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arcane-magic-spell-lists [2025/09/20 08:11] – [Wind] fantasyadminarcane-magic-spell-lists [2025/09/24 18:01] (current) 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 =====
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 is reduced by one quarter. The wind affects all areas is reduced by one quarter. The wind affects all areas
 from the ground to Combat Height. from the ground to Combat Height.
 +
 +----
  
 ===== ARCANE MAGIC OF THE DARK ===== ===== ARCANE MAGIC OF THE DARK =====
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 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, 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.1758348660.txt.gz · Last modified: 2025/09/20 08:11 by fantasyadmin

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