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SPELLS
AND MAGIC
Casting spells
is difficult and uncertain, but someone has to do it - Court Wizard Algeron
d' Tunis
The power of
a simple illusion in politics and warfare cannot be denied. The most subtle
effects can send hordes fleeing-
Court Wizard Guidon
Court
Magic
D E M A G O G U E 
The priestess
barely knew what hit her; a bag was thrown over her head and she
was taken, the screaming for her guards muffled by the thick, smelly
leather. As she was hidden in a closet, she thought she heard her
own voice speaking to the servants: "Oh, that sound. Don't
mind it, I'm sure it's just some mice."
Demagogue
is one of the more powerful Court Wizard attack spells, as it allows
a wizard to prevent a kingdom or realm from performing any actions
during a single turn, except for making income and trading resources
and other actions which do not require the presence of the ruler.
The spell costs 15 spell points for various teleportation and illusion
spells and 5 bags of gold for various bribes. While many Court
Wizards with access to libraries have tried to create a more powerful
version of this spell to allow them to actually take the place of
the ruler while the spell is in effect, attempts thus far have remained
unsuccessful.
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S H I E L D O F I N V I S I B I L I T Y

Just as
the thief reached his perch on the mountain tree and had pulled
out the expensive spyglass, he saw a wavering in the air just beyond
the hills where the Kingdom that he was hired to spy on lay.
He could see the glistening towers of silver for a moment, but after
that, the wavering in the air became a heavy mist. Mist surrounded
the entire kingdom, the thief would see nothing that day.
Meanwhile, far south in the city of Demfaril, the Court Wizard of
Jykad gazed into a crystal ball, spying on the same kingdom. The
crystal ball revealed nothing but the clouds of mist and light that
the thief had also seen.
Shield of
Invisibility is a magic spell that allows Court Wizards to prevent
others from seeing into the country. Even Farsight spells
are affected by this spell. A Shield of Invisibility requires 5
spell points, and lasts for 1d4 turns or until dispelled by its
caster or another.
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F A R S I G H T 
The Court
Wizard Kernal held up a crystal ball on the end of his staff, and
muttering a few words over the crystal ball began to show all else
in the room what was going on in the distant Kingdom of Lameria.
He held the crystal ball closer to his Lord King and closed his
eyes to empower the sphere. "Aha." The king cried, peering
into the crystal ball and watching the spells being cast there.
He turned to the Battle Wizard wearing brown robes beside him. "They
are bringing forth a Tsunami!"
Farsight allows
Court Wizards and their rulers to peer into the Kingdoms of others
for a small cost of 5 spell points. Farsight is probably the
most useful spell in the game. To look inside private buildings
or beneath the ground into caves, a Wizard must refocus his or her
power and concentrate harder, which many may not be able to do.
There are some reports of incidents where Wizards trying to use
Farsight on each other's kingdoms have accidentally made telepathic
contact, which has recently resulted in an attempt to create a spell
that allows Wizards to communicate in such a way.
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I L L U S I O N A R Y A R M Y 
The Wizard
held up his hand when the Lord Mercenary told him to, throwing a
few specks of dust into the air. The wind suddenly swirled
in the dust and leaves, picking up pieces and swirling them around
and finally into shapes of humans. The Wizard shook his open hand
at the figures, a spark of light flashing in his palm as helmets
and armor appeared on the shapes. They fell silently behind the
main troops, a single troop of archers. Apparently that little stunt
had tipped the odds in their favor and caused the enemy to flee.
The Illusionary
Army allows a Court Wizard to summon illusionary forces. He or she
may summon 1 unit of spearmen or archers and 1 unit for every level
over 1. This spell requires 10 spell points but only 10 spell
points no matter the size of the army. By spending 1 bag of gold
per unit for armor and supplies, a Wizard can summon 1 unit of cavalry
or pikemen. By spending 2 bags of gold per unit, a Wizard can summon
1 unit of knights or an artillery machine. Illusionary forces
cannot cause any actual damage, loot or pillage, or behave in any
way other than to follow the directions of the Wizard in moving
and pretending to attack.
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A L C H E M Y 
The Lord
hated to disband his troops this way, but he badly needed the money.
He took all their spears, their armor, their helmets,... everything
down to their greaves and handed them over to the wizard, who placed
them in a vat filled with an odd colored, odd smelling solution.
After a few hours, all the metal had changed to pure gold.
Perhaps Alchemy
is much more useful than Farsight. For only 5 spell points,
a ruler of a kingdom may sell units, ships, and other products for
the exact same price that he bought them at, rather than half the
price which would be what the general market would give back for
them. Greed and enhancement of the knowledge of alchemy has
resulted in research culminating in the discovery of Improved Alchemy.
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I M P O V E D A L C H E M Y 
The Court
Wizards that had trained at the Alchemical Guild were greatly relieved
to discover that Improved Alchemy had finally been released in Mage
Libraries throughout the world, and quickly rushed to buy their
own copies, amazed to discover that they barely had enough money
for it. When they went home and turned all their iron items
into platinum, they began to understand why.
Improved Alchemy
is a little bit more expensive then Alchemy, requiring 10 spell
points to perform the ritual. A ruler of a kingdom may sell units,
ships, and other products for 1.5 times the normal price that he
bought them at. Improved Alchemy is a researched spell and
is only available where Mage Schools and Libraries are built together,
at a cost on top of that, too.
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C L O U D E D V I S I O N 
"Your
Majesty! All the Crystal Balls in the kingdom refuse to work!"
The Wizard rushed into the throne room, holding a crystal orb in
front of him, dark and cloudy. They had been watching the
frenzy of research in the Mage School Library of the Camali for
the past few months. "Blast! They've found it." The Imperial
Lords of Delardu conquered the Kingdom of Thinuel that evening;
the Thinuelians never knew they were coming. Later, the tome of
Clouded Vision was a staple in classes of magic teaching Defensive
and Offensive Applications of Single Spells, though highly expensive.
Clouded Vision
is a Court Wizard spell requiring 10 spell points to cast. It prevents
a single kingdom from casting any Farsight spells for the next 1d4
turns. Clouded Vision is a researched spell and is only available
where Mage Schools and Libraries are built together, at a cost on
top of that, too.
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Subtlety?....
Bah! - Fire Battle Wizard Arthrax the Pyromean
You think
dispelling spells is EASY ? - Last Words of Gvarus Bodina, Earth
Battle Wizard
They say
Air Wizards are batty. I think we're more like butterflies. Flutter,
Flutter, Flutter. - Air Battle Wizard Aerina Pollux
What do
you mean...'Am I WET ?' - Qualthor, Water Battle Wizard
Battle
Magic
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E N E R G Y B L A S T 
The Fire
Wizard peered out from his perch on the mountain cliff. They would
be coming around that bend, he thought to himself. When he
saw the battalion of armed knights march through on black horses,
he raised his arm almost like a salute, then swung it down toward
them. A flash of light burst from his fingertips just as a huge
fiery explosion erupted where the knights were once standing. They
ran in every direction, those that were not killed; he must have
gotten the general. The Wizard smiled to himself and went back home.
Energy Blast
is very typical for Battle Wizards as it is the first destructive
magic they learn to harness. It need not appear as a fiery
blast, however, it could be lightning from the skies, an explosion
of internal energy, a flaying of particles held in the wind, a sudden
burst of water above their heads... probably any number of elemental
controls, even a small, localized earthquake that swallows up the
unit. For a cost of 5 spell points, this is an extremely effective
spell in combat and otherwise. There is only one known limitation,
the victims of the spell must be visible to the Wizard casting at
them. Damage will be resolved randomly, but higher level Battle
Wizards usually cause more damage than lower level ones.
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T E L E P O R T 
The Wizard
stood up suddenly and heavily blinked, vanishing in an instant.
She found herself two kingdoms away near the Palace of Darsitia
Venul. 'Darn', she thought to herself. That random effect was acting
up again. She'd have to fine tune it once she got back home. Better
start walking!
Using 5 spell
points, a Battle Wizard may teleport anywhere up to 3 kingdoms away,
or 300 miles over the sea. The Teleport spell can sometimes work
at greater distances than 3 kingdoms, but there is a chance of failure.
On a failure, the teleport is short by 1d4 kingdoms. Failures
will be resolved randomly, but higher level Battle Wizards usually
will be more successful than lower level ones.
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E N E R G Y S T O R M 
The two
Battle Wizards stood on the mountain top, facing out toward the
Dark City of Gevirnon, and the other cities of the Evil Kingdom
of Sardoth. In their mind's eye, they could see all the units of
cavalry and knights that were patrolling the plains. With a sudden
shout, each Battle Wizard released the fury from within: clouds
of pink and purple energy gathered over the plains, shooting down
ball lightning the size of houses, and colored in red and green.
Energy Storm
is one of the more expensive Battle Spells, costing 20 spell points.
Every single unit in a kingdom is affected as though by an Energy
Blast spell, though with reduced damage. There are only a
few known limitations: the Battle Wizards casting the spells must
be together to cast magic cooperatively, and the Battle Wizards
must be able to see the borders of the kingdom to be affected. So,
either they must work in conjunction with a Court Wizard casting
Farsight, or be at a very high place such as a mountain or in a
flying ship.
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T E L E P O R T U N I T 
"We
are ready, your... Mageship!" The young captain spoke up. "Excellency
will do!" "Yes, your excellency." The Wizard stepped
out of the red and gold campaign tent. She saw that the men in the
unit were standing just as she had directed them to. She formed
an image of the location in her mind, opened the gateway of energy
and the opened her eyes allowing the energy to flood outward. She
blinked again, opening her eyes to discover that the unit was gone.
Teleport Unit
allows a Battle Wizard to use Teleport on a whole unit: men, horses,
armor, and all. The spell has the same limitations as the
Teleport spell. Teleport Unit costs 15 spell points and 1 bag of
gold for exotic spell components. On a failure, the unit is
not teleported at all. There has been some discussion about being
able to Teleport whole armies and not just units at a time in order
to prevent from losing a few stragglers behind and being able to
take the Wizard with them. Many have tried, failed, and died, to
make the clich'e shorter.
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S H I E L D O F P O W E R 
The two
Battle Wizards went and stood on towers at opposite ends of the
kingdom. They closed their eyes and let the elemental energy flow
around them. A hum filled the air for miles. Suddenly the Wizards
opened their eyes, rays of light shooting from their eyes to the
far reaches of the kingdom. A shield of resonating energy
gradually built up around the kingdom. By the time the Shield was
in place, the Wizards collapsed, exhausted.
Shield of
Power costs 20 spell points, and as such usually requires more than
one Battle Wizard. No one may enter or leave the Kingdom for 1d4
turns. Some attempts have been made to create a single spell
that will combine the effects of the Court Magic Shield of Invisibility
with the Battle Magic Shield of Power, but so far no known successes
have occurred.
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U L T I M A T E T E L E P O R T 
When Dregfal
the Insane, an Earth Battle Wizard claimed that he could teleport
around the world, people laughed at him. When he returned
some 20 years later, the general population found him more insane.
A few Battle Wizards though he was a genius, and had actually teleported
around the world. After generations of questioning the obscure
one, they finally procured the Tome of Ultimate Teleportation, which
sent shockwaves through the Mage School Library of the known kingdoms.
In the back of the book was a list of 9000 different kingdoms that
Dregfal had visited.
Ultimate Teleport
requires 20 spell points and 5 bags of gold for various expenses.
There are very few Battle Wizards that can use this spell without
relying on powerful magic wands and staffs. Any kingdom that
the Battle Wizard is aware of, he or she can teleport there without
error. Ultimate Teleport is a researched Battle Magic spell
and is only available where Mage Schools and Libraries are
built together, with a cost on top of that, too.
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B L O O D L U S T 
Among the
Spells of War, the Tome of Bloodlust has been lost, rediscovered,
lost, rediscovered, and lost again. The last time it was discovered
by a General Warlord of Gvirmonis, a powerful Fire Battle Wizard.
He quickly made copies of the Tome and sent one to the Council of
War Magic, another one to the Council of Destiny, and a further
one to the Council of Gvirmonis. Needless to say, this erupted in
a bloodthirsty war between the three councils. The Council
of Destiny made further copies of the Tome until finally every Mage
School Library in the known kingdoms had one.
Bloodlust
requires 5 spell points, plus 1 spell point per additional unit
affected by the spell. It enhances the combat ability of the units
to a great extent but makes them easier to wound. Battle Wizards
with Bloodlust may cast this spell on any visible unit and the spell
will last until the end of the turn. Bloodlust is a researched
Battle Magic spell and is only available where Mage Schools and
Libraries are built together, with a cost on top of that, too.
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C O U N T E R S P
E L L 
The Earth
Battle Wizard Dumbledin raised his hand, preparing to dispel the
incoming Energy Blast near the Battle of Dolumnel. He hoped that
his information was right. He had gathered around him valuable
materials of silver and electrum in case he needed to force the
great energy of reversal through them instead of allowing it to
rack through his body. He pulled the energy from the earth sending
it across river and mountain to the great Battle. In his mind's
eye he saw the Air Battle Wizard Aetheria summoning forth yellow
balls of lightning and sending them toward the Imperial Knights.
'Ahhh, yesss.' the thought seemed to remain forever in his mind,
the energy shot forth over time and space, canceling out the yellow
balls of lightning.
Counterspell
is an Earth Battle Magic, available only to Earth Battle Wizards.
The spell costs a measly 5 spell points, which makes it possibly
the most powerful spell in the game. There are a few dangers to
the use of Counterspell, though. The exact name of the spell must
be known through either espionage or Farsight. If Counterspell
is cast but the perceived spell was not cast, the spell costs 10
spell points instead of 5. If the Battle Wizard cannot afford
the additional 5 spell points, he must spend 5 bags of gold instead
(the silver and electrum in the example above). If this expenditure
is not made, the Earth Battle Wizard dies.
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V U L C A N I S M
/ T S
U N A M I 
The Kingdom
was in great trouble. Through his stupidity the King had managed
to make both a local guild of Fire Battle Wizards and a local guild
of Water Battle Wizards extremely angry. One still day, the
peasants of the kingdom got up to see mountains bursting forth from
the ground, with lava spewing everywhere to their east, and a huge
tidal wave rushing in on them from the west. Needless to say,
the Kingdom doesn't exist anymore.
Vulcanism
and Tsunami are both 30 spell point attack spells cast by Fire Battle
Wizards and Water Battle Wizards respectively. They both deal a
great deal of damage to all units in the kingdom, as well as to
buildings, forests, and fertile plains. Damage is determined
randomly but higher level Battle Wizards will deal more damage than
lower level Battle Wizards. Despite the description of the spells,
damage done to lands is not permanent: damage to buildings and units
is.
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F L I G H T

The Warship
soared over the desert. "This isn't right. Ships aren't supposed
to fly!" the navigator said. "It's shorter than going
the other way, silly!" laughed the Air Battle Wizard as she
leaned out over the railing, her hair whipping freely in the wind.
For a cost
of 5 spell points per vessel, an Air Battle Wizard can give a naval
vessel the ability to fly over the land for 1d6 turns. More powerful
Air Battle Wizards can make the ship fly for a longer periods of
time than lower level Battle Wizards.
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Spells
are powerful in destructive ability, but it requires godly power
to heal. - Thera Dominelle, High Priestess of Aleina.
Unless
Fire Battle Wizards have trained to hone their craft, rampant disease
is the true destroyer. - Goryel Daryth, Dark Lord of the Temple
of Semnor
Divine
Blessings and Curses
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H E A L I N G 
The cleric
gazed pitifully around her. How could she heal them ALL? Raising
her hands in prayer to her Goddess, she radiated healing energy.
In a few moments, those that had been mortally wounded were fresh
anew again, as though they had just been recruited, full of energy
and vitality.
Healing will
cancel the previous effects of a damaging spell or attack to some
extent, and is one of the most useful Divine Blessings for only
5 spell points. Amount healed is determined randomly, but
more powerful Priests and Theogians will be able to heal more damage
than lower level Priests and Theogians.
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S H I E L D O F F A I T H 
It was
a time of darkness for the holy kingdom of Guinamarel. The Dark
Lord laughed down at them from his dark temple on top of Mt. Ashkel.
The 3 Priestesses of Furda stepped forward, combining their prayers
and their energy to bathe the city in a heavenly light from above.
When the Dark Lord attempted to drive demons of disease into Guinamarel,
they were halted by the light.
When the Shield
of Faith is cast in place for only 10 spell points, the kingdom
is protected by the gods of its faith. No curses may enter
the kingdom or be cast from the kingdom. The Shield of Faith
may be renewed for 5 spell points each turn, but if the Shield of
Faith remains for too long a time, the powers of the priests and
theogians will begin to dwindle as their deity saps their power
for itself.
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F E A S T O F T H E M A R T
Y R S 
The Feast of the Martyrs is summoned by the Priests
of the God Tevarel, Lord of the Dead and those whom have passed
beyond. The Martyrs are those whom have died keeping their faith.
The Priests summon forth a large bounty of food and drink, to benefit
the celebration of the war ending, and also to honor those that
had died in the way, and to enjoy life once again as it had been.
The Feast
of the Martyrs provides enough food for the entire population of
a kingdom in the form of meats, breads, and wine. For 5 spell points,
this spell is generally required in case of long periods without
a way of producing or trading for food and drink.
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D A R K E N E R G Y / H O L
Y F L A S H 
These two
spells have been waged in holy battles since time began. One uses
the negative powers of powerful emotions. The other uses the powers
of love and hope to defeat darker forces. The priestess dressed
in a white robe held up her hand and a sparkle of rainbow light
burst forth, only to be swallowed up in the dark cloak of the Dark
Lord. In response, the Dark Lord raised his hand and a ray of black
light shot out, striking the priestess in the chest.
Both of these
energy attacks require 10 spell points, and may only be used against
units that can be visibly seen. A certain amount of damage is done
based on alignment and/or general behavior of the unit. Damage is
determined randomly, but higher level priests or theogians will
generally cause more damage than lesser level ones
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D E A D L Y P L A G U E 
There is
no greater force of evil than the Plague, personified in many cultures
as Yellow Death, Red Death, Black Death, and a host of other colors
and effects. The dark lords have mastered the ability to control
this dark force and move it from kingdom to kingdom, infecting those
it passes by.
The Plague
that is summoned for 15 spell points has a decimating effect on
the population. For every unit, there is a certain chance that anyone
in the unit will die. In addiition, due to the effects of the disease,
trading is halted completely and no buildings may produce anything
of any sort until the plague is dealt with. Also, certain plagues
may have a negative effect on military performance. Deadly plagues
last for 1d4 turns, although more powerful priests may be able to
lengthen it further.
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D E M O N I C H O R D E / A
N G E L I C L E G I O N 
Trumpets
blare from the sky, and the swoosh of a thousand wings can be heard
coming closer. The peasants look up to see an Angelic Legion assaulting
the dark castle Claymore. Each strike of their holy flaming swords
bringing down stone after stone. Meanwhile, on the other side of
the island, the Holy Temple of Atlantis is experiencing attacks
from the shadows.
These two
spells require 25 spell points to cast and 5 bags of gold each.
These creatures are summoned to assist in battle and mundane activities
for 1d4 turns. Some priests may summon hordes and legions for longer
than normal based on their faith. If there is no battle to wage,
the creatures will work for the benefit of the kingdom adding 1d3
Kingdom Points per turn of labor.
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