This miracle will banish one D4 Imps back to the Outer Darkness, in sight of the Priest.
This miracle will banish one Demon or two D4 Imps back to the Outer Darkness, in sight of the Priest.
This miracle will banish three D4 Imps, or two demons, or one Arch-demon back to the Outer Darkness, within range of the Priest.
This miracle will banishes four D10 Skeletons back to the Shadowlands, in sight of the Priest.
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.
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.
This miracle will add 30% to any one character's 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.
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.
This miracle will heal one wound of the Priest's choice on a character or monster. A Priest may cast this miracle on himself.
Dispels one D3 Clouds of Darkness, within range.
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.
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.
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.
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.
This miracle may be cast on any one character or monster. It will double the recipients BCP for two turns.
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.
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.
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.
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.
This wonder may be cast on any one unit within range of the Priest. It will double the recipients BCP for two turns
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.
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.
This wonder will add three points to the basic morale value of any one unit within range, for one D4 turns.
This wonder will immediately rally one routing unit within range of the Priest.
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.
This curse will banish one D4 Seraphs back to the Realm of Light, in the range of the priest
This curse will banish one Angel or two D4 Seraphs back to the Realm of Light, within the range of the priest.
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.
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.
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.
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%).
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.
This curse will extinguish a Spiral or Pillar of Light or a Ring of Light. It has no effect on a Sphere of Light.
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.
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.
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.
This miracle may be cast on any one character or monster. It will double the recipients BCP for two turns.
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.
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.
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.
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.
Appeal Modifier:+25% Range: 10 cm
This necromantic curse will at the Priest's choice either summon:
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.