin | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== ARCANE MAGIC SPELL LISTS ====== | ====== ARCANE MAGIC SPELL LISTS ====== | ||
- | |||
- | :!: Thank you for your patience while the wiki is under construction. | ||
===== ARCANE MAGIC OF THE LIGHT ===== | ===== ARCANE MAGIC OF THE LIGHT ===== | ||
+ | |||
+ | {{ : | ||
==== Banish Undead ==== | ==== Banish Undead ==== | ||
Line 94: | Line 94: | ||
Imps and demons if they are caught in the light, | Imps and demons if they are caught in the light, | ||
must retire immediately. | must retire immediately. | ||
+ | |||
+ | ---- | ||
===== ARCANE MAGIC OF THE EQUILIBRIUM ===== | ===== ARCANE MAGIC OF THE EQUILIBRIUM ===== | ||
Line 408: | Line 410: | ||
and force it to be revealed on the battlefield. | 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 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's | ||
+ | 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's | ||
+ | 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 resolidifies 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. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== 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, | ||
+ | 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.1758347971.txt.gz · Last modified: 2025/09/20 07:59 by fantasyadmin