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Spells


Index

Wizard Spells

Priest Spells

  • Bless Army
  • Bless Land
  • Blight
  • Death Plague
  • Dispel Realm Magic
  • Honest Dealings
  • Legion of Dead
  • Transport
  • Warding


    Wizard Spells

    Dispel Realm magic  

    Learning Cost: 1 gold        Casting Cost: 1 gold/province (4 holdings)

    Req’d source: 1                Duration: Special

    A Source (owned by caster or ally) at least level 1 must be in same province as caster.

    This spells counters the effects of all other spells cast in a province regardless of type (Priest or Wizard). Additional gold may be spent to ensure success of the spell. Success is based on the amount spent on the spell that is being targeted for dispelling similar to the function of protection described below. A Dispel Magic may be cast to protect against possible spell effects. In this case the realm spell lasts 3 domain turns per 1gold. The amount of gold spent determines the level of protection assuming all spells are successful. For example: Say Merlin the Wizard of Greystoke casts a Spell on MidDale. Merlin spends 9 gold to boost his spell's success chance. This means it is a 9 gold spell. Now David Copperfield the Wizard of Gromitopia had already cast Dispel Magic on Mid Dale using 5 gold to boost his success chance. The Dispel Magic is now a 5 gold spell. Merlin's spell would go through because 9 is greater than 5. The Dispel Magic spell would now be cancelled and Merlin's spell would have full affect assuming a successful roll. Now lets say Father O'Riley the Priest of Gromitopia also had cast a Dispel Magic spell on Mid Dale at the same time David Copperfield of Gromitopia did. Father O'Riley also spent 5 gold to boost his success chance. This would also be a 5 gold spell. Now Merlin's spell gets through the 1st Dispell Magic cast by David. It becomes a 4 gold spell because 9-5 = 4. Now it faces Father O'Riley's spell and is cancelled because 4 is less than 5.

    Legion of Dead

    Learning Cost: 1 gold        Casting Cost: 1gold/company 

    Req’d source: 3                Duration: 1 domain turn/gold

    The wizard can summon a unit of undead solidiers. He must remain in the same province or holding as his undead army or they are dispelled. The undead legion fights as a normal infantry unit with an attack of 1 and defense of 3.

    Mass Destruction

    Learning Cost: 2 gold        Casting Cost: 2 gold/unit 

    Req’d source: 5                Duration: Instant

    A Source (owned by caster or ally) at least level 1 must be in same province as caster.

    This spell can slay hundreds of enemies with a single awesome barrage of devastating fire, lightning, ice, energy, or poisonous vapor (wizard’s choice). The mage can affect 1 unit of army for every 2 gold. So to destroy an infantry unit would cost 2 gold, calvary would cost 4 and destruction of a knight unit would cost 6 gold. The wizard must be in the same province with the target unit(s) being attacked.

    Raze

    Learning Cost: 5 gold        Casting Cost: 5 gold/level dmg 

    Req’d source: 5                Duration: Instant

    A Source is not required in the target province

    Fortifications can be reduced to rubble in a matter of minutes by this spectacular spell. A wizard can reduce a fortification by 1 level for every 5 gold he spends with this spell. The holding is not harmed beyond losing its fortifications. The wizard must be in the province of the holding targeted

    Scry

    Learning Cost: 1 gold        Casting Cost: see espionage

    Req’d source: 1                Duration: Instant

    A Source (owned by caster or ally) at least level 1 must be in same province as caster.

    The scry spell allows a wizard to peer outside his domain and take the equivalent of an espionage action hundreds of miles away. The cost for this is the same as gathering info but does not risk an underling in the task. See espionage for more details.

    Subversion

    Learning Cost: 2 gold       Casting Cost: 2 gold/target 

    Req’d source: 1               Duration: 1 domain turn

    A Source (owned by caster or ally) at least level 1 must be in same province as caster.

    By employing this spell the wizard can force one holding, or army belonging to another regent to take an action (regardless of whether such assets are allowed actions). He could force a group of military units to declare war and invade a neighboring land; he could use a holding to contest or agitate; or he could instigate almost any kind of mayhem. . Subversion is limited to one discrete action, and it will affect a target regent regardless of whether he has already performed an action in the current round. The base chance of success for this is 75%. A regent may spend 1 gold/5% to increase this chance. The target has a chance to oppose the action taken but not the spell. The forced action will have a 50% success chance that cannot be boosted but may be opposed by the target at 1 level or gold = 5%. If the action reduces a holding through disband or rebellion then it is 1 level per attempt.

     

    Summoning

    Learning Cost: 3 gold        Casting Cost: Variable 

    Req’d Source: 3               Duration: Variable

    A Source (owned by caster or ally) at least level 1 must be in same province as caster.

    Using this spell the wizard can summon a horde of monsters that will gladly do his bidding. He may summon monsters as shown in the chart below. The cost to summon and to maintain these monsters is also shown. The monsters remain loyal as long as the wizard continues to pay the cost of the unit each turn. If the wizard does not pay the cost one turn, the monsters disband and the unit or holding they are in suffers a monster random event.

    The troops appear as shown below:

    Cost     Troops                     Att     Def     Movement

    2 gold     Goblin Warriors         3         2         1

    3 gold     Gnoll Marauders         3        2         3

    4 gold     Gnoll Infantry             4         3         3

    5 gold     Ogres                         5         5         4

    Transport

    Learning Cost: 1 gold   Casting Cost: 1 gold/unit 

    Req’d source: 5

    This spell allows a mage to transport up to 10 units of army to any source holdings controlled by the wizard or by his ally (with permission). This spell can be used on unwilling units but the cost is 2 gold/unit. In this case the wizard may transport the target unit up to three provinces away. He must have a source holding in the initial province but is not required to have one in the target province for the defense portion. For transport of friendly troops he must have a source in both provinces. Think of them as teleporters

    Warding

    Learning Cost: 2 gold        Casting Cost: 2gold/province (4 holdings) 

    Req’d source: 5                Duration: 1domain turn/2 gold bars

    A Source (owned by caster or ally) at least level 1 must be in same province as caster.

    With this spell the mage weaves a barrier of impenetrable mists and fogs or a magic forest that prevents any creatures from entering or leaving a province. Creatures are turned around and find themselves emerging from the mists or forest in the same spot they entered. A warding will shut down a trade route that is not friendly to the mage that cast the spell. The mage may allow people to enter and leave as he pleases while the warding is in effect. Also a warding will prevent an attack by conventional armies. Magic attacks are not prevented by wardings. See Dispel Magic.

    Priest Spells

    Bless Army

    Learning Cost: 1 gold       Casting Cost: 1 gold/unit 

    Req’d temple:3                Duration: 1 domain turn/gold

    A Temple (owned by caster or ally) at least level 1 must be in same province as caster.

    This spell allows a priest to increase the effectiveness of a unit(units), increasing all of its attack rating by 1 for the duration of the spell. He can affect a maximum of 10 units and must remain in the same province as those units for the entire time.

    Bless Land

    Learning Cost: 1 gold        Casting Cost: 1gold/holdings 

    Req’d temple: 1                Duration: 1 domain turn/gold

    A Temple (owned by caster or ally) at least level 1 must be in same province as caster but does not have to be in each target province.

    This spell causes all holdings affected to act as though they are one level higher for the purpose of gold collection and holding troops. A fortification is also increased by one level. The spell does not take effect the turn it is cast. The holding increases at the beginning of the next turn. At the end of the spell the holding is reduced to its normal level and any troops above the capacity of the holding are destroyed. A holding may never be raised above 10th level. The provincial limit of 10 levels/type of holding does not apply to this spell. So if there are two temples in a province both at level 5 and one is raised to level 6 it would be acceptable even though there are normally only 10 levels of temples permitted in a province.

     

    Blight

    Learning Cost: 1 gold        Casting Cost: 1 gold/level of target 

    Req’d temple: 3                Duration: permanent

    A Temple (owned by caster or ally) at least level 1 must be in same province as caster but does not have to be in each target province.

    This is the reverse of Bless Land. Blight depresses an affected holding by one level. Multiple holdings may be affected at the same time but the cost for this is the total of all holding levels targeted. The holdings may be ruled to raise the holding levels again.

    Death Plague

    Learning Cost: 1 gold           Casting Cost: 1gold/target level 

    Req’d temple:5                    Duration: Permanent

    A Temple (owned by caster or ally) at least level 1 must be in same province as caster but does not have to be in each target province.

    This is similar to Blight in that the targeted holding is reduced by one level. The difference in this spell is that it does not affect all target holdings at the same time. The priest designates how the Plague spreads. It affects one holding on the turn after it is cast. The next turn it may spread to a second holding if the priest pays the cost for both. It may continue to spread one holding/turn as long as the priest paid the price on the initial turn of casting. To affect 3 5th level holdings would require 15 gold and take three domain turns. The same plague may not affect the same holding twice. Two different plagues may affect the same holding. If you do not spend enough money to affect the entire holding (because you don't know the size of that holding) the spell will not work.

    Dispel Realm Magic

    Learning Cost: 1 gold           Casting Cost: 1gold/province (4 holdings) 

    Req’d temple:1                    Duration: Special

    This spell resembles the Wizard spell in all respects.

    Honest Dealings

    Learning Cost: 2 gold             Casting Cost: 2 gold/province (4holdings) 

    Req’d temple: 3                     Duration: 1 domain turn/2 gold

    A Temple (owned by caster or ally) at least level 1 must be in same province as caster.

    This ceremony creates a widespread charm effect that magically guides a holding’s citizens toward honest and upright practices. In a province affected by this spell, agitate, and espionage actions cannot succeed, and guild holdings are reduced by two levels for gold collection purposes.

    Legion of Dead

    Learning Cost: 1 gold            Casting Cost: 1gold/company 

    Req’d source: 3                    Duration: 1 domain turn/gold

    The priest can summon a unit of undead solidiers. He must remain in the same province or holding as his undead army or they are dispelled. The undead legion fights as a normal infantry unit with an attack of 1 and defense of 3.

    Transport

    Learning Cost: 1 gold            Casting Cost: 1 gold/unit 

    Req’d source: 5

    This spell allows a priest to transport up to 10 units of army to any temple holdings controlled by the priest or his ally (with permission). This spell can be used on unwilling units but the cost is 2 gold/unit. In this case the priest may transport the target unit up to three provinces away. He must have a Temple holding in the initial province but is not required to have one in the target province for the defense portion. For transport of friendly troops he must have a Temple in both provinces. Think of them as teleporters

    Warding

    Learning Cost: 2 gold            Casting Cost: 2gold/province (4 holdings) 

    Req’d temple: 5                    Duration: 1domain turn/2 gold bars

    A Temple (owned by caster or ally) at least level 1 must be in same province as caster but is not required in target provinces.

    With this spell the priest weaves a barrier of impenetrable mists and fogs or a magic forest that prevents any creatures from entering or leaving a province. Creatures are turned around and find themselves emerging from the mists or forest in the same spot they entered. A warding will shut down a trade route that is not friendly to the priest that cast the spell. The priest may allow people to enter and leave as he pleases while the warding is in effect. Also a warding will prevent an attack by conventional armies. Magic attacks are not prevented by wardings. See Dispel Magic.