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divine-spells-list [2025/09/20 08:25] – [Banish Angel] 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 378: Line 376:
 Light. 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.1758349506.txt.gz · Last modified: 2025/09/20 08:25 by fantasyadmin

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