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divine-spells-list [2025/09/20 08:19] – [Sphere of Light] 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 ===== ===== MIRACLES OF LIGHT =====
Line 211: Line 209:
 Divine Agents on page 135. 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's
 +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's
 +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.1758349172.txt.gz · Last modified: 2025/09/20 08:19 by fantasyadmin

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