User Tools

Site Tools


blade-magic

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
blade-magic [2025/09/18 18:26] – [BLADE OF DETECTION] fantasyadminblade-magic [2025/09/24 17:59] (current) – [LIGHT BLADE MAGIC] fantasyadmin
Line 3: Line 3:
 ===== LIGHT BLADE MAGIC ===== ===== LIGHT BLADE MAGIC =====
  
 +{{ :708ca80e4606463486054c1d7656e8b5.jpg?400|}}
 ==== BLADE OF DETECTION ==== ==== BLADE OF DETECTION ====
  
-**COST: 20 +**COST: 20** 
-**+
 This blade can detect malign thoughts directed This blade can detect malign thoughts directed
 toward its owner at a distance of 40 cms. When such toward its owner at a distance of 40 cms. When such
Line 21: Line 21:
  
 **COST: 70** **COST: 70**
 +
 When the bearer of this blade is in direct control of When the bearer of this blade is in direct control of
 a unit, that unit will gain a +2 morale modifier in a unit, that unit will gain a +2 morale modifier in
Line 28: Line 29:
  
 **COST: 65** **COST: 65**
 +
 This weapon has had a deadly hatred for all orcs, This weapon has had a deadly hatred for all orcs,
 goblins and hobgoblins forged into it, giving the goblins and hobgoblins forged into it, giving the
Line 34: Line 36:
 leading). leading).
  
-CRYSTAL OF ORC AND GOBLIN DOOM COST: 70+==== CRYSTAL OF ORC AND GOBLIN DOOM ==== 
 + 
 +**COST: 70** 
 A character with one of these crystals gains a +40% A character with one of these crystals gains a +40%
 chance to his FFP of hitting orcs, goblins or chance to his FFP of hitting orcs, goblins or
 hobgoblins with any missile weapon. hobgoblins with any missile weapon.
    
-BLADE OF ALACRITY COST: 45+==== BLADE OF ALACRITY ==== 
 + 
 +**COST: 45** 
 The owner of this weapon automatically gains the The owner of this weapon automatically gains the
 first blow in each new combat and the effect of that first blow in each new combat and the effect of that
Line 46: Line 54:
 the skill Assassin. the skill Assassin.
  
-MIST WEAVER COST: 70+==== MIST WEAVER ==== 
 + 
 +**COST: 70** 
 When drawn the wielder of this weapon appears to When drawn the wielder of this weapon appears to
 shimmer. All characters or units trying to hit the shimmer. All characters or units trying to hit the
Line 53: Line 64:
 Spells 'Gale' or 'Wind'. Spells 'Gale' or 'Wind'.
  
-BOW OF STRENGTH COST: 70+==== BOW OF STRENGTH ==== 
 + 
 +**COST: 70** 
 Only elves can use Bows of Strength. Bows of Only elves can use Bows of Strength. Bows of
 Strength are elfbows that have been enhanced by the Strength are elfbows that have been enhanced by the
Line 59: Line 73:
 wood of the bow. A bow of strength adds 30% to the wood of the bow. A bow of strength adds 30% to the
 owners BFP and has the following range categories: owners BFP and has the following range categories:
-Short Range 0-30 cms +  * Short Range0-30 cms 
-Medium Range  31-52 cms +  Medium Range31-52 cms 
-Long Range 53-83 cms+  Long Range53-83 cms 
 + 
 + 
 +---- 
 + 
 +===== EQUILIBRIUM BLADE MAGIC ===== 
 + 
 +==== BLADE OF SHARPNESS ==== 
 + 
 +**COST: 50** 
 + 
 +Weapons possessing this property cut through all 
 +normal (but not magical) armour as if it were one 
 +armour type below its actual class. Thus mail and 
 +plate becomes chainmail, and chainmail would 
 +become leather. The combat modifier of non- 
 +magical shields is also ignored. 
 + 
 +==== BLADE OF INCISION ==== 
 + 
 +**COST: 90** 
 + 
 +This weapon is only available to dwarfs. Blades of 
 +Incision are carefully tempered by the dwarven Rune 
 +Smiths so they will cut through any armour and 
 +once forged are jealously guarded by the dwarfs. All 
 +targets of this weapon, that do not have magical or 
 +electrum armour, are classed as being unarmoured, 
 +the combat modifier for non-magical shields is also 
 +ignored. Characters in magical or electrum armour 
 +count as if they are only in leather armour, when 
 +attacked by this weapon. 
 + 
 +==== BLADE OF FIRE ==== 
 + 
 +**COST: 80** 
 + 
 +When drawn this blade bursts into flame. It may be 
 +used to ignite any inflammable material it hits. It will 
 +even burn under water. Against undead the wielder 
 +of this blade gains +25% to his FCP (this benefit is 
 +not enjoyed by any unit he may be leading). This 
 +blade will also cause two wounds instead of one 
 +against undead characters every time it hits. A Blade 
 +of Fire will also act as a torch if the owner is fighting 
 +underground or at night. Blades of Fire are reduced 
 +to the status of normal weapons against Armour of 
 +Fire Repulsion. 
 + 
 +==== CRYSTAL OF ACCURACY ==== 
 + 
 +**COST: 70** 
 + 
 +A Crystal of Accuracy will magically enhance its 
 +owners ability to cast any form of missile by adding 
 +30% to the owners FFP. 
 + 
 +==== CRYSTAL OF FIRE ==== 
 + 
 +**COST: 85** 
 + 
 +Any missiles (except bullets) cast by the owner of 
 +this crystal, will automatically burst into flame as 
 +they fly through the air. Such missiles will ignite any 
 +inflammable material they land on, and if they hit a 
 +character or monster will cause two wounds instead 
 +of one. Missiles that burn with magical fire do not 
 +have their FFP halved against skeletons. Missiles 
 +that burn with magical fire are reduced to the status 
 +of normal weapons against characters who are clad 
 +in Armour of Fire Repulsion. 
 +  
 +==== MISSILE OF RETURN ==== 
 + 
 +**COST: 45** 
 + 
 +This magic only works on spears, axes and 
 +hammers. The owner can cast his weapon at a foe 
 +within 20 cm and then the weapon will magically 
 +return to its owner's hand. The attack is effected in 
 +the missile phase, but is conducted as if the weapon 
 +were in combat with the target. The character is then 
 +free to use his weapon in combat during phase ten. 
 + 
 +==== GIANT DOOM BLADE ==== 
 + 
 +**COST: 65** 
 + 
 +This weapon discriminates against giants giving 
 +the wielder a + 40% to his FCP against such foes (this 
 +benefit is not enjoyed by any unit he may be leading). 
 + 
 +==== OGRE DOOM BLADE ==== 
 + 
 +**COST: 65** 
 + 
 +This weapon discriminates against ogres giving 
 +the wielder a +40% to his FCP against such foes (this 
 +benefit is not enjoyed by any unit he may be 
 +leading). 
 + 
 +==== SAURIAN DOOM BLADE ==== 
 + 
 +**COST: 65** 
 + 
 +This weapon discriminates against saurians giving 
 +the wielder a + 40% to his FCP against such foes (this 
 +benefit is not enjoyed by any unit he may be leading). 
 + 
 +==== SERPENT BLADE ==== 
 + 
 +**COST: 80** 
 + 
 +These blades owe their name to the winding, 
 +serpent pattern that ripples across their surface. 
 +Serpent blades are renowned for toughness and 
 +feared for their deadly nature. The wielder gains a 
 ++25% to his BCP and every hit on a living character 
 +(but not undead characters) caused by a serpent 
 +blade, will result in two wounds instead of one. 
 + 
 +==== TROLL DOOM BLADE ==== 
 + 
 +**COST: 65** 
 + 
 +This weapon discriminates against trolls giving 
 +the wielder a +35% to his FCP against such foes (this 
 +benefit is not enjoyed by any unit he may be 
 +leading). 
 + 
 +==== UNDEAD DOOM BLADE ==== 
 + 
 +**COST: 70** 
 + 
 +This weapon discriminates against the undead 
 +giving the wielder a + 40% to his FCP against such 
 +foes (this benefit is not enjoyed by any unit he may be 
 +leading). 
 + 
 +---- 
 + 
 +===== DARK BLADE MAGIC ===== 
 + 
 + 
 +==== BLADE OF FEAR ==== 
 + 
 +**COST: 50** 
 + 
 +Enemy units in combat with the wielder of this 
 +weapon, suffer a - 2 morale modifier in all Morale 
 +Tests that occur as a result of that combat. 
 + 
 +==== BLADE OF ICE ==== 
 + 
 +**COST: 65** 
 + 
 +Each hit a Blade of Ice achieves on any other living 
 +character causes two wounds. Blades of Ice are 
 +reduced to the status of normal weapons against 
 +Armour of Water Repulsion. 
 + 
 +==== BLADE OF TERROR ==== 
 + 
 +**COST: 75** 
 + 
 +Any enemy unit within 15 cm of the bearer of this 
 +weapon, that has to take a Morale Test does so with a - 
 +2 morale modifier. 
 + 
 +==== BLADE OF THRALLDOM ==== 
 + 
 +**COST: 90** 
 + 
 +Any unit under the direct control of a character 
 +wielding this weapon gains a +4 morale modifier in 
 +addition to the character's normal MF. However, as 
 +this blade tests a unit's morale to breaking point, if 
 +they fail any Morale Test while the modifier is in 
 +effect, they will automatically rout, even if the result 
 +is only retire. 
 +  
 +==== DWARF DOOM BLADE ==== 
 + 
 +**COST: 75** 
 + 
 +This weapon discriminates against dwarfs giving 
 +the wielder a + 30% to his FCP against such foes (this 
 +benefit is not enjoyed by any unit he may be leading). 
 + 
 +==== ELF DOOM BLADE ==== 
 + 
 +**COST: 75** 
 + 
 +This weapon has been imbued with an abiding 
 +hatred of elves, giving the wielder of this weapon a 
 ++30% to his FCP when in combat with an elf (this 
 +benefit is not enjoyed by any unit he may be leading). 
 + 
 +==== HUMAN DOOM BLADE ==== 
 + 
 +**COST: 70** 
 + 
 +This weapon discriminates against humans giving 
 +the wielder a + 35% to his FCP against such foes (this 
 +benefit is not enjoyed by any unit he may be leading). 
 + 
 +==== LIFE STEALER ==== 
 + 
 +**COST: 85** 
 + 
 +This is a fearsome weapon. For each character 
 +slain the wielder has one wound healed. If he has no 
 +wounds then the blade has no effect and players 
 +should note that lives cannot be saved up against 
 +future wounds. Wounds inflicted by this weapon on 
 +other characters, that do not kill that character, do 
 +not heal any of the wielder's wounds.
  
blade-magic.1758212789.txt.gz · Last modified: 2025/09/18 18:26 by fantasyadmin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki