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ur:gnomes_magic_briefing [2017/12/21 14:42]
daniel [The Goddess Empress & The Mistress of Steam]
ur:gnomes_magic_briefing [2018/01/08 11:50] (current)
daniel [Tactical Turn Ritual Magic]
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 //**Everything below this either a Gnomish trade secret, or Gnomish Top Secret!**// //**Everything below this either a Gnomish trade secret, or Gnomish Top Secret!**//
  
-The biggest allies of the Confederscy are the Illuminati. A secret society in the free city of Ur pretending to be a local wizards guild/political party. We've banded together to develop kewl magic secrets and to undermine 'The Grand Design' of 'The High Council of the Elves'.  +The biggest allies of the Confederacy are the Illuminati. A secret society in the free city of Ur pretending to be a local wizards guild/political party called the Temple Hermits. We've banded together to develop kewl magic secrets and to undermine 'The Grand Design' of 'The High Council of the Elves'.  
  
 ** The Grand Design ** ** The Grand Design **
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 ==== Personal Magic ====  ==== Personal Magic ==== 
-Personal magic can be used at will. Success is automatic.+All Gnome wizard characters that are played can use these at will. Success is automatic.
   * ** Khulip's Nasal Enhancement ** This Gnome girl has a nose implant, making her look very alluring in the eyes of dwarf men. During the game you wear a sticker reminding everybody of your big nose.   * ** Khulip's Nasal Enhancement ** This Gnome girl has a nose implant, making her look very alluring in the eyes of dwarf men. During the game you wear a sticker reminding everybody of your big nose.
-  * ** The Protection of the Goddess Empress ** You are immune to the effect of ** Smokes of Paradise **** Yanking someone's eyeballs out ** and the **Charm of Forlorn Encystment**.+  * ** The Protection of the Goddess Empress ** You are immune to the effect of ** Smokes of Paradise, Yanking someone's eyeballs out ** and the **Charm of Forlorn Encystment**.
  
  
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   * **Battery** You are already collecting **(black mana)** to cast spells with in the future. 6 mana is gathered and the black mana + jokers are stored in your Battery. Your storage location is the Grand Imperial Spell Throne at the heart of Mount Central Heating.  When the Gnomes cast an appropriate spell later, some, or all of their mana can be drawn from the Throne, player's choice. This spell was developed in coöperation by the Gnomes and the Illuminati. It is a breakthrough in magic design and a state secret of both Ur and the Confederacy. It is still somewhat experimental and the Illuminati claim there is possibly a limit to how much mana can be safely stored in a Battery. You start the game with 9 mana (8 black +1 joker) already stored.    * **Battery** You are already collecting **(black mana)** to cast spells with in the future. 6 mana is gathered and the black mana + jokers are stored in your Battery. Your storage location is the Grand Imperial Spell Throne at the heart of Mount Central Heating.  When the Gnomes cast an appropriate spell later, some, or all of their mana can be drawn from the Throne, player's choice. This spell was developed in coöperation by the Gnomes and the Illuminati. It is a breakthrough in magic design and a state secret of both Ur and the Confederacy. It is still somewhat experimental and the Illuminati claim there is possibly a limit to how much mana can be safely stored in a Battery. You start the game with 9 mana (8 black +1 joker) already stored. 
  
-  * ** Beldane's Subterranean Borer (black mana) ** This spell fuels a short jaunt with a Gnomish contraption, that functions like a submarine except it travels through massive stone instead of water. It can travel to any spot on the map. It can serve as a food or Troops transport. 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. Cost: 1 black mana delivers a 1 way trip to any location in the game, 1 additional mana is needed to return it to Mount CH. Each large cargo (a military unit, or enough Food Tokens to last Ur a strategic turn) costs an extra mana. +  * ** Beldane's Subterranean Borer (black mana) ** This spell fuels a short jaunt with a Gnomish contraption, that functions like a submarine except it travels through massive stone instead of water. It can travel to any spot on the map. It can serve as a food or Troops transport. 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. Cost: 1 black mana delivers a 1 way trip to any location in the game, 1 additional mana is needed to return it to Mount CH. Each large cargo (a military unit, or enough Food Tokens to last Ur a strategic turn) costs an extra mana. Beyond the mana cost there is no limit to the amount of cargo this thing can transport.
  
   * ** Dwarfs' Culinary Bounty (red mana) ** An enormous feast is created, worth 4 Food Tokens for each red mana. Special: This originated as a Dwarven spell. Dwarven cuisine is wonderful, but a lot of it is very different from what everybody else eats. Side effects from Jokers usually manifest as a high portion of the meal consisting of traditional Dwarven delicacies.   * ** Dwarfs' Culinary Bounty (red mana) ** An enormous feast is created, worth 4 Food Tokens for each red mana. Special: This originated as a Dwarven spell. Dwarven cuisine is wonderful, but a lot of it is very different from what everybody else eats. Side effects from Jokers usually manifest as a high portion of the meal consisting of traditional Dwarven delicacies.
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 ==== Tactical Turn Ritual Magic ====  ==== Tactical Turn Ritual Magic ==== 
-  * ** Aldryk's Fire Quencher (black mana) ** Activates part of the gigantic sprinkler installation that draws from the lake between the Tits and has been wired throughout most of the city of Urr and the inside of the mount Central Heating. Any fire in an affected area will go out and the affected area will be flooded. If the cause of the fire is still active in the location (say an impertinent dragon), than that cause will be soaked in an ungodly amount of water. Cost: 1 black mana allows the wizard to flood any area in Urr or Mount Central Heating he chooses. 8 hogsheads of water for each additional black mana are dumped on the cause of the fire if it is in range. A joker activates the entire system flooding both Urr and the Gnomish Confederacy.+  * ** Aldryk's Fire Quencher (black mana) ** Activates part of the gigantic sprinkler installation that draws from the lake between the Tits and has been wired throughout most of the city of Urr and the inside of the mount Central Heating. Any fire in an affected area will go out and the affected area will be flooded. If the cause of the fire is still active in the location (say an impertinent dragon), than that cause will be soaked in an ungodly amount of water.  1 casting can take care of multiple fires at once. Cost: 1 black mana allows the wizard to flood any area in Urr or Mount Central Heating he chooses. 8 hogsheads of water for each additional black mana are dumped on the cause of the fire if it is in range. A joker activates the entire system flooding both Urr and the Gnomish Confederacy.
   * ** Bladderwick's Gnomish Catapult (black mana) ** Launches a bunch of mattresses and than the gnome Mattress Jaeger unit from Mount Central Heating to any open space on the map. Each black mana means that 1 step worth of Mattress Jaeger appears intact (as in not turned into 'tomato paste'), all steps if there is a Hot Air Balloon aloft to spot the location. This spell can only be cast if the Jaeger are currently stationed in Mount Central Heating. There is only 1 Mattress Jaeger unit. It starts in Mount CH.   * ** Bladderwick's Gnomish Catapult (black mana) ** Launches a bunch of mattresses and than the gnome Mattress Jaeger unit from Mount Central Heating to any open space on the map. Each black mana means that 1 step worth of Mattress Jaeger appears intact (as in not turned into 'tomato paste'), all steps if there is a Hot Air Balloon aloft to spot the location. This spell can only be cast if the Jaeger are currently stationed in Mount Central Heating. There is only 1 Mattress Jaeger unit. It starts in Mount CH.
   * ** Blue Shirt of Life (black mana)** Are you colour blind?! You are not a redshirt, you are a blue-shirt! Pick a battle for each black mana. Remove all damage done to your side on combat phase 1, at the start of combat phase 2. Yes, this can resurrect slain units. This spell requires special alchemically modified indigo dye. There is only 1 dose of this. It is in Gnomish hands, but is a raiding target.   * ** Blue Shirt of Life (black mana)** Are you colour blind?! You are not a redshirt, you are a blue-shirt! Pick a battle for each black mana. Remove all damage done to your side on combat phase 1, at the start of combat phase 2. Yes, this can resurrect slain units. This spell requires special alchemically modified indigo dye. There is only 1 dose of this. It is in Gnomish hands, but is a raiding target.
-  * ** Earthmaw (black mana) ** This is one of those spells casting of which gets announced by the umpire to all players. A gaping maw opens in Mount CH, with lips of basalt, teeth of obsidian and a tongue multiple furlongs long and made of lava. For each black mana an entire unit is destroyed in an instant. This spell can only be used to defend Mount CH. Each casting raises the terror track in Urr by 1 point.  +  * ** Earthmaw (black mana) ** This is one of those spells casting of which gets announced by the umpire to all players. A gaping maw opens in Mount CH, with lips of basalt, teeth of obsidian and a tongue multiple furlongs long and made of lava. For each black mana an entire unit is destroyed in an instant. This spell puts the volcano to sleep for a century or so, meaning it can only be used once during the timeframe of the game. It can only be used to defend Mount CH. Its casting raises the terror track in Urr by 1 point.  
-  * **Snapdragon Fireworks (black mana) ** An extremely intimidating fireworks display. Certain units will run away and refuse to fight this tactical turn. This affects all Free Folk, all Militia of the Wall, all Ogres and all KoboldsThis applies to 1 battle for each mana. There are only enough fireworks for 1 casting. They are in Gnomish hands, but are a raiding target.+  * **Snapdragon Fireworks (black mana) ** An extremely intimidating fireworks display. It applies to 1 battle for each mana. Certain units will run away and refuse to fight this tactical turn. This affects all Free Folk, all Militia of the Wall, Hobgoblins, Ogres, Kobolds and all HalflingsAlthough Halflings will sit and watch instead of actually being afraid. There are only enough fireworks for 1 casting. They are in Gnomish hands, but are a raiding target.
   * **Helmet of Otranto (black mana) ** Transforms one or more dwarvish war helmet(s) into a helmet looking fortress/tower(s). Such a helmet has to be in place on the spot where the wizard wants to grow a tower. The tower remains for the rest of the game. It is as sturdy as something forged by dwarfs out of mithril, with walls as thick as a royal cubit can be. A Helmet will provide a refuge for 1 unit. A unit inside one of these will have a +4 defense modifier that cannot be reduced. Cost 1 black mana for each helmet. No they can't be dismantled and sold of as scrap. They cannot be used to plug holes in the city walls.   * **Helmet of Otranto (black mana) ** Transforms one or more dwarvish war helmet(s) into a helmet looking fortress/tower(s). Such a helmet has to be in place on the spot where the wizard wants to grow a tower. The tower remains for the rest of the game. It is as sturdy as something forged by dwarfs out of mithril, with walls as thick as a royal cubit can be. A Helmet will provide a refuge for 1 unit. A unit inside one of these will have a +4 defense modifier that cannot be reduced. Cost 1 black mana for each helmet. No they can't be dismantled and sold of as scrap. They cannot be used to plug holes in the city walls.
   * ** Kruze's Magnificent Missiles (black mana) ** Rocket artillery! Containing itching powder!... Well o.k. it is not the most lethal weapon. Still, a missile filled  with very strong itching powder takes out a unit for one whole tactical turn. Anybody inside that unit is incapacitated for that turn. Getting this spell to target the exact unit you want can be...difficult.. an umpire picks targets out of the stack at random unless there is an observation balloon spotting the barrage. One unit is incapacitated for each black mana collected. There is only 1 dose of Itching Powder. It is in Gnomish hands, but is a raiding target.    * ** Kruze's Magnificent Missiles (black mana) ** Rocket artillery! Containing itching powder!... Well o.k. it is not the most lethal weapon. Still, a missile filled  with very strong itching powder takes out a unit for one whole tactical turn. Anybody inside that unit is incapacitated for that turn. Getting this spell to target the exact unit you want can be...difficult.. an umpire picks targets out of the stack at random unless there is an observation balloon spotting the barrage. One unit is incapacitated for each black mana collected. There is only 1 dose of Itching Powder. It is in Gnomish hands, but is a raiding target. 
ur/gnomes_magic_briefing.1513867364.txt.gz · Last modified: 2017/12/21 14:42 by daniel