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ur:general_magic [2017/02/22 10:33]
daniel
ur:general_magic [2017/03/01 10:54] (current)
marcs
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 ===== Magic: Common Mechanisms ===== ===== Magic: Common Mechanisms =====
-More to be written+~~NOTOC~~ 
 +The most effective magic is **Ritual Magic**. Each nation can only cast one ritual spell during the magic phase per turn and a wizard must be freed up to lead this ritual. You cannot be involved in delicate diplomacy **and** coordinate a magic ritual that may have over a 100 participants **at the same time**. 
 +Ritual magic is either tactical turn ritual magic or strategic turn  ritual magic. 
 +There is also minor **Personal Magic** to give wizards a bit of private fun during the roleplaying parts of a turn.
  
 +==== Ritual Magic ====
 +These are massive magical rituals that require dozens of participants, multiple hours and tons of incense. A team/nation can cast only 1 ritual spell per turn. There are separate Tactical and Strategic ritual spells. Some spells exist that can be cast in both types of turns.
  
-The important magic is **Ritual Magic**. Each nation can only cast 1 ritual spell during the magic phase each turn, wizard must be freed up to lead this ritualYou can't be both involved in delicate diplomacy and coördinate a magic ritual that may have over a 100 participants at the same time. +5 cards are drawn from deck of cards (the spell deck)A wizard who adds nice touches or theatrics in the description of the magic ritual may draw an extra card. If enough cards of he right colour are collected the spell worksEach card is 1 point. A Joker is usually an automatic point and sometimes signifies that the spell has gone haywire.  
-There is separate  tactical turn ritual magic and strategic turn  ritual magic+__Effects can be made to appear anywhere on the map.__ If there are no cards availablenothing happens. The order in which spells are resolved is based on first come, first served basis. At the start of every turn the discard pile is added back the spell deck. The deck is not reshuffled. This does not apply to cards stored in of the 2 Spell Batteries (the Ziggurat of Urr and the Grand Imperial Spell Throne of the Gnomes). Multiple teams can link up to cast one ritual spell together. Each team adds 5 cards to the spell. Only one team needs to know the spell.  
-There is also minor **Personal Magic**, which is there to give wizards bit of pizazz during the roleplay bits of the turn.+ 
 +==== Limited supply spells ==== 
 +Some spells need the presence of special ingredients that are in limited supply, to be cast.
  
-**RITUAL MAGIC** 
-These are massive magical rituals that require dozens of participants, multiple hours and tons of incense. A team/nation can cast only 1 ritual spell each turn. There are seperate Tactical and Strategic ritual spells. And a few spells that can be cast in both types of turns.  
-5 cards are drawn from a deck of cards (the spelldeck). A wizard who adds nice touches, or theatrics in the description of the magic ritual draws an extra card. If enough cards of he right colour are collected the spell works. Each card is 1 point. A Joker is usually an automatic point and sometimes signifies that the spell has gone haywire.  
-__Effects can be made to appear anywhere on the map.__ If there are no cards available, nothing happens. The order in which spells are resolved is based on a first come first served basis. At the start of every turn the discard pile is added to the spelldeck again. The deck is not reshuffled. That does not apply to cards stored in of the 2 Spell Batteries (the Ziggurat of Ur and the Grand Imperial Spell Throne of the Gnomes). Multiple teams can link up to cast 1 ritual spell together. Each team adds 5 cards to the spell. Only 1 team needs to know the spell.  
  
-<del>**Limited supply spell.**</del> A limited supply spell, needs the presence of a special ingredient that is in limited supply to be cast. 
  
-Alchemy(red manna){High Risk} 
-Tribe: Dark Prince 
-Type: Creates 'Gold' Tokens 
-Creates 1 unstable fake gold token for each red card drawn. 
-Aldryk's Fire Quencher(black manna){High Risk} 
-Tribe: Gnome, Longbeards, Urr 
-Type: Floods parts of Mount Central Heating and Urr. 
-1 black card and the system floods controlled areas, draw 1 joker and everything is flooded. 
-Battery 
-Tribe: Gnome, Urr 
-Type: Stronger Magic later. 
-The Illuminati Battery stores red cards for later use, the Gnome battery stores black cards and jokers for later use, both batteries check 6 cards for the right colour each time they are activated. 
-Beldane's Subterranean Borer(black manna) 
-Tribe: Gnome 
-Type: General units Transport. 
-1 black card delivers a 1 way trip to any underground location in the game, 2 cards are needed to do a two way journey. Each unit transported costs an extra card. For another extra card the Borer surfaces either in the market square of Ur®, or breaks through the outside surface of a mountain. Freeing someone from the Charm of Forlorn Encystment with this? Easy. This spell can be cast again as long as the Borer ends its turn back in Mount Central Heating. 
-Bladderwick's Human Catapult(black manna){High Risk} 
-Tribe: Gnome 
-Type: Transports the Mattress Jaeger Unit. 
-Transport the Mattress Jaeger from Mount CH to any open square on the map, 1 step survives the journey for each black card, 4 steps for each black card if the Hot Air Balloon is aloft. 
-Blue skin and spiky red hair(black manna)&Eternal Warriors(red manna) 
-Tribe: Longbeards 
-Type: Improves&Activates Units. 
-2 spells, always cast at once, for each black card 1 unit becomes invulnerable during the next set of combat turns, for each red card 1 group of statues turns into a invulnerable infantry unit during the next set of combat turns. 
-Castle of Weeds(red manna) 
-Tribe: Elf, Urr 
-Type: Instant fortress. 
-Drawing 1 red card creates an instant mini tropical forest that blocks an area, it takes an entire strategic turn to clear out. 
-Charm of Brachial Fortitude(red manna) 
-Tribe: Urr 
-Type: Improves Units. 
-Each red card gives 1 unit getting a +2 on all rolls during the next set of combat turns. 
-The Colossus Ylourgne(black manna){High Risk} 
-Tribe: Dark Prince 
-Type: Creates Unit 
-2 black cards and a lot of corpses transform the Grand Necromancer into an undead giant. Drawing a joker manifests as the personalities of some of the ingredients of the spell manifesting and rebelling against the controlling mind.  
-Crimson Portents(red manna){High Risk} 
-Tribe: Dark Prince 
-Type: Improves Units. 
-For 1 red card all of the armies of the Prince of Darkness get +1 on all rolls during the next set of combat turns. If a joker is drawn this becomes a -1 instead. 
-Dance of the Skull(black manna) 
-Tribe: Dark Prince 
-Type: Defends area from Magic. 
-For 2 black cards an anti-magic field covers the camp of the Prince of Darkness, during the next strategic turn, dispelling all enemy ritual magic effect that come into contact with it. 
-Dwarfs' Culinary Bounty(red manna) 
-Tribe: Elf, Gnome, Longbeards, Urr 
-Type: Create Food Tokens. 
-Creates 1 food token for each red card drawn, food token must be used this turn. 
-Edan's Thaumaturgic Poultice(red manna) 
-Tribe: Elf, Urr 
-Type: Repair Steps on damaged Units. 
-For each red card drawn repair 1 step on chosen unit(s).  
-Eternal Warriors(red manna)&Blue skin and spiky red hair(black manna) 
-Tribe: Longbeards 
-Type: Improves&Activates Units. 
-2 spells, always cast at once, for each black card 1 unit becomes invulnerable during the next set of combat turns, for each red card 1 group of statues turns into a invulnerable infantry unit during the next set of combat turns. 
-The Gnomish Sidewheeler(black manna) 
-Tribe: Gnome 
-Type: Activate elite Unit 
-For 3 black cards, or a joker the Gnomish Air Marines are activated this turn.  
-Helmet of Otranto(black manna) 
-Tribe: Gnome, Longbeards 
-Type: Instant fortress. 
-For each black card, transform 1 Dwarven helmet into a mithril tower, 2 of which can block a breach in the walls of Urr. Their only weak spot is a lack of foundation. 
-The Hot Air Balloon(black manna) 
-Tribe: Gnome 
-Type: Stronger Magic later. 
-1 black card launches some observation balloons that stay aloft until downed by a raid. The presence of the balloons gives a boost to Kruze's Magnificent Missiles, Bladderwick's Human Catapult and firing the Gnomish Steam Cannon. 
-Insect Host(red manna) 
-Tribe: Dark Prince 
-Type: Destroys Food Tokens. 
-For each red card drawn, remove 1 food token still out in the fields, or forests. 
-Kruze's Magnificent Missiles(black manna) 
-Tribe: Gnome 
-Type: Incapacitates units. 
-For each black card everybody within 1 square get's incapacitated for 1 strategic turn. Use a standard scatter diagram for targeting unless there is The Hot Air Balloon spotting the barrage. 
-Legion of the Dead(black manna){High Risk} 
-Tribe: Dark Prince 
-Type: Creates Units. 
-Creates 1 unit of undead shocktroops for each black card and enough corpses. 
-Morath's Mobile Manor(red manna) 
-Tribe: Urr 
-Type: Transports fortifications (all other transport spells, transport people). 
-For each red card a piece, a small fort, watchtower, or Helmet of Otranto drives to a new location. 
-Ship of Tears(black manna) 
-Tribe: Dark Prince 
-Type: Transports units through defenses. 
-Dock units in the harbor of Urr, each unit requires 1 black card and the death of a player character that is part of the entourage of the Dark Prince. 
-Smokes of Paradise(red manna) 
-Tribe: Urr 
-Type: Incapacitates units. 
-For each red card everybody within 1 square get's incapacitated for 1 strategic turn. Undead(don't breathe), gnomes (gasmasks) and animated statues (don't breathe) are immune. 
-The Spell of some Mediocrity(black manna) 
-Tribe: Elf 
-Type: Makes Raid/Battle outcomes predictable. 
-For each black card, instead of 1d6 add +3 to all totals in 1 complete battle. 
-Summon Dragon(red manna){High Risk} 
-Tribe: Dark Prince 
-Type: Summons elite Unit 
-For each 3 red cards, or a joker summon a dragon. Dragon must be bargained with. 
-Summons of the Improvident Gap(black manna) 
-Tribe: Elf 
-Type: Incapacitates units. 
-For 2 black cards pick a square, everybody on that square and the surrounding spheres cannot do anything this turn. The next turn is either spend regrouping, or in a chaotic Battle Royal, depending on whether the units involved are on the same side or not. 
-Transport(black manna)  
-Tribe: Elf 
-Type: General unit Transport 
-For each black card drawn teleport a unit (or more) to any open space on the map.  
-Yimsha's Carpet(red manna) 
-Tribe: Urr 
-Type: Save Transport of Civilians. 
-For each red card 200 people are shielded by a magic cloud that allows them to travel to any point in the valley and the edge of the surrounding mountains. 
ur/general_magic.1487759591.txt.gz · Last modified: 2017/02/22 10:33 by daniel