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magic [2025/09/19 14:18] – [HOW TO CAST SPELLS] fantasyadmin | magic [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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- If the caster fails to cast a spell successfully, | - If the caster fails to cast a spell successfully, | ||
- Any unit that has been successfully attacked by magic, unless it consists of elves, must take a Morale Test immediately after the attack. | - 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, | ||
+ | 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' | ||
+ | If they are angry, the priest' | ||
+ | |||
+ | 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' | ||
+ | and allegiance. Should a priest' | ||
+ | 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' | ||
+ | Divine Spell can be picked more than once. Thus a | ||
+ | Major Priest could have two Prayers for Bravery. | ||
+ | Each Divine spell on the Priest' | ||
+ | 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' | ||
+ | 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' | ||
+ | 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 | ||
+ | | Minor Warrior Priest | ||
+ | | Minor Priest | ||
+ | | Major Warrior Priest | ||
+ | | Major Priest | ||
+ | | Master Warrior Priest | ||
+ | | Master Priest | ||
+ | |||
+ | 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' | ||
+ | - 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.1758284306.txt.gz · Last modified: 2025/09/19 14:18 by fantasyadmin