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Table of Contents
ARCANE MAGIC SPELL LISTS
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ARCANE MAGIC OF THE LIGHT
Banish Undead
- Casting Success: 60%
- Energy Cost: 7
- Range: 30 cm
Banishes three D10 Skeletons back to the shadowlands. Remove the skeletons from play.
Dispel Darkness
- Casting Success: 70%
- Energy Cost: 2
- Range: 40 cm
Dispels one Cloud of Darkness in range, of the casters choice.
Heal Wound
- Casting Success: 80%
- Energy Cost: 3
- Range: 15 cm
Heals one wound (selected at random) on a character only. A Magic-user can cast this spell on himself.
Heal Wounds
- Casting Success: 60%
- Energy Cost: 6
- Range: 10 cm
This spell heals one D4 wounds (selected at random) on a character only. A Magic-user may not cast this spell on himself.
Hope
- Casting Success: 75%
- Energy Cost: 4
- Range: 40 cm
Automatically rallies one routing unit within sight and range of the caster.
Noble Resolve
- Casting Success: 70%
- Energy Cost: 5
- Range: 20 cm
This spell will instil a unit with such a sense of noble resolve, it becomes immune from the need for Morale Tests for one D4 turns.
Ring of Light
- Casting Success: 70%
- Energy Cost: 8
- Range: Caster is centre of ring
This spell creates a protective ring of Light up to 15 cm in diameter around the caster. The ring rises to Combat Height (use Template One). This ring cannot be cast over an area that includes any undead or servants of Darkness. No undead, servants of Darkness (including Imps or Demons but excluding Archdemons), Dark magic or Dark magical weapons may cross the ring. Missile fire directed at figures inside the ring suffers a -3 Firing Modifier. The spell will last for one D4 turns or until a figure inside the ring crosses its boundary.
Spiral of Light
- Casting Success: 80%
- Energy Cost: 5
- Range: 20 cm
This spell creates a spiral of light that rises from the ground to Combat Height and illuminates an area 15 cm in diameter (use Template One). The spiral will last for one D4 turns. Any creature of darkness caught in the light or that enters the area must immediately take a Morale Test with a - 3 modifier. Imps and demons if they are caught in the light, must retire immediately.
ARCANE MAGIC OF THE EQUILIBRIUM
Alacrity
- Casting Success: 75%
- Energy Cost: 4
- Range: 20 cm
This spell enables any one unit or character to move at double speed regardless of the unit's formation or the position of the enemy, for one turn. Such movement is still subject to terrain effects.
Activate Trees
- Casting Success: 45%
- Energy Cost: 8
- Range: 30 cm to centre of area
This spell allows the caster to animate trees in a wood, in an area 15 cm in diameter for two turns(use Template One). The trees will attack any unit and/or character or monster in the area, as if they were a group of five B class trolls, in mail, armed with clubs. The victims must take an immediate Morale Test because of the surprise as well as the fact they have been attacked by magic. Victims have no time to take a Reaction Test. If they pass the Morale Test, combat is conducted in phase ten and the victim(s) must fight to assess if they suffer a pushback, which will cause another Morale Test.
Activate Weapon
- Casting Success: 60%
- Energy Cost: 4
- Range: 25 cm
With this spell a Magic-user can activate a weapon so it will resist its owner will. As a result the affected character suffers a -40% Modifier to his FCP or FFP for one D4 turns.
Blast of Flame
- Casting Success: 55%
- Energy Cost: 7
- Range: Flame Template
A sheet of flame shoots from the caster's hand and splashes across the target. Each figure that falls totally or partially under the template must roll one D100. On a roll of 60% or less, the figure is killed or the character/monster receives one wound. For the damage this spell will cause to buildings see page 89.
Bolt of Lightning
- Casting Success: 60%
- Energy Cost: 6
- Range: 30 cm
With a thunderous roar a bolt of lightning shoots from the Magic-user's hand. Lightning bolts can only be targeted on one figure and if cast successfully automatically hit. An ordinary soldier will be instantly killed. A character or monster must roll one D3 to discover how many wounds he or it has suffered. The unit (if any) the figure is with must take a Morale Test for Attack by Magic (unless of course the unit is comprised of elves). For the damage this spell will cause to buildings see page 89.
Calm Storm
- Casting Success: 50%
- Energy Cost: 8
- Range: 50 cm
This spell will still a Blizzard, Tornado, Whirlwind, Gale or Wind.
Calm Wind
- Casting Success: 65%
- Energy Cost: 4
- Range: 50 cm
This spell will still a Wind, Gale or Whirlwind.
Cure Sight
- Casting Success: 80%
- Energy Cost: 2
- Range: 15 cm
This spell will counter the effects of blindness. It may be cast on any one unit and character in base-to-base contact, or on one character or monster.
Dark Vision
- Casting Success: 80%
- Energy Cost: 2
- Range: 15 cm
This spell may be cast on any one unit and character in base-to-base contact with that unit, or on one character or monster. It enables the recipient(s) to see in the dark for one day. Units, characters or monsters under the influence of this spell only suffer a -1 Morale Modifier when inside a Cloud of Darkness.
Door Ward
- Casting Success: 35%
- Energy Cost: 10
- Range: 5 cm
This spell is used to guard important gates and doors in fortifications. Usually it is forged into the door by Rune Smiths. A Door Ward cannot be opened by an Open spell. Doors or gateways protected with this spell can only be opened by the owners. Others must break the door down to gain entry.
Downpour
- Casting Success: 55%
- Energy Cost: 8
- Range: 50 cm to centre of area
The caster of this spell creates a sudden downpour of rain over any one unit or area. The rain will last one D4 turns or until dispelled. If cast on a unit, while it lasts it will move with the unit. If cast on an area, the rain will have a diameter of 30 cm (use Template Three). When cast on an area, a downpour will convert ploughed fields or muddy roads to mire, with the resulting terrain effects for the rest of the day. If cast on a ford, the ford will become impassable for the duration of the spell. Any missile units armed with bows, crossbows or firearms caught in the downpour, are unable to fire until they have cleared the area (if it is cast on them they will be unable to fire until the rain has passed). This spell may be used to extinguish camp fires or fires in buildings.
Earth Tremor
- Casting Success: 50%
- Energy Cost: 6
- Range: 50 cm
This spell makes the earth shake beneath the feet of any one unit or building, in range and sight of the Magic-user. All figures in the unit, and all other figures in base-to-base contact with the unit are affected. Swarms and animals caught on the ground by the tremor must take an immediate morale test with a - 4 morale modifier. Infantry and Cavalry must take an instant Morale Test with a -2 modifier. Cavalry, swarms and animals caught in the tremor are immediately disordered. Troops armed with missile weapons caught in the tremor who are yet to fire in that turn, will do so with a -3 Firing Modifier. For the damage this spell causes to buildings see page 89.
Extinguish Fire
- Casting Success: 75%
- Energy Cost: 3
- Range: 15 cm
This spell allows the caster to extinguish any fire in a building, camp fire, open lamp or candle. This spell cannot be used against a Fireball, Blast of Flame or Dragon Fire on the turn they are cast. It has no affect on Blades or Missiles of Fire.
Fireball
- Casting Success: 50%
- Energy Cost: 8
- Range: 50 cm
The magic-user raises his arms and a streak of flame shoots into the air to coalesce into a ball of fire. The caster then points at any target within 50 cm and the fireball crackles through the air to plummet down onto its target. Place the Fireball Template over the target. All figures that are covered or partially covered must roll one D100. If they score 60% or less they are killed. Characters or monsters that are hit receive one wound.
Flight
- Casting Success: 70%
- Energy Cost: 5
- Range: 20 cm
This spell may be cast on any one character and his mount. The recipient can then fly magically to any point up to 100 cm from his starting position. This movement is instantaneous. (See Magical Flight on page 79).
Freeze Fresh Water
- Casting Success: 65%
- Energy Cost: 6
- Range:20 cm to centre of area
This spell allows the caster to instantly freeze a body of fresh water for one D4 turns. The area affected is 15 cm in diameter (use Template One) and may be crossed by troops as if it were broken ground. This spell will also turn the same sized area of bog or mire into clear terrain, fen into scrub and swamp into wood but for movement purposes only. If it is cast on a ford as troops are moving through the water it will stop there movement instantly and affected figures will remain trapped for the duration of the spell. If such figures are attacked during this time, they suffer a -10 Combat Modifier.
Gale
- Casting Success: 60%
- Energy Cost: 9
- Range: Battlefield
This spell creates a gale that blows across the entire battlefield for two turns, into the face of the enemy. The gale will affect all areas outside cover from the ground to Combat Height. During that time all smoke, clouds, fog and mist are swept from the battlefield, and fires do double damage to buildings. While the gale lasts all missile fire is conducted with a -5 Firing Modifier (only -3 for handguns) and the range of enemy missile fire is halved. Flying creatures, flying into the gale suffer a movement penalty of -1/4.
Glamour: Entanglement
- Casting Success: 60%
- Energy Cost: 6
- Range 40 cm
This spell must be cast on a specific unit and or character in base-to-base contact, or a lone character or monster within range of the caster. The target feels as if it is in a mist (the mist is not real and therefore cannot be blown away) that blurs vision and retards both movement and thought. The spell lasts for two turns, during which the target will suffer a +10 modifier in Order and Reaction Tests, its movement will be halved and it will suffer a -2 Firing Modifier.
Glamour: Haunt
- Casting Success: 60%
- Energy Cost: 6
- Range: 40 cm
This spell creates an aura of disquiet around any one unit not in Direct Control, in sight of the Magic-user for one D3 turns. The aura makes troops feel as if they are being watched or betrayed in some way. If the spell is cast in phase one, two or three, the unit will be unable to follow any orders and must take an automatic move that turn. If it is cast in any other phase, any orders the target has yet to follow are discarded and the unit will take an automatic move if it has not already moved that turn. If the target unit is in brigade control, as soon as this spell strikes it will leave the brigade. For the duration of the spell, the unit will take all Order and Reaction Tests with a +10 modifier and Morale Tests with a -1 modifier.
Ignite
- Casting Success: 80%
- Energy Cost: 3
- Range: 5 cm
The caster may cause any inflammable item to burst into flames. Used for starting fires and lighting torches. For fire damage to buildings see page 90.
Illusion: Cloak
- Casting Success: 55%
- Energy Cost: 8
- Range: 15 cm
This spell may be cast on any one unit and/or character in base-to-base contact, or on one character or monster. The target is immediately hidden from normal eyesight and remains that way as long as it does not move or fire, or for one D6 turns —whichever is soonest. The unit should be removed from the table and its position noted on a sketch map. Second Sight (if the user is in line of sight of the hidden unit), Blades of Detection and the Helmet of Hearing (if the user is in range) will detect the unit and force it to be revealed on the battlefield.