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divine-spells-list [2025/09/19 15:13] fantasyadmindivine-spells-list [2025/09/21 18:12] (current) – [Summon Skeletons] fantasyadmin
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 ====== DIVINE SPELLS LIST ====== ====== DIVINE SPELLS LIST ======
  
-:!Thank you for your patience while the wiki is under construction+===== MIRACLES OF LIGHT ===== 
 + 
 +==== Banish Imp ==== 
 + 
 +  * Appeal Modifier:+10% 
 +  * Range50 cm 
 + 
 +This miracle will banish one D4 Imps back to the 
 +Outer Darkness, in sight of the Priest. 
 + 
 +==== Banish Demon ==== 
 + 
 +  * Appeal Modifier: +20% 
 +  * Range: 45 cm 
 + 
 +This miracle will banish one Demon or two D4 Imps 
 +back to the Outer Darkness, in sight of the Priest. 
 + 
 +==== Banish Arch-demon ==== 
 + 
 +  * Appeal Modifier:+30% 
 +  * Range: 35 cm 
 + 
 +This miracle will banish three D4 Imps, or two 
 +demons, or one Arch-demon back to the Outer 
 +Darkness, within range of the Priest. 
 + 
 +==== Banish Undead ==== 
 + 
 +  * Appeal Modifier:+10% 
 +  * Range: 35 cm 
 + 
 +This miracle will banishes four D10 Skeletons back 
 +to the Shadowlands, in sight of the Priest. 
 + 
 +==== Bless Character ==== 
 + 
 +  * Appeal Modifier: +5% 
 +  * Range: 15 cm 
 + 
 +This miracle will immediately raise the MF or CF of a 
 +character by two points for four turns. A Priest may 
 +not cast this miracle on himself. 
 + 
 +==== Bless Unit ==== 
 + 
 +  * Appeal Modifier: +20% 
 +  * Range: 15 cm 
 + 
 +This miracle may be used to bless one unit of soldiers 
 +within range. It will add +2 to their BCP and BFP for 
 +one day. 
 + 
 +==== Bless Weapon ==== 
 + 
 +  * Appeal Modifier:+10% 
 +  * Range: 15 cm 
 + 
 +This miracle will add 30% to any one character'
 +weapon (FFP or FCP) for one day. The weapon will 
 +also be immune to the spell Activate Weapon. A 
 +Priest may not cast it on his own weapon. 
 + 
 +==== Confidence of Light ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range: 30 cm 
 + 
 +This miracle may be cast on any one unit which owes 
 +its allegiance to the Light within range of the Priest. 
 +The unit will then be immune from the need to take 
 +Morale Tests for three turns. 
 +  
 +==== Cure Wound ==== 
 + 
 +  * Appeal Modifier: 0% 
 +  * Range: 20 cm 
 + 
 +This miracle will heal one wound of the Priest'
 +choice on a character or monster. A Priest may cast 
 +this miracle on himself. 
 + 
 +==== Dispel Dark ==== 
 + 
 +  * Appeal Modifier: 0% 
 +  * Range: 50 cm 
 + 
 +Dispels one D3 Clouds of Darkness, within range. 
 + 
 +==== Pillar of Light ==== 
 + 
 +  * Appeal Modifier: 0% 
 +  * Range: 30 cm 
 + 
 +This miracle creates a spiralling pillar of light, that 
 +illuminates an area 15 cm in diameter (use 
 +Template One). The pillar reaches up to Combat 
 +Height and lasts for three turns. Any servant of 
 +darkness which is caught in or enters the area must 
 +immediately take a Morale Test with a - 5 modifier. 
 +Imps, demons or archdemons must immediately 
 +retire if caught in the light. 
 + 
 +==== Rebirth ==== 
 + 
 +  * Appeal Modifier:+30% 
 +  * Range: 25 cm 
 + 
 +This miracle allows the Priest to bring back to life any 
 +one figure within range. The figure will be 
 +completely healed. However, the miracle must be 
 +performed within one turn of the figure being slain. 
 +For obvious reasons a priest may not cast this 
 +miracle on himself. 
 + 
 +==== Sphere of Light ==== 
 + 
 +  * Appeal Modifier: +15% 
 +  * Range: Priest is centre of area 
 + 
 +This miracle creates a protective Sphere of Light up 
 +to 15 cm in diameter, around the caster and up to 
 +Combat Height. Unlike the Ring of Light, this is not 
 +simply a wall of light, which aerial troops can pass 
 +over or drop into, but extends all the way over and 
 +under the Priest. Use Template One to show the area 
 +protected. This sphere cannot be extended over an 
 +area that includes any undead or servants of 
 +Darkness. No undead, servants of the Dark 
 +(including imps, demons and archdemons), Dark or 
 +Equilibrium magic, or Dark or Equilibrium magical 
 +weapons or artifacts may cross the sphere's edge. 
 +Missile Fire directed at figures within the sphere, 
 +suffers a -4 Firing Modifier. This miracle will last for 
 +three turns or until a figure inside the sphere crosses 
 +its boundary. 
 + 
 +==== Sleep of the Blessed ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range: 20 cm 
 + 
 +This miracle can only be cast on character or 
 +monster who is willing to co-operate with the priest. 
 +The recipient must be within range of the Priest (or 
 +may be the Priest himself) and will immediately fall 
 +into a deep slumber that lasts for two turns. At the 
 +end of this time the recipient will awake completely 
 +refreshed and restored, with all wounds healed. 
 +Those who are affected by this miracle cannot be 
 +woken until the miracle has run its course and if 
 +attacked while asleep are automatically slain. 
 + 
 +==== Strength of Light ==== 
 + 
 +  * Appeal Modifier: +15% 
 +  * Range: 25 cm 
 + 
 +This miracle may be cast on any one character or 
 +monster. It will double the recipients BCP for two 
 +turns. 
 + 
 +==== Summon Seraph ==== 
 + 
 +  * Appeal Modifier+20% 
 +  * Range: 5 cm 
 + 
 +This miracle will summon one D4 Seraphs who will 
 +appear within 5 cm of the Priest. The seraphs will 
 +remain on the battlefield for one day, or until their 
 +physical form is destroyed, they are banished back to 
 +the Sphere of Light (at the command of the Priest 
 +who summoned them or through the use of the 
 +curses Banish Seraph, Banish Angel or Banish 
 +Archangel), or the Priest who summoned them is 
 +slain. For the powers and capabilities of Seraphs, see 
 +Divine Agents on page 135. 
 + 
 +==== Summon Angel ==== 
 + 
 +  * Appeal Modifier: +25% 
 +  * Range: 5 cm 
 + 
 +This miracle will summon one Angel, who will 
 +appear within 5 cm of the Priest. The Angel will 
 +remain on the battlefield for ten turns, or until its 
 +physical form is destroyed, it is banished back to the 
 +Sphere of Light (at the command of the Priest who 
 +summoned it or through the use of the curses 
 +Banish Angel or Banish Archangel) or the Priest who 
 +summoned it is slain. For the powers and capabilities 
 +of Angels, see Divine Agents on page 135. 
 + 
 +==== Summon Archangel ==== 
 + 
 +  * Appeal Modifier: +35% 
 +  * Range: 5 cm 
 + 
 +This miracle will summon one Archangel, who will 
 +appear within 5 cm of the Priest. The Archangel will 
 +remain on the battlefield for five turns, or until its 
 +physical form is destroyed, it is banished back to the 
 +Sphere of Light (at the command of the Priest who 
 +summoned it or through the use of the curse Banish 
 +Archangel) or the Priest who summoned it is slain. 
 +For the powers and capabilities of Archangels, see 
 +Divine Agents on page 135. 
 + 
 +===== WONDERS OF THE EQUILIBRIUM ===== 
 + 
 +==== Circle of the Balance ==== 
 + 
 +  * Appeal Modifier: +15% 
 +  * Range: Around Priest 
 + 
 +This miracle creates a protective ring around the 
 +Priest. The ring will have a diameter of anything up 
 +to 15 cm (use Template One) and will rise up to 
 +Combat Height. This circle cannot be extended over 
 +an area that contains anything that owes its 
 +allegiance to the Light or the Dark. No servants of the 
 +Light or Dark (including all Divine Agents), Light or 
 +Dark magic or Light or Dark magical weapons may 
 +cross the ring, though normal weapons such as 
 +arrows etcetera can. This wonder will last for three 
 +turns or until a figure inside the circle crosses its 
 +boundary and breaks the protection. 
 + 
 +==== Divine Strength ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range: 25 cm 
 + 
 +This wonder may be cast on any one unit within 
 +range of the Priest. It will double the recipients BCP 
 +for two turns 
 + 
 +==== Gift of Command ==== 
 + 
 +  * Appeal Modifier: 0% 
 +  * Range: 15 cm 
 + 
 +This wonder may be cast on any one character within 
 +range of the Priest and will boost the recipients CF by 
 +2 points for one day. A Priest may appeal for this 
 +wonder to bless himself. 
 + 
 +==== Hammer of the Gods ==== 
 + 
 +  * Appeal Modifier:+15% 
 +  * Range: 30 cm 
 + 
 +This wonder summons an invisible force that 
 +hurtles through the air to strike a character, 
 +monster, individual soldier or building of the Priest'
 +choice. The hammer will automatically inflict two 
 +wounds on a character or monster and two D6 
 +damage to a building. If cast at an ordinary soldier, it 
 +will automatically slay him. 
 +  
 +==== Prayer for Bravery ==== 
 + 
 +  * Appeal Modifier:+10% 
 +  * Range: 25 cm 
 + 
 +This wonder will add three points to the basic morale 
 +value of any one unit within range, for one D4 turns. 
 + 
 +==== Prayer for Honour ==== 
 + 
 +  * Appeal Modifier: +5% 
 +  * Range: 30 cm 
 + 
 +This wonder will immediately rally one routing unit 
 +within range of the Priest. 
 + 
 +==== Prayer for Resilience ==== 
 + 
 +  * Appeal Modifier:+15% 
 +  * Range: 25 cm 
 + 
 +This wonder may be cast on any one unit within 
 +range of the Priest. The unit will then be immune to 
 +all Morale Tests for two turns. 
 + 
 +===== CURSES OF THE DARK ===== 
 + 
 +==== Banish Seraph ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range:50 cm 
 + 
 +This curse will banish one D4 Seraphs back to the 
 +Realm of Light, in the range of the priest 
 + 
 +==== Banish Angel ==== 
 + 
 +  * Appeal Modifier: +20 
 +  * Range: 45 cm 
 + 
 +This curse will banish one Angel or two D4 Seraphs 
 +back to the Realm of Light, within the range of the 
 +priest. 
 + 
 +==== Banish Archangel ==== 
 + 
 +  * Appeal Modifier:+30% 
 +  * Range: 35 cm 
 + 
 +This curse will banish three D4 Seraphs, or two 
 +demons, or one Arch-demon back to the Realm of 
 +Light, within range of the Priest. 
 + 
 +==== Cloud of Darkness ==== 
 + 
 +  * Appeal modifier: 0%  
 +  * Range: 25 cm to centre of area 
 + 
 +This curse creates one D3 Clouds of Darkness, each 20 
 +cm in diameter, that rise up to Combat Height (use 
 +Template Two). The clouds will last for the duration of 
 +the battle, unless dispelled or blown away by a gale. Any 
 +unit, character or monster that enters a 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 within a Cloud of Darkness, 
 +do so with a -2 Morale Modifier. The spell Dark Vision 
 +halves this modifier. 
 + 
 +==== Cry of Doom ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range: 30 cm 
 + 
 +This curse creates an aura of doom round any one 
 +enemy unit within range and in sight of the Priest for 
 +two turns. As a result they suffer a -4 Morale Modifier 
 +while the curse is in effect in all Morale Tests and a 
 ++10 modifier in Reaction Tests. 
 +  
 +==== Curse Weapon ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range: 30 cm 
 + 
 +This miracle will subtract 30% from any one 
 +character's weapon (FFP or FCP) for one day 
 +(reducing his FCP to a minimum of 20%). 
 + 
 +==== Distrust ==== 
 + 
 +  * Appeal modifier: 0% 
 +  * Range: 40 cm 
 + 
 +This curse will immediately reduce one enemy 
 +character's MF or CF by one point for one day at the 
 +choice of the Priest. The victim must be within range 
 +and in sight of the Priest. If a character cursed with 
 +Distrust, is in command of a brigade and the 
 +reduction in his CF means he can no longer 
 +command all the units in his brigade, one unit of the 
 +victims choice must become unbrigaded. If the 
 +character has a CF of one and is then cursed with 
 +Distrust he can no longer command a unit even 
 +through direct control. 
 + 
 +==== Extinguish Light ==== 
 + 
 +  * Appeal Modifier: +10% 
 +  * Range: 20 cm 
 + 
 +This curse will extinguish a Spiral or Pillar of Light 
 +or a Ring of Light. It has no effect on a Sphere of 
 +Light. 
 + 
 +==== Hand of Death ==== 
 + 
 +  * Appeal Modifier:+10% 
 +  * Range: Base-to-base 
 + 
 +This is the only Divine Spell that may be appealed for 
 +while the priest is in combat. As the priest appeals he 
 +reaches out toward his adversary. If the appeal is 
 +heeded and the victim is an ordinary soldier, he is 
 +instantly slain. If the target is a character or monster, 
 +the victim will receive one D3 wounds. To use this 
 +curse the Priest must be in base-to-base contact with 
 +his victim. 
