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Explanation/Description: This spell was
created to abjure units created by extraplanar creatures.
The spell fails against entities of demigod status or greater (as spell).
If the ettempt to abjure the unit fail, the priest must gain another level before another
attampt can be made on that particular unit.
By Unknown?
Explanation/Description: This spell can
only be cast in bright sunshine when the face of Avani shines down on the battlefield. It
is a simple enough spell in all that it does is create a bright flash that blinds the
soldiers in the effected units for 1-4 battle turns. A unit so blinded can not fight as
effectivly and is effected by a -2 modifier to all stats.
The material components of this spell are direct sunlight, and a small mirror.
By Ian Hoskins
Explanation/Description: One of the more
powerful battle spells it can only be cast by a wizard who worships Avani, and only then
after the wizard has made a recent donation of 2 GB or more to one of Avani's temples. The
spell creates a maelstrom of fire, light, and heat that reduces any unit in the effect
square to ash. All of this power however comes at a cost, as the spell also drains 1 point
from the casters bloodline. If the caster is in the square effected the he takes no
damage.
The material component of the spell is direct sunlight.
By Ian Hoskins
Explanation/Description:Despite the name
this is a wizard spell not a priest battle spell. It was created by the wizard Bedoureg of
Aftane and is one of his favorites. It creates a ball of extreme heat that fills a battle
square, effecting all units there. Each unit in the square must make a morale check. If
they succeed then they only take a hit, otherwise they take a hit and are routed.
The material components of this spell are direct sunlight and a large lens.
By Ian Hoskins
Explanation/Description: This spell create
a ball of flame so hot that the soldiers of the effected unit are reduced to ash and all
other units in the same square take 1 Hit of damage. Any flammable items in the square are
also set alight, and if cast of a dry grassy plain could start a grass fire. If the wizard
is also a follower of Avani then the spell can be cast on the square where he is without
the caster being effected by the spell.
The material component is direct sunlight.
By Ian Hoskins
Explanation/Description: When this spell is cast is create a bolt of intense heat and light that flys from the casters hand to explode among the effected unit. It flys around objects blocking its path and will always strike the unit it is aimed at. That unit takes 2 hits of damage from the heat, although only living flesh is effected, not non-living object.
By Ian Hoskins
Upon completion of this spell, a thin, iridescent beam of blue light shoots from the caster's hand with an audible hum towards the target creature. If the target makes its saving throw, then the beam is assumed to have missed or been deflected (DM should plot new course of beam and incidental targets, if any). If the save fails, the beam hits the target, draining it of 1 point of strength per level of the caster (A 12th level caster would drain 12 points of Str). Each bracket of exceptional of strength is considered one point for purposes of this spell. If the creature's strength is brought to zero, then the creature dies and becomes a shadow under the control of the caster. However, it should be noted that if the shadow slays other beings, then those newly formed shadows are not under the caster's control. This spell only grants the caster direct control over shadows created by this spell. The material component is a gem or crystal with a continual darkness effect cast upon it.
By RKanus
Spell Level: 3rd
Range: 1 square
Components: V,S,M
Duration: Instant
Area of Effect: 1sqaure per 5 levels
This spell, invented by an Anuirean wizard who didn't think very much
of the consquences of this spell. When first used, all of troops involved
are destroyed and a huge brush fire is started. Since then the spell has
been very rare, and only a few wizards were know it--and would only usedirest
of circumstances, it in the The spell covers one battle square for every
5 levels of the casteramazing hot magical fire. The fire usually catches
in everythingvicinity on fire, and completly destroys any unfortunates
located there. The dying screams of his own troops in the were said to
have driven the creator insane, after which he commited suicide. the spells
Any unit in the area of effect is destroyed. The battle usually ends,battlefiend
is enveloped in flames. Assume that, as the should thecontinue, one battle
area becomes covered in the 'Flames' terrain which will be explained in
a minute. battle After the battle, the province level in which the spell
was used isone level, unless there was no way the fire could lowered spread
or itsomehow extingushed. was 'Flames Terrain' Any unit entering
this terrain takes R in damage. At the end of anyturn, roll a six sided
dice. On a 5 or a 6 the flames battle willnearby square. spread to another
Submitted by Brandon Quina
In order to cast this spell, a wizard must have both the blood power of appropriate derivation or a willing donor of appropriate derivation (example- the blood of Anduiras to summon an Anduireal). The caster must also be in the presence of the proper material from which the elemental is to be conjured (fire for a Basaian or darkness for an Azrael). Upon completion of the spell, the spellcaster determines the strength of the elemental by donating blood points, the elemental has as many points as the donor donates, up to the donor's full amount, with one stipulation. The resultant hit dice of the elemental cannot exceed that of the caster's level. The elemental is completely obedient to the caster and will not turn on him. When the duration expires or the the caster dismisses the elemental (which can be done at will) all donated blood points return to the donor. Note that when a donor drops in blood points he may lose abilities. This spell can be risky because if the elemental is slain, the donor permanently loses half of the blood points donated. Specifics about divine elementals can be found here.
Through this magical ceremony, a caster can create a mephit of one of the sixteen types. The mephit is absolutely loyal to the caster, however they more than make up for this with their irritating mannerisms. To perform this spell, the wizard must draw the appropriate symbols around a pool of whatever elemental material is specific to the mephit he wants to create. Upon completion of this spell, the pool of the material coagulates and the mephit rises up to do the caster's bidding. Not that "pool" means any significant concentration of the appropriate matter or energy. For example, a steam mephit could be created in an area possessing a great deal of steam or a radiant mephit in a brightly lit area with lots of mirrors reflecting the light. The material components, in addition to the elemental material involved are special chalks required to write the correct spell runes on the ground (approximately 1,000 gp) and two levels of life-force to give the material vitality and intelligence. The life force can be the caster's or belong to another (preferably another's)! Someone else's life force can be used if it is retained by a trap the soul spell, or if the donating creature has its life force drained by the casting of an enervation spell during the mephit creation ceremony (in which case two of the drained levels are lost permanently). Note that mephits can only gate in other mephits already created by the same caster- gates do not conjure new mephits.
By RKanus
This spell detects one unknown bloodability of the target (first Greater powers, then Major, and finally minors powers) The material component of this spell is a 100gp gem of the kind belonging to the derivation of the target. This gem has to be smeared with a drop of blood from the caster.
While casting the caster enumerates the known powers of the target to block the spell from detecting these first. If the saving throw is made the blood doesn't reveal it's power, the spell is negated. If the gem is pressed to a wound on the target character and thus in contact with the entire bloodflow the saving throw suffers a -4 penalty.
At the end of the spell the gem crumbles to dust and the caster becomes aware of one of the bloodpowers of the target (and at what strength). If all powers were already known the jewel explodes doing 2d4 hp damage.
By Jan Arnoldus
This spell creates a ship of wood and vegetation to spring into being. It must be
cast with in 10 yards of a body of water and out doors or the spell will fail. The ship
created is vulnerable to the dispel magic spell immediately after being cast and also up
to one hour after the casting.
Beyond that time the ship is made whole and is a physical vessel now. All attempts
to detect magic or enchantment will fail upon the ship because after the hour of forming
the ship is whole and no longer held together by the magical forces, but due to the
created material and the construction process.
The ship once created appears as a normal ship as per it's design, however it is
also covered with a thin layer of earth, moss and plant life. Small plants and trees may
be seen to grow from it. These obstructions do not interfere with the normal navigation
and movement's of the ships crew.
This covering of vegetation at a distance may make the ship appear to be a small isle at a
distance. Upon closer examination the vessel can be seen for what it actually is. This
earth covering provides the ship with a bonus of +4 to all fire and lightning attacks
against it.
The caster of this spell must be familiar with the mundane art of ship building or
designing. This translates to having the appropriate non-weapon proficiencies, such as
shipwright. The size of the ship is limited in porportion to the material components used
in the casting. The spell requires a piece of drift wood, one pound of moss, and iron
shavings. These are then burned and into the mixture is placed an amount of gold equal to
the value of the ship desired to be created.
For example a galleon normally costing 30,000 gp's will require the above listed
components and also 30,000 gp's. All material componets vanish when the spell is
completed.
By Kariu
Explanation/Description: This spell is
cast on a friendly unit of archers or other soldiers with missile attack and if their next
attack results in a H or R then it will cause 2 hits of damage instead of the normal 1.
The spell works by turning the archers arrows into short-lived bolts of fire that burn the
enemy as well as cause the phyical damage. The fire is much hotter than normal, similar to
other magical fire like that from a fireball spell.
The material components of this spell are the arrows themselves, as well nearby fire
source.
By Ian Hoskins
By Neil Barnes
Explanation/Description:A very powerful
battle spell created by the wizard Bedoureg. It allows the caster to create a fortress of
compacted sand around the square he is currently in. The fortress has a level equal to the
casters/3 and is only the most basic of fortification with a wall of sand/glass. It is
useful for providing protection for lightly armoured units such as Archers and Scouts. Its
duration is limited though and can not be used to create a permanent fortress to protect
the province.
The material component of this spell is once again a lot of sand, although if the spell
duration runs out the same sand can be used again and again.
By Ian Hoskins
Explanation/Description: This spell is
used to create a icy fortress from the snowy landscape around the caster. When it is cast
the snow reforms into a large fortress with a level equal the one third the casters
current level of experience. The spell can only hold the fortress together for a small
period of time, usually no longer that a couple of battle turns before the ice melts.
The fortress itself is only fairly basic with walls of ice and a platform for archers to
stand on. The soldiers inside the walls would have to be well protected against the cold
though or they would freeze.
The material compenent of the spell is either snow or a pool of freezing water.
By Ian Hoskins
Explanation/Description: This spell create a freezing wind that sweeps across a battle field to strike a unit and freeze the blood of the soldiers effected. The effected unit takes one hit from the cold and frostbite, and this can not be prevented by armour, although magic that kept a unit warm may work.
By Ian Hoskins
Explanation/Description: A powerful battle
spell that creates icy daggers that then fly arcoss a battle field to strike any units in
the effected square, both enemy and friendly. The daggers however are only made of ice so
their effectivness is reduced by strong armour and any unit with the defence of 4 or above
is not effected at all. All other units however take 1 hit of damage. The caster is he is
in the square effected will also take damage unless he has a AC of 4 or better.
The material compent for this spell is either snow or cold water which ever is avalible.
Not just any water will do however, it must be cold water. This tend to restrict the use
of this spell to the colder regions of Cerilia.
By Ian Hoskins
By Neil Barnes
Explanation/Description:One of the more powerful battle spells it can only be cast by a wizard who worships Kriesha, and only then after the wizard has made a recent donation of 2 GB or more to one of Kriesha's temples. The spell freezes any unit in the effected square stopping their hearts and killing them. All of this power however comes at a cost, as the spell also drains 1 point from the casters bloodline. If the caster is in the square effected the he takes no damage. The material component of the spell is a falling snow or sleet.
By Ian Hoskins
Explanation/Description: This spell
creates a hail of ice that effects an entire battle square causeing 1 hit to each unit.
The unit must also make a morale check for be routed.
It must be snowing for the spell to work, and it also require 1 GB of sacrifices to
Kriesha.
By Ian Hoskins
Explanation/Description: When this spell is cast is create a ball of icy particles that flys from the casters hand to explode among the effected unit. It flys around objects blocking its path and will always strike the unit it is aimed at. That unit takes 2 hits of damage as the chunks of ice tear through anything in their path.
By Ian Hoskins
Explanation/Description: The second spell
created to hinder bloodtheft, bloodtrap, causes physical damage to any scion taking
anothers bloodline by force. Upon completion of this spell, the recipients
bloodline becomes hazardous to any one who slays the
recipient by piercing his heart; in addition to gaining whatever bloodline power the
murderer normally would, this spell causes a point
of damage for every point of bloodline strength of the spells recipient. The chill,
burning sensation felt throughout the bloodthiefs
body may also cause him to be stunned for 1d4 rounds if a second saving throw versus
spells is failed. Other than the listed effects, this spell does not alter the bloodtheft
in any way (the recipient still looses his bloodline, his tie to the land is severed if
tighmaevril was used, etc.). This spells material components are 500 gp worth of
powdered onyx, a drop of blood from the caster and recipient, and a silver dagger, all of
which are consumed by the spell.
Note: This spell can not be used in conjunction with the spell bloodguard.
Explanation/Description: This is not
really a Protection spell at all, but a weak form of Fear spell. This spell enables the
caster to set up an area with a magical field and center it on one touched creature (or
himself). Those who enter the warded area have a strong compulsion to turn back and not
pass through again (a successful saving throw vs. spell is required to avoid retreat).
Creatures of 5 hit dice (or levels) or more are unaffected. Any creature who makes its
save will be able to remain within the circle but will make all attacks at -2 and all
saves against those attacks are made with a +2 bonus. Once again, creatures of 5 HD or
more are immune to this affect. Any creature with magical protection from fear may pass
through without having to make a saving throw. Undead of all types are also immune. If a
creature affected by this spell is backed into a corner and forced into the circle, or if
anyone within the circle makes a successful melee attack (not spell or ranged attack)
against an affected creature, the Protection from Puds spell will no longer affect that
creature, but may continue to hold others at bay.
This spell was created by the half-elven fighter/mage Quevven Mornoi.
Use of the ice dagger spell creates up to five daggers of material from the Elemental Plane of Water that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a ice dagger to "Strike the commander of the legion." unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the daggers to no effect. Against creatures, each dagger inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional dagger - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five daggers at 9th level. If the wizard has multiple dagger capability, he can have them strike a single target creature or several creatures, as desired.
Use of the flame dart spell creates up to five darts of
material from the Elemental Plane of Fire that shoot forth from the wizard's fingertip and
unerringly strike their target. This includes enemy creatures in a melee. The target
creature must be seen or otherwise detected to be hit, however, so near-total concealment,
such as that offered by arrow slits, can render the spell ineffective. Likewise, the
caster must be able to identify the target. He cannot direct a flame dart to "Strike
the commander of the legion." unless he can single out the commander from the rest of
the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects
(locks, etc.) cannot be
damaged by the spell, and any attempt to do so wastes the darts to no effect.
Against creatures, each dart inflicts 1d4+1 points of damage. For every two extra levels
of experience, the wizard gains an additional dart - he has two at 3rd level, three at 5th
level, four at 7th level, etc., up to a total of five darts at 9th level. If the wizard
has multiple dart capability, he can have them strike a single target creature or several
creatures, as desired.
Explanation/Description: An odd
combination of the spells dimension door and lightning bolt, this spell allows a militant
wizard to charge her enemies, while at the same time, doing them harm. Upon completion of
this spell, the casters body, and up to 25 pounds of equipment per two levels, are
transformed into a mass of energy which then strikes forward up to the maximum range
available. This bolt of energy is always 10 feet wide and 40 feet long, and like a normal
lightning bolt, it does 1d6 points of damage per level of the caster (to a maximum of
10d6) to all creatures caught within its area.
This spells effect lasts but a split second, so it renders the caster immune to all
attacks save for constant spell effects that she
may pass through (antimagic shield, a wild magic zone, etc.). The caster reforms, none the
worse for wear wherever the lightning bolt came to a stop, but may take no other action
for that round (and receives no AC bonus from her dexterity) due to the slight
disorientation caused by this spell.
The material components for ride the lightning are a bit of fur and a miniature battering
ram made of amber, crystal, or glass.
Explanation/Description:This battle spell
was designed by Bedoureg, the wizard of Aftane, and has since been taught to all his
apprentices. It creates glass daggers out of sand and then the wizard can throw them
across the battle field, striking enemy units. The dagger effect all unit in the battle
square struck, both enemy and friendly. When they strike the unit take 1 hit of damage.
Units with a defence of 4 or greater however are uneffected by this spell as the glass
daggers shatter on their armour.
The material compenents for this spell are large amounts of sand, so deserts or beaches
are the best place to cast it.
By Ian Hoskins
Explanation/Description:This spell summons power sand beasts into a unit to attack the enemy. The caster needs to maitain concentration of the unit to maintain there form, or they will collapse into sand once more.
The unit has the following stats.
Move: 2
Melee: 7
Defence: 3
Morale: N/a
They attack by tearing at the enemy soldiers with glass claws that do considerible
damage. There is no exact structure to the beast and that may take any form, never large
that a lion though.
The material component is large quantities of sand.
By Ian Hoskins
Explanation/Description:Another of Bedoureg's sand related spells. This one creates a copy of any unit on the battle field. The new unit has the same stats as the unit it copies, except its defence is always half that of the original unit, with a minimum of 1. The shadows have extremely sharp edged weapons, but can not copy bows or other weapons so only the units melee or charge ratings can be used. Mounted units are able to be copied much the same as other units. While this unit is fighting the caster needs to maintain concentration on them and can not take any other actions As with the other sand related spells the material components of this spell are large amounts of sand.
By Ian Hoskins
Explanation/Description: Created by
Bedoureg of Aftane this spell summons a small sand storm that fills a unit with a cloud of
sand. It is still possible to fight in the storm, but each unit should have a -2 modifier
to all stats (minimum of 1) to represent their inability to fight. The caster can maintain
the storm as long as necessary but need to concentrate to do so. The storm can also be
moved around the battle field at the rate of one square per battle turn. Its shape can not
be changed however.
The material component of the spell is large amounts of sand or dust that is thrown up
into the air by the spell to form the sand storm.
By Ian Hoskins
Explanation/Description: This spell
creates a field of force in the shape of a sap, which the caster may use to attack,
appearing anywhere within the spell's range. As long as concentration is maintained, the
sap may be made to attack any target within its range. Each round the caster can choose to
attack the same target or switch to a new target anywhere within its maximum range. The
Secular Sap's chance to hit is the same as that of the caster, without any strength or
dexterity bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for
every six full experience levels of the caster, up to +3 for an 18th level caster. If the
caster is below 6th level, there is no bonus. The damage inflicted is 1d4, plus the
caster's bonus. If cast by a mage/thief, the backstab bonus may apply. In addition, there
is a percentile chance of knockout equal to ten times the amount of damage inflicted. For
example, a spellcaster who causes 3 pts of damage would have a 30% chance of knocking the
target unconscious. As soon as concentration ends, so does the sap. A Dispel Magic cast
successfully against either the sap or the caster will also dispel the sap. If an attacked
creature has magic resistance, it is checked only the first time that creature is struck,
and if it is resisted, the sap is dispelled without any chance for damage or knockout. The
material component is a sap, which must be hurled through the air and is consumed.
This spell was created by Thor Tjarlhan, a Rjurik wizard who currently is travelling
through Cerilia.
Explanation/Description: This spell reinforces a ship's hull, causing it to take on a greyish appearance similar to stone. A ship effectivly gains +1 to defence, while sacrificing 1 from MC. However it gains protection from any attacks that might peicre the hull, like ramming or damage from reefs or underwater monsters.
The material components are the ship and a small piece of marble.
By Ian Hoskins
1) Units with only 2 hits or less (ie infantry, archers,
pike, irregulars, levies, etc) take a hit automatically.
2 More powerful units (Elite Infantry, Knights etc) save vs poison or take 1 hit.
All units, regardless of which side they may be on are
affected by this spell if they are within the battle square. Any new units entering such a
square must immediately make a save to resist part of the spell's magic.
Units surviving may freely move out of the mists on their normal movement phase or be
subject to the spell on the next battle round. Any unit surviving a save that reenters the
mist, must save again normally to resist the spells effect.
By Kariu
By Neil Barnes
Explanation/Description: When this spell is cast the wizard summons elemental creatures of ice to serve him. These are shaped similar to either wolves or great bears and are armed with ice claws and teeth.
The unit has the following stats.
Move: 2
Melee: 4
Defence: 6
Morale: N/a
The caster must maintain concentration on the unit and can
not cast other spells or similar when the unit is fighting. If the caster loose
concentration for some reason then the unit stands still and can not fight. The units icy
weapons are not as strong as steel and the melee rating is reduced because of this,
however their icy forms are very tough and it is difficult to cause much damage hence the
high defence rating.
The material component is large quantities of snow or cold water.
By Ian Hoskins
Explanation/Description: This spell can
only be cast in bright sunshine when the sun shines down on a snowcovered battlefield. It
is a simple enough spell in all that it does is create a bright flash that blinds the
soldiers in the effected unit for 1-4 battle turns. A unit so blinded can not fight as
effectivly and is effected by a -2 modifier to all stats.
The material components of this spell are direct sunlight, and a snow covered battlefield
By Ian Hoskins
Explanation/Description: With this battle
spell the caster is able to make copies of enemy units to fight for him. Only one unit at
a time can be effected this way and it is never an exact copy, with the icy soldiers only
having very rough forms. The snowmen's weapons are weaker than the normal unit so their
attack is alway reduced to half that of the original unit while their defence remains the
same. If the original unit had a missile rating then the copy will lose that value and
only have the melee and charge values. Fire or heat based spells and even the sun itself
are the enemy of these snowy unit so if they are exposed to direct sunlight, or fire based
spell, they will be destroyed. Also while the unit is fighting the caster would need to
maitain concentration to keep the snowmen active, or they will just stand there and now
move.
The material component is large quantities of snow, water will not do in this case, and a
wooden pipe.
By Ian Hoskins
Explanation/Description: This spell whips up the snow of the effected battle squares and makes it almost impossible to see anything. Units in the effected square can not fight as effectivly as normal and their stats are reduced by 2. This will effect all units in the square, friendly and enemy. The storm can also be move, at a rate of 1 square/turn.
By Ian Hoskins
Explanation/Description: A snowball is an
explosive burst of snow and ice, which detonates with a low roar and delivers damage
proportional to the level of the wizard who cast it - 1d6 points of damage for each level
of experience of the spellcaster (up to a maximum of 10d6). The burst of a snowball
creates little pressure and generally conforms to the shape of the area in which it
occurs. The snowball fills an area equal to its cubic volume (roughly 33000 cubic feet - thirty- three 10-foot
10-foot 10-foot cubes). Besides causing damage to creatures, the snowball freezes
all exposed materials within its burst radius, and the chill of a snowball causes soft
metals to harden maybe even crack. Exposed items require saving throws vs. magical cold to
determine if they are affected, but items in the possession of a creature that rolls a
successful saving throw are unaffected by the snowball.
The wizard points his finger and speaks the range (distance and height) at which the
snowball is to burst. A streak flashes from the pointing digit and unless it impacts upon
a material body or solid barrier prior to attaining the prescribed range, blossoms into
the snowball (an early impact results in an early detonation). Creatures failing their
saving throws each suffer full damage from the blast. Those who roll successful saving
throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls
the damage and each affected creature suffers either full damage or half damage [round
fractions down], depending on whether the creature saved or not). The material components
of this spell are a tiny ball of dust and a thimble of water.
This spell was created by Quevven Tuarlachiem, Khinasi half-elf fighter/mage.
With this spell the mage weaves a magical barrier that covers one cardinal
direction side of a province. For example: the northern side, eastern side,
southern side, or western side. This spell creates a barriers of impenetrable
mists and fog that prevents any creatures from entering or leaving the
province. A wizard or priest with appropriate spells and magic items has
a 50% chance of successfully leading up to one person per level through
the mist.
A mage can ward one province side at 3rd level, two at 5th, three at
7th and so on. Wars, trade, and diplomacy are all but impossible while
a Warding Wall is in effect from that province side. The caster is immune
to the effects of his own warding wall and may lead as many individuals
through the mists as he wishes.
Explanation/Description: The Weaken Hull spell effects woodern ships, causing 1 hit of damage as the spell opens leaks thoughout the ship. At the same time a seaworthyness cheak is also require or the ship will sink imediatly. Even if the ship does not sink the crew will need to plug the leaks and pump out the water or the ship will loose 1 MC rating each battle turn and require another seaworthyness check every hour if it survives the battle.
By Ian Hoskins
Explanation/Description: This spell sumons an invisible blade of solified wind that sweeps through the unit causing damage where it strikes. It does not cut through the effected soldiers, but rather batters and flays them leaving behind cuts and scratches. The unit effects takes 1 hit and armour makes no difference to the damage taken.
By Ian Hoskins
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