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magic [2025/09/19 14:17] – [HOW TO CAST SPELLS] fantasyadminmagic [2025/09/21 18:15] (current) – [SELECTING DIVINE SPELLS] fantasyadmin
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 ===== ARCANE MAGIC ===== ===== ARCANE MAGIC =====
  
-Arcane magic spells can only be cast by Magic-+[[arcane-magic-spell-lists|Arcane magic spells]] can only be cast by Magic-
 users, those exceptional Priests blessed with the users, those exceptional Priests blessed with the
 attribute Wisdom and the sylphs, angels, attribute Wisdom and the sylphs, angels,
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 powers through the possession and use of magical powers through the possession and use of magical
 artifacts. These artifacts and the special rules that artifacts. These artifacts and the special rules that
-relate to them are covered in Chapter 2: Creating an +relate to them are covered in [[creating-an-army|Chapter 2: Creating an 
-Army.+Army]].
  
 Magic-users and Priests who use Arcane Magic are Magic-users and Priests who use Arcane Magic are
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 dangerous to use. Whenever a spell is cast, there is a dangerous to use. Whenever a spell is cast, there is a
 risk it may backfire on the user! Arcane magic in risk it may backfire on the user! Arcane magic in
-FANTASY WARLORD is a two-edged sword.+**FANTASY WARLORD** is a two-edged sword.
  
-===== SELECTING SPELLS =====+==== SELECTING SPELLS ====
  
 Magic-users and Priests with the attribute Magic-users and Priests with the attribute
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 possess and which spells they choose. possess and which spells they choose.
  
-===== COST OF SPELLS =====+==== COST OF SPELLS ====
  
 Each spell has an energy cost, which represents Each spell has an energy cost, which represents
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 select spells from the Equilibrium Magic Spell List. select spells from the Equilibrium Magic Spell List.
  
-===== HOW TO CAST SPELLS =====+==== HOW TO CAST SPELLS ====
  
 Spells can be cast in any phase of a game turn. To Spells can be cast in any phase of a game turn. To
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 Spells vary in complexity according to how Spells vary in complexity according to how
-powerful they are. Every spell has a 'Casting +powerful they are. Every spell has a //Casting 
-Success'. The lower this percentage is the harder the+Success//. The lower this percentage is the harder the
 spell is to cast. Thus a spell with a 40% Casting spell is to cast. Thus a spell with a 40% Casting
 Success is harder to cast than one which enjoys a Success is harder to cast than one which enjoys a
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 the following procedure: the following procedure:
  
 +  - The player states which character is casting the spell, what the spell is and the target if any.
 +  - The player rolls one D100. He then adds or subtracts any applicable modifiers listed on the Magic Sheet to the score rolled.
 +  - The final score is compared to the Casting Success of the named spell. If the result is equal to or under the Casting Success, then the magic-user has successfully cast his spell and its effect is immediately carried out. If the final percentage is greater than the Casting Success of the spell, then the caster has failed to cast it.
 +  - If the caster fails to cast a spell successfully, he must roll on the Failed Magic Table to discover what happens.
 +  - Any unit that has been successfully attacked by magic, unless it consists of elves, must take a Morale Test immediately after the attack.
 +
 +==== RISKS OF FAILURE ====
 +
 +When a Magic-user or wise Priest attempts to use
 +the etheric energy through the powers of Arcane
 +magic, he is taking a risk. If his concentration is
 +broken or he makes a mistake in the incantation, the
 +energy summoned may enter the physical world
 +without form or control. When such an event occurs
 +anything can happen! If a Magic-user fails to cast a
 +spell, he must immediately roll on the Failed Magic
 +Table to discover what has happened to the energy.
 +The Failed Magic Table can be found on the Magic
 +Sheet.
 +
 +===== DIVINE MAGIC =====
 +
 +[[divine-spells-list|Divine Magic]] can only be used by Priests and
 +Warrior Priests, who for convenience will from
 +hereon be called priests. Divine Magic is less flexible
 +but more powerful than Arcane Magic. Like Arcane
 +Magic, it deals with the invisible etheric forces that
 +fuel creation. The difference is that while Arcane
 +Magic is accessed and controlled by the Magic-user,
 +Divine Magic is controlled by the gods and may only
 +be used by appealing for their help.
 +
 +The Divine Spells of Light are called miracles,
 +those of the Equilibrium are known as wonders and
 +those of the Dark are named curses. Access to the
 +Divine Spells is controlled by the gods. Priests are
 +granted access to a set number of spells. The higher
 +the level they attain, the more Divine Spells the gods
 +grant them.
 +
 +Divine Spells do not always work. This is because
 +Divine Magic is subject to the co-operation of the
 +gods, and the gods can be fickle. If the gods are busy,
 +disinterested or displeased, a priest's appeal will fail.
 +If they are angry, the priest's life may be endangered!
 +
 +To cast a Divine Spell, a priest must appeal to his
 +gods. The chance of his appeal being heard and
 +accepted is directly dependent on the priest's level
 +and allegiance. Should a priest's appeal fail, he must
 +roll on the Failed Appeal Table, and what happens
 +next is in the hands of the gods.
 +
 +==== SELECTING DIVINE SPELLS ====
 +
 +Priests select Divine Spells from the lists below
 +and record them before a battle commences. They
 +are allowed to pick new Divine spells before each
 +game, as it is presumed they possess the sense to
 +appeal to the gods for those spells which have the
 +most relevance to their circumstances.
 +
 +The number of Divine Spells each Priest may have
 +depends on his level and attributes ([[creating-an-army|see Chapter 2:
 +Creating an Army]]). A Priest may only select the
 +number of Divine Spells he has been granted. Thus a
 +Major Priest who is devout, may only select four
 +Divine Spells (three for his level and an extra one
 +because he is devout).
 +
 +Each miracle selected is recorded on a piece of
 +paper under the relevant Priest's name. The same
 +Divine Spell can be picked more than once. Thus a
 +Major Priest could have two Prayers for Bravery.
 +Each Divine spell on the Priest's list can only be used
 +once and as it is used it is crossed off his list.
 +The alignment of a character may bar him from
 +selecting certain Divine Spells. A follower of the
 +Light, cannot select any curses, but is free to select
 +miracles or wonders. Likewise a follower of the Dark
 +cannot select any miracles, but is free to select curses
 +or wonders. A follower of the Equilibrium is free to
 +select any type of Divine Spell, but the number of
 +miracles and curses selected, must never exceed the
 +number of wonders selected.
 +
 +==== HOW TO USE DIVINE SPELLS ====
 +
 +Each Priest may only appeal for one Divine spell
 +per game turn. A Priest may not appeal while he is in
 +base-to-base contact with the enemy (except for the
 +Hand of Death). But he is free to appeal at any other
 +time.
 +
 +Divine spells can be used in any phase of a game
 +turn. To use one the player controlling the Priest
 +simply states: "I appeal to the gods". At that point the
 +normal action of the phase is suspended, while the
 +Priest assesses the result of his appeal and effects any
 +result.
 +
 +Should two Priests cast spells simultaneously on
 +each other, or on the same third party, object or
 +locality — they will automatically fail. The spells
 +must be crossed off and cannot be used again. Worse,
 +the magic rebounds on the caster and each Priest
 +must roll on the Failed Appeal Table (found on the
 +Magic Sheet) to discover what happens to him!
 +The higher a Priest's status, the better his chance
 +of appealing to the gods. But some Divine spells ask
 +more of the gods than others, and have a modifier
 +which will affect the Priest's chances. These
 +modifiers are listed under each spell.
 +
 +When a Priest appeals, he must roll one D100 to assess if
 +the gods heed his call, adding or subtracting any
 +modifiers to his score listed on the Magic Sheet. To
 +succeed in the appeal, he must roll under his Call Heeded percentage. The chances of this are listed below:
 +
 +^ Character Status          ^ Call Heeded ^
 +| Minor Warrior Priest      | 75%         |
 +| Minor Priest              | 80%         |
 +| Major Warrior Priest      | 80%         |
 +| Major Priest              | 85%         |
 +| Master Warrior Priest     | 85%         |
 +| Master Priest             | 90%         |
 +
 +To use a Divine spell the controlling player must
 +follow this procedure:
 +
 +  - The player states which character is appealing to the gods, what Divine spell he intends to use, and if applicable names his intended target.
 +  - The player rolls one D100 to see if his appeal is heeded by the gods and adds or subtracts any modifiers.
 +  - If the result is equal to or under the Priest's Call Heeded percentage the Divine spell is effected immediately. If the result is greater than the Priest's Call Heeded percentage, then the appeal fails, the spell does not occur and the priest must face the consequences of failure.
 +  - If the priest failed in his appeal he must roll on the Failed Appeal Table according to his allegiance to discover what happens. 
 +  - Any unit that has been successfully attacked by a Divine spell unless it consists of elves, must take an immediate Morale Test, as it has been attacked by magic.
 +
 +==== THE PRICE OF FAILURE ====
 +
 +When a Priest appeals to the gods he is attempting
 +to harness their assistance to draw down magical
 +energy. If the appeal fails, the Priest must
 +immediately roll one D100 and consult the Failed
 +Appeal Table, allowing for his allegiance to find out
 +what happens.
 +
 +==== DIVINE AGENTS ====
 +
 +Divine agents are spirits of the Light and Darkness.
 +They may only enter the physical world at the
 +invitation of a mortal or immortal who actually
 +resides in that world. Information on Seraphs,
 +Angels and Archangels can be found on the relevant
 +Profile Sheet. Information on Imps, Demons and
 +Archdemons can be found on their relevant profile
 +sheets. The armour class of divine agents is magical
 +not metal and as such in no way impedes their ability
 +to cast magic.
 +
 +=== SERAPHS AND IMPS ===
 +
 +These are the lesser servants of the Light and
 +Darkness and as such can be summoned in large
 +numbers.
 +
 +Seraphs are always armed with swords, always
 +count as if they are wearing chainmail, and have one
 +Arcane Light spell each, with an energy cost of 5 or
 +less. This spell may be cast at any time. However the
 +seraph is subject to the same rules as a magic-user,
 +and must still roll to see if the spell is cast
 +successfully. If the seraph fails to cast the spell, it is
 +immediately banished back to the Sphere of Light.
 +Imps are always armed with scimitars, always
 +count as if they are wearing chainmail and have one
 +Arcane Dark spell each, with an energy cost of 5 or
 +less. This spell may be cast at any time. However the
 +imp is subject to the same rules as a magic-user and
 +must roll to see if the spell is cast successfully. If the
 +imp fails to cast the spell, it is immediately banished
 +back to the Outer Darkness.
 +
 +=== ANGELS AND DEMONS ===
 +
 +Angels and Demons are far more powerful than the
 +lesser servants of Light and Darkness.
 +Angels always appear with a spear blessed with a
 +Blade of Sharpness, always count as if they were
 +wearing mail & plate and have two arcane spells
 +each. One of these spells must be a Light spell and the
 +other may be a Light or Equilibrium spell. Each spell
 +must have an energy cost of 8 or less. These spells
 +may be cast at any time. However the angel is subject
 +to the same rules as a magic-user, and must still roll
 +to see if the spell is cast successfully. If the angel fails
 +to cast the spell, it is immediately banished back to
 +the Sphere of Light.
 +
 +Demons always appear with a trident cursed with a
 +Blade of Sharpness, always count as if they were
 +wearing mail & plate and have two arcane spells
 +each. Both of these spells must be selected from the
 +Dark spell list. Each spell must have an energy cost of
 +8 or less. These spells may be cast at any time.
 +However the demon is subject to the same rules as a
 +magic-user, and must still roll to see if the spell is cast
 +successfully. If the demon fails to cast the spell, it is
 +immediately banished back to the Outer Darkness.
 +
 +=== ARCHANGELS AND ARCHDEMONS ===
 +
 +Archangels and Archdemons are the commanders
 +of the angelic and demonic hosts and as such are
 +extremely powerful.
 +
 +Archangels always appear with a double-handed
 +sword (which may be blessed with any one item of
 +Light or Equilibrium blade magic), always count as if
 +they were wearing plate armour and have four
 +arcane spells each. Two of these spells must be
 +chosen from the Light magic list and the other two
 +may be chosen from the Light or Equilibrium lists.
 +Each spell must have an energy cost of 10 or less.
 +However the archangel is subject to the same rules as
 +a magic-user and must roll to see if each spell is cast
 +successfully. If the archangel fails to cast a spell, it is
 +immediately banished back to the Sphere of Light.
 +
 +Archdemons always appear with a double-handed
 +weapon or polearm (which may be cursed with any
 +one item of Dark or Equilibrium blade magic),
 +always count as if they were wearing plate armour
 +and have four arcane spells each. Three of these
 +spells must be chosen from the Dark magic list and
 +the other one may be chosen from the Dark or
 +Equilibrium lists. Each spell must have an energy
 +cost of 10 or less. However the archdemon is subject
 +to the same rules as a magic-user and must roll to see
 +if each spell is cast successfully. If the archdemon
 +fails to cast a spell, it is immediately banished back to
 +the Outer Darkness.
 +
 +
 +----
 +[[tactical-hints-and-terrain-generation|CHAPTER 12. TACTICAL HINTS AND TERRAIN GENERATION]]
magic.1758284233.txt.gz · Last modified: 2025/09/19 14:17 by fantasyadmin

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