 + 
 +==== Inflict Wound ==== 
 + 
 +  * Appeal Modifier:+5% 
 +  * Range 15 cm 
 + 
 +This curse summons an invisible force, inimical to 
 +life, that shoots like a dart through the air at a 
 +character, monster, or soldier of the Priest's choice. 
 +The curse will automatically inflict one wound on a 
 +character or monster, and instantly slay an ordinary 
 +soldier. 
 + 
 +==== Nightmare ==== 
 + 
 +  * Appeal Modifier: +25% 
 +  * Range: 40 cm 
 + 
 +This curse creates a Nightmare aura round any one 
 +unit in range and sight of the Priest for three turns. 
 +All troops charged or attacked by the nightmare unit 
 +suffer a -4 Morale Modifier. 
 + 
 +==== Power of Darkness ==== 
 + 
 +  * Appeal Modifier:+15% 
 +  * Range: 25 cm 
 + 
 +This miracle may be cast on any one character or 
 +monster. It will double the recipients BCP for two 
 +turns. 
 + 
 +==== Sanctuary of Darkness ==== 
 + 
 +  * Appeal Modifier: +15% 
 +  * Range: Caster 
 + 
 +This curse creates a protective circle of Darkness up to 15 
 +cm around the caster, that rises up to Combat Height 
 +(use Template One). No servants of the Light (including 
 +all Divine Agents), Light or Equilibrium magic or Light or 
 +Equilibrium magical weapons may cross the ring. Missile 
 +fire at units within its protection suffers a - 4 Firing 
 +Modifier. This curse will last for three turns or until a 
 +figure inside the circle moves across its boundary to break 
 +it. 
 + 
 +==== Summon Imp ==== 
 + 
 +  * Appeal Modifier: +20% 
 +  * Range: 5 cm 
 + 
 +This dread curse will summon one D4 Imps, who will 
 +appear within 5 cm of the Priest. The imps will 
 +remain on the battlefield for one day, or until their 
 +physical form is destroyed, they are banished back to 
 +the Outer Darkness (at the command of the Priest 
 +who summoned them or through the use of the 
 +miracles Banish Imp, Banish Demon or Banish 
 +Archdemon) or the priest who summoned them is 
 +slain. For the powers and capabilities of imps, see 
 +Divine Agents on page 135. 
 + 
 +==== Summon Demon ==== 
 + 
 +  * Appeal Modifier:+25% 
 +  * Range: 5 cm 
 + 
 +This dread curse will summon one demon, who will 
 +appear within 5 cm of the Priest. The demon will 
 +remain on the battlefield for ten turns, or until its 
 +physical form is destroyed, it is banished back to the 
 +Outer Darkness (at the command of the Priest who 
 +summoned it or through the use of the miracles 
 +Banish Demon or Banish Archdemon) or the priest 
 +who summoned it is slain. For the powers and 
 +capabilities of demons, see Divine Agents on page 
 +135. 
 + 
 +==== Summon Archdemon ==== 
 + 
 +  * Appeal Modifier:+35% 
 +  * Range: 5 cm 
 + 
 +This dread curse will summon one archdemon, who 
 +will appear within 5 cm of the Priest. The 
 +archdemon will remain on the battlefield for five 
 +turns, or until its physical form is destroyed, it is 
 +banished back to the Outer Darkness (at the 
 +command of the Priest who summoned it or through 
 +the use of the miracle Banish Archdemon) or the 
 +priest who summoned it is slain. For the powers and 
 +capabilities of archdemons, see Divine Agents on 
 +page 135. 
 + 
 +==== Summon Skeletons ==== 
 + 
 +Appeal Modifier:+25% 
 +Range: 10 cm 
 + 
 +This necromantic curse will at the Priest's choice 
 +either summon: 
 +  - Twenty unarmoured skeletons armed with mixed weapons 
 +  - Ten skeletons in mail and plate, armed with swords, axes, maces or spears. 
 + 
 +The skeletons will either be human or of the Priest'
 +race. They will materialise with in 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 
 +Priest'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 Priest is killed, but not if he is wounded. The 
 +Priest is also free to make further appeals, while the 
 +skeletons are in existence without endangering 
 +their presence. 
 + 
 +Skeletons fight and move like B class troops of the 
 +race to which they once belonged. 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. 
 + 
 +---- 
 +[[failed-divine-magic-table|FAILED DIVINE MAGIC TABLE]]
divine-spells-list.1758287599.txt.gz · Last modified: 2025/09/19 15:13 by fantasyadmin

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