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. | ||
===== 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 732: | Line 734: | ||
and barrels to barricade a street. | 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 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, | ||
+ | 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.1758348407.txt.gz ยท Last modified: 2025/09/20 08:06 by fantasyadmin