Urr
Urr
This is an old revision of the document!
More to be written
The important magic is Ritual Magic. Each nation can only cast 1 ritual spell during the magic phase each turn, a wizard must be freed up to lead this ritual. You can't be both involved in delicate diplomacy and coördinate a magic ritual that may have over a 100 participants at the same time. There is separate tactical turn ritual magic and strategic turn ritual magic. There is also minor Personal Magic, which is there to give wizards a bit of pizazz during the roleplay bits of the 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 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.
Limited supply spell. A limited supply spell, needs the presence of a special ingredient that is in limited supply to be cast.