User Tools

Site Tools


arcane-magic-spell-lists

This is an old revision of the document!


ARCANE MAGIC SPELL LISTS

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.

Illusion: Refraction

  • Casting Success: 70%
  • Energy Cost: 4
  • Range 15 cm

This spell lasts for one D4 turns and may be cast on any individual or monster within range. The recipient's image is immediately displaced so enemy observers see him in a slightly different place to his actual position. As a result the recipient is hard to hit in combat or with missile fire. Attackers suffer a - 20% modifier to their FCP or FFP when attacking this character.

Illusion: Shimmer

  • Casting Success: 65%
  • Energy Cost: 7
  • Range: 10 cm

This spell can be cast on one unit and/or character in base-to-base contact, or on one character or monster. The target starts to shimmer for one D4 turns, or until it attacks the enemy in combat — whichever comes soonest. While shimmering any missile fire directed at it suffers a -5 Firing Modifier.

Levitate

  • Casting Success: 75%
  • Energy Cost: 4
  • Range 10 cm

This spell allows the caster to levitate any one character including himself to Combat Height (ie out of Brigade Control). The spell lasts for one D4 turns or until the caster wishes to stop it — whichever comes soonest. When the spell stops, the subject floats gently back to the ground.

  • Casting Success: 60%
  • Energy Cost: 5
  • Range: 40 cm

This spell may only be cast against one individual in sight of the caster and no other spells can be cast by the Magic-user while it is in use. The spell will make the subject fall under the control of the caster. The caster can command the character or individual to do something such as open a door, break a ring of Light or set fire to a building. If the victim is a character, in phase two the caster can tell the character which order counters (each counter counts as a separate command) to place by the units under his control. Each time a character or individual is commanded to do something, he stands a 20% chance plus his CF (if any), of rejecting the command and breaking the spell. Each time an order is given, roll one D100. If the score is under or equal to 20% plus the victim's CF if any, the character/individual has broken the caster's hold.

This spell lasts until the victim breaks it, the caster is wounded or killed, or the caster dispels it through choice or because he casts another spell. The caster cannot ask the victim to commit suicide or attack his friends.

Minor Earthquake

  • Casting Success: 35%
  • Energy Cost: 10
  • Range: 40 cm

This powerful spell creates a localised earthquake beneath the feet of any one unit, or under any one building in range and line of sight of the caster. All figures in the unit, and all those in base-to-base contact with it must roll one D100. On a roll of 40% or less they are swallowed up by the earth and killed, while characters receive one wound. The survivors are disordered and must take an immediate Morale Test with a -5 Morale Modifier.

In addition all mounted units, swarms or animals within 15 cm of the affected unit must take an immediate Moral Test with a -3 Morale Modifier. Troops armed with missile weapons within 15 cm of the affected unit, that have orders to fire but have not yet done so, fire in phase eight with a -3 modifier for this turn. For the damage this spell causes to a building see page 89.

Open

  • Casting Success: 75%
  • Energy Cost: 2
  • Range: 5 cm

This spell will open any door even if it is sealed but not if it is protected by a Door Ward.

Polter-rage

  • Casting Success: 65%
  • Energy Cost: 6
  • Range: 30 cm

This spell may be cast at any one unit and/or character in base-to base contact, or at one character or monster within range. The spell causes a hail of stones and other brick-a-brack to rise up into the air and bombard the target (it is a Svarasti favourite). Treat this attack as if fifteen A class western goblins are firing slings at the victim from short range and ignore any cover benefits. This is a useful spell to use on troops sheltering inside buildings, as they will lose all cover advantages, and the subsequent Morale Test for being attacked by magic, may flush them out of the building.

Preserve Wood

  • Casting Success: 75%
  • Energy Cost: 4
  • Range: 10 cm

This spell may be used to harden wooden hafted weapons, shields, clubs, wooden doors and fences. A unit protected by this spell is immune to one Warp & Splinter spell. If it is cast on a unit that has suffered a Warp & Splinter spell it will restore that unit's weapons to their original standard. If cast on a door or fence that object will become immune to one Warp & Splinter spell, in addition the object will gain one D4 extra defence points.

Rainbow

  • Casting Success: 60%
  • Energy Cost: 5
  • Range: 40 cm

This spell will stop any one downpour within range and sight.

Resist Cold

  • Casting Success: 80%
  • Energy Cost: 3
  • Range: 15 cm

This spell can be cast on any one unit and character in base-to-base contact with that unit or on one character or monster. The recipient(s) are then immune to cold and the effects of frostbite for one D4 turns.

Resist Fire

  • Casting Success: 70%
  • Energy Cost: 5
  • Range: 15 cm

This spell can be cast on any one unit and/or character in base-to-base contact with that unit or on one character or monster within range. The recipient(s) are then immune to all fire attacks for one D4 turns, except Dragon Fire. If the recipient is attacked by Dragon Fire, when testing to see if he is hit he may add 25% to his die roll. This spell may also be cast on a building to protect it from fire for one D4 turns.

Seal

  • Casting Success: 80%
  • Energy Cost: 2
  • Range: 10 cm

This spell seals all doors so they can only be opened by breaking them down or using an Open spell. The caster must be in sight of the door to cast this spell.

Second Sight

  • Casting Success: 80%
  • Energy Cost: 3
  • Range: 20 cm

This spell can be cast on any one unit and character in base-to-base contact with that unit or on one character or monster within range of the caster. Second Sight lasts for three turns and allows the unit to see through all glamours and illusions.

Shield

  • Casting Success: 80%
  • Energy Cost: 4
  • Range: 20 cm

This spell creates an invisible shield around one character that will deflect all missiles for two turns.

Solidify

  • Casting Success: 65%
  • Energy Cost: 8
  • Range: 20 cm

This spell may be cast on any one unit and character, or on any one character or monster within range. The spell will last for one D4 turns and during that time the recipient will be able to move through bog or mire as if it were clear terrain, fen as if it were scrub and swamp as if it were wood (but for movement purposes only). While the spell lasts, the recipient is immune to the spell Sucking Doom.

Sucking Doom

  • Casting Success: 35%
  • Energy Cost: 10
  • Range: 30 cm

This spell turns the ground beneath any one unit's feet, within range and sight of the caster, into quicksand. All figures in the unit, and all those in base-to-base contact with it must roll one D100 and consult the following table:

Armour Type Killed
Unarmoured or leather 40% or less
Mail / Mail & Plate 50% or less
Plate 60% or less

Figures which are killed are removed from play. Characters who are 'killed' in fact receive one wound.

Survivors are disordered and must take a Morale Test with a -4 modifier. Especially as the ground, having swallowed up their friends then resolidifies as if nothing had happened!

Supernatural Strength

  • Casting Success: 75%
  • Energy Cost: 3
  • Range: 20 cm

This spell can be cast on any one figure (including the caster). The recipient doubles his BCP for two turns.

Tanglefoot

  • Casting Success: 60%
  • Energy Cost: 6
  • Range: 45 cm

This spell animates ground foliage, so it clings to feet and trips soldiers or their mounts up. It may be cast

on any unit and character in base-to-base contact with the unit, or on one character or monster within range. The target's movement will then be halved for two turns and the unit will become disordered and may not reform until the spell has expired.

Thaw

  • Casting Success: 70%
  • Energy Cost: 5
  • Range: 20 cm to centre of area

This spell will instantly melt any ice in range over an area 15 cm in diameter (use Template One). It will annul the effects of Freeze Fresh Water if cast on an area effected by that spell. If the spell is used to melt ice on a river or lake, each figure caught on the ice as it melts, must roll one D100 and consult the following table to see if it drowns. Characters and Hill Trolls with the skill Swim, wearing chainmail or less roll with a + 30% modifier. If they are in plate and mail or full plate this modifier falls to +15%.

Armour Type Drowned
Unarmoured or leather 30% or less
Chainmail / Mail & Plate 50% or less
Plate 70% or less

Soldiers who are drowned are removed from play, characters who are 'drowned' in fact receive two wounds.

Survivors are placed on the nearest dry land, marked with a disordered counter and must take a Morale Test.

Transport

  • Casting Success: 60%
  • Energy Cost: 7
  • Range: 15 cm

This spell allows a Magic-user to magically move objects over significant distances. It will not work on living creatures or plants, and if cast on a Rune Stone will automatically fail. The caster must be within range of the object he wishes to move. If he casts the spell successfully, the object will dematerialise and may then be reformed anywhere within 50 cm of its original position. The spell will work on any object of wagon or chariot size or smaller or on one tree. If the object contains any living creatures they will fall to the ground as it dematerialises beneath them. It may be used to move boulder to block a doorway, or boxes and barrels to barricade a street.

Telekinesis

  • Casting Success: 80%
  • Energy Cost: 3
  • Range: 20 cm

This spell allows the caster to move non-living, static objects of man size or smaller up to 15 cm. It may be used to draw a bolt on a door, regain a weapon that has been dropped or to move a small boulder.

Telepathy

  • Casting Success: 75%
  • Energy Cost: 5
  • Range: 80 cm

This spell must be cast at the end of phase two. It allows the caster to examine one D6 enemy order counters within range, and the caster's side is then free to change the orders of any two of its units in reaction to the information acquired.

Transparent Vision

  • Casting Success: 75%
  • Energy Cost: 4
  • Range: 15 cm

This spell may be cast on any one unit and/or character in base-to-base contact with that unit, or on any one character or monster. It allows the recipient(s) to look through walls, roofs and other solid obstacles up to 3 cm thick. In woods and swamps it increases the recipient(s) vision from 5 to 10 cm and in jungle from 3 cm to 6 cm. The spell lasts for four turns.

Walk on Water

  • Casting Success: 80%
  • Energy Cost: 4
  • Range: 15 cm

This spell allows any one character to walk on water for one D6 turns at normal speed. Should the spell fail while the character is still over the water, use the drowning rules featured in the Thaw Spell.

Wall of Flame

  • Casting Success: 50%
  • Energy Cost: 7
  • Range: 25 cm

This spell creates a wall of flame, from the ground to Combat Height and 25 cm in length. The wall may be of any desired shape (use the template or a 25 cm length of red string to mark its position). The wall must be cast in a space that is unoccupied by any figures. It will last for one D4 turns. Any figures passing through the wall must roll to see if they are killed or in the case of characters and monsters wounded. Soldiers are killed and characters and monsters wounded on a roll of 30% or less.

Warp and Splinter

  • Casting Success: 60%
  • Energy Cost: 6
  • Range: 25 cm

This spell may be used to destroy the specific items mentioned below. It will cause one D6 damage to a door or fence. If cast at a unit armed with spears, polearms or other wooden hafted weapons it will reduce their effectiveness, so the unit will fight from then on, as if it were armed with mixed weapons! If cast at a unit armed with bows or crossbows it will render those weapons useless.

Wind

  • Casting Success: 70%
  • Energy Cost: 6
  • Range: Battlefield

This spell creates a wind that blows across the battlefield into the face of the enemy for one D3 turns. During that time all smoke and mist are blown away (but not fog or clouds), and fires do double damage to buildings. While the wind lasts, all missile fire except from handguns, is conducted with a -2 modifier. In addition the range of enemy missile fire is reduced by one quarter. The wind affects all areas from the ground to Combat Height.


ARCANE MAGIC OF THE DARK

Blizzard

  • Casting Success: 60%
  • Energy Cost: 8
  • Range: 40 cm

This spell causes a localised blizzard to materialise around any one unit and character in base-to-base contact with that unit, or on one character or monster within range. The blizzard will last one D3 turns, during which it will reduce the target's movement by - 3/4, make it impossible for the target to fire any missiles. In addition on each phase one the figures are caught in the blizzard, they must each roll one D100 to see if they suffer frostbite. Any figure rolling 10% or under is killed, while characters or monsters receive one wound.

Battle Fury

  • Casting Success: 60%
  • Energy Cost: 6
  • Range: 20 cm

This spell will fill any one unit in range of the caster, with battle fury. The spell will last for two turns from the time it is cast. During that time, the unit will become immune to the need for Morale Tests and its BCP doubles.

Choking Fog

  • Casting Success: 45%
  • Energy Cost: 9
  • Range: 30 cm

This spell envelopes any one unit and character in base-to-base contact with the unit, or any one character or monster, in range and sight of the caster, in a cloud of Choking Fog. The fog boils up from the ground and lasts for one turn. While in the fog, the affected unit is unable to move or fire and is disordered. In addition, each figure in the fog must roll one D100. On a roll of 25% or less the figure is killed, while characters and monsters suffer two wounds. When the fog passes, the unit must take a Morale Test, even if it is an elven unit. Any other unit, character or monster that is in base-to-base contact with the affected unit, while the fog is present, also suffers the fogs adverse affects and may in turn pass it on to other units, characters or monsters in base-to- base contact with it etcetera.

Cloud of Darkness

  • Casting Success: 80%
  • Energy Cost: 2
  • Range: 30 cm to centre of area

This spell creates a Cloud of Darkness 20 cm in diameter, that rises up to Combat Height(use Template Two). The cloud will last for the duration of the battle, unless dispelled or blown away by a gale. Any unit, character or monster that enters the 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 while in a Cloud of Darkness, do so with a -2 morale modifier. The spell Dark Vision halves this morale modifier. Cave Trolls while in the open can operate in Clouds of Darkness without fear of being harmed by sunlight.

Extinguish Light

  • Casting Success: 70%
  • Energy Cost: 4
  • Range: 25 cm

Cast successfully, this spell will extinguish one Spiral or one Ring of Light. In the case of a Spiral of Light, the spell will only dispel the spiral if the caster is of a higher or equal level to the level of the Magic- user that created it. In the case of a Ring of Light, this spell will only dispel the ring if the caster is of a higher level than the Magic-user who created it. This spell has no effect on a Pillar or Sphere of Light.

Freezing Fog

  • Casting Success: 40%
  • Energy Cost: 7
  • Range: 30 cm

For this spell to work the caster must be in range of a lake, marsh, river, canal or the sea. As the caster chants in the cursed tongue, a yellow fog will swirl up from the water. This fog will form itself into a cloud 15 cm in diameter, that rises from the ground to combat height (use Template One). The cloud will last for one D4 turns and during that time the caster can move it up to 15 cm in phase one of each turn, anywhere on the battlefield. Any figure caught in the cloud must roll one D100. On a score of 20% or less the figure is killed, while characters or monsters receive one wound. This roll must be made each turn a figure is caught. All movement in the fog is -1/4. Missiles cannot be fired by units caught in the fog, and missiles fired into the fog suffer a - 4 Firing Modifier. Units in combat that are caught by the fog are immediately disordered. On a turn the caster moves the fog he may not cast any other spells. The fog will obscure the vision of anyone attempting to look through it and cannot be fired over.

Frostbite

  • Casting Success: 70%
  • Energy Cost: 5
  • Range: 30 cm

This spell can be cast on any one unit and character in base-to-base contact with that unit, or one character or monster. The spell instantly lowers the temperature around the target and may cause injury through frostbite. Each figure affected must roll one D100. On a roll of 20% or less the figure is killed, or in the case of characters and monsters it receives one wound. Saurians affected by this spell are killed or in the case of characters wounded on a roll of 25% or less.

Glamour: Despair

  • Casting Success: 65%
  • Energy Cost: 5
  • Range: 40 cm

This spell creates an aura of despair around any one unit in sight of the Magic-user for one D4 turns. As a result, during the duration of the spell, they suffer a +20 modifier in Order and Reaction Tests, and a - 3 modifier in Morale Tests.

Severed Hand

  • Casting Success: 40%
  • Energy Cost: 9
  • Range: 15 cm

This spell summons a giant severed hand, that appears within 15 cm of the caster and then stalks across the battlefield under his control. The hand may be used to attack individuals, units or buildings. For movement and combat the hand is treated as if it were an unarmoured A class troll armed with a double-handed mace. The hand is immune to Morale Tests and lasts for one D6 turns, or until it has received 6 wounds — at which time it disappears. If the caster of this spell is wounded or killed while the hand is in existence, the hand will start to move in a random direction attacking anything in its path.

Summon Skeletons

  • Casting Success: 50%
  • Energy Cost: 9
  • Range: 10 cm

Cast successfully, this necromantic spell will at the caster's choice either summon:

  1. Two D10 unarmoured skeletons armed with mixed weapons
  2. One D10 skeletons in Chainmail armed with either sword, axes, maces or spears.

The skeletons will either be human or of the caster's race. They will materialise within 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 caster'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 caster casts another spell or is wounded.

Skeletons fight and move like the race to which they originally belonged and as if they were B class troops. 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.

Tornado

  • Casting Success: 50%
  • Energy Cost: 9
  • Range: 20 cm

Tornadoes are funnel shaped columns of wind with lightning playing over the surface. They swirl up from the ground to Combat Height. They are highly destructive and once unleashed, impossible to control. A Magic-user who summons a tornado can place it anywhere on the battlefield that is clear of figures, at least 5 cm from the nearest enemy unit and within 20 cm of the caster's position.

The tornado will last for one D4 turns. During that time it will move 15 cm in a random direction in phases 4 and 7 of each turn. Tornadoes are unaffected by normal terrain, and only cliffs or fortifications halt their progress. The Tornado's base size is equivalent to a Fireball template. Tornadoes automatically destroy any buildings (but not fortifications), they contact. If a tornado passes through a wall, fence, or hedge it will clear a path equal to its base size. Tornadoes that pass through woods also clear a path equal to their base size.

If a tornado hits a ground unit, each figure caught either wholly or partly under its template must roll one D100. On a roll of 50% or less they are killed, while characters and monsters receive one wound. Figures within 5 cm of the template must also roll and on a roll of 30% or less suffer a similar fate. Units caught by a tornado are automatically disordered.

If the tornado hits a flying unit or creature at Combat Height one D6 must be rolled. On a one or two the victim is hurled to the ground (see the rules for wounded fliers crashing on page 80) and disordered. On a three or four, the victim is hurled up to Flight Height and disordered. On any other result the victim is hurled 15 cm through the air in a random direction and disordered. If this causes the unit or creature to crash into an object it should normally have flown round, refer to the crash rules for wounded flyers to assess the damage.


FAILED ARCANE MAGIC TABLE

arcane-magic-spell-lists.1758561576.txt.gz · Last modified: 2025/09/22 19:19 by fantasyadmin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki