arcane-magic-spell-lists
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| arcane-magic-spell-lists [2025/09/20 08:11] – [Wind] fantasyadmin | arcane-magic-spell-lists [2025/12/21 10:54] (current) – [GOOD ARCANE MAGIC SPELLS] fantasyadmin | ||
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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 524: | Line 524: | ||
| stones and other brick-a-brack to rise up into the air | stones and other brick-a-brack to rise up into the air | ||
| and bombard the target (it is a Svarasti favourite). | and bombard the target (it is a Svarasti favourite). | ||
| - | Treat this attack as if fifteen A class western goblins | + | Treat this attack as if fifteen A class Goblins |
| are firing slings at the victim from short range and | are firing slings at the victim from short range and | ||
| ignore any cover benefits. This is a useful spell to use | ignore any cover benefits. This is a useful spell to use | ||
| Line 654: | Line 654: | ||
| Survivors are disordered and must take a Morale Test | Survivors are disordered and must take a Morale Test | ||
| with a -4 modifier. Especially as the ground, having | with a -4 modifier. Especially as the ground, having | ||
| - | swallowed up their friends then resolidifies | + | swallowed up their friends then re-solidifies |
| nothing had happened! | nothing had happened! | ||
| Line 829: | Line 829: | ||
| from the ground to Combat Height. | from the ground to Combat Height. | ||
| - | ===== ARCANE MAGIC OF THE DARK ===== | + | ---- |
| + | |||
| + | ===== EVIL ARCANE MAGIC SPELLS | ||
| ==== Blizzard ==== | ==== Blizzard ==== | ||
| Line 992: | Line 994: | ||
| random direction attacking anything in its path. | 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.1758348660.txt.gz · Last modified: 2025/09/20 08:11 by fantasyadmin
