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ur:illuminati_briefing [2017/12/21 13:02] daniel [The Illuminati] |
ur:illuminati_briefing [2018/01/08 11:50] (current) daniel [Tactical Turn Ritual Magic] |
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**The weak spot of the Elves** | **The weak spot of the Elves** | ||
- | The Elves have impressive magic, but they have stopped innovating a long time ago. Both the Illuminati and the Gnomes have developed powerful new magics. | + | The Elves have impressive magic, but they have stopped innovating a long time ago. Both the Illuminati and the Gnomes have developed powerful new magics. |
The recently build 'Giant Ziggurat of Urr' covering most of the Town stores red mana. The 'Grand Imperial Spell Throne' | The recently build 'Giant Ziggurat of Urr' covering most of the Town stores red mana. The 'Grand Imperial Spell Throne' | ||
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**The First Speaker** and **The One Blessed by Moonlight** are wizards. They have certain powers. | **The First Speaker** and **The One Blessed by Moonlight** are wizards. They have certain powers. | ||
==== Personal Magic ==== | ==== Personal Magic ==== | ||
- | Personal magic can be used at will. Success is automatic. | + | All Illuminati wizard characters that are played |
* ** Walk in Shadows ** You can discretely travel to an area of the game that is usually off limits to you. Interaction of any kind by you suspends the effect. So you can not sneak up on a team of players to spy on them. This spell is mostly used to facilitate secret negotiations by sneaking into a place and then revealing yourself to the folks you want to talk to. Victims of the //**Charm of Forlorn Encystment**// | * ** Walk in Shadows ** You can discretely travel to an area of the game that is usually off limits to you. Interaction of any kind by you suspends the effect. So you can not sneak up on a team of players to spy on them. This spell is mostly used to facilitate secret negotiations by sneaking into a place and then revealing yourself to the folks you want to talk to. Victims of the //**Charm of Forlorn Encystment**// | ||
- | * ** Vanish ** The wizard and anyone he touches, disappear in a puff of smoke leaving only the wizard' | + | * ** Vanish ** The wizard and anyone he touches, disappear in a puff of smoke (leaving only the wizard' |
==== Ritual Magic ==== | ==== Ritual Magic ==== | ||
- | These are massive magical rituals requiring over a 100 participants, | + | These are massive magical rituals requiring over a 100 participants, |
==== Strategic Turn Ritual Magic ==== | ==== Strategic Turn Ritual Magic ==== | ||
- | * **Battery** You are already collecting **(red | + | * **Battery** You are already collecting **(red |
- | * ** Dwarfs' | + | * ** Dwarfs' |
- | * ** Edan's Thaumaturgic Poultice (red manna) ** Your basic magic cure all. Heals 1 step on a chosen unit(s) for each red manna. | + | * ** Edan's Thaumaturgic Poultice (red mana) ** Your basic magic cure all. Heals 1 step on a chosen unit(s) for each red mana. |
- | * ** The Fabulous Fabi and his Posse (red manna) ** Activate 'The Fabulous Fabi and his Posse' | + | * ** The Fabulous Fabi and his Posse (red mana) ** Activate 'The Fabulous Fabi and his Posse' |
- | * ** Morath' | + | * ** Morath' |
- | * ** The Company of the Displacer Beast! (red manna) ** Activates the magic fetishes made of real bits of Displacer Beast that are part of the uniforms of all raiding parties on the payroll of Ur and the Gnomes. They all get to roll 2d6 and keep the best result | + | * ** The Company of the Displacer Beast (red mana) ** Activate 'The Company |
- | * ** Yimsha' | + | * ** Yimsha' |
==== Tactical