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 ==== | ||
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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 828: | Line 830: | ||
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, | ||
+ | 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