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arcane-magic-spell-lists [2025/09/20 08:06] โ€“ [Second Sight] 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 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'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.1758348407.txt.gz ยท Last modified: 2025/09/20 08:06 by fantasyadmin

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