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arcane-magic-spell-lists [2025/09/20 08:01] โ€“ [Illusion: Cloak] fantasyadminarcane-magic-spell-lists [2025/09/24 18:01] (current) โ€“ fantasyadmin
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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 ===== ===== ARCANE MAGIC OF THE LIGHT =====
 +
 +{{ :1c57db334b4679ceaa561397d12a8069.jpg?400|}}
  
 ==== Banish Undead ==== ==== Banish Undead ====
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 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 494: Line 496:
 are disordered and must take an immediate Morale are disordered and must take an immediate Morale
 Test with a -5 Morale Modifier. Test with a -5 Morale Modifier.
 +
 In addition all mounted units, swarms or animals In addition all mounted units, swarms or animals
 within 15 cm of the affected unit must take an within 15 cm of the affected unit must take an
Line 503: Line 506:
 building see page 89. 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   | 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 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'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's
 +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 โ€” 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's
 +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.1758348064.txt.gz ยท Last modified: 2025/09/20 08:01 by fantasyadmin

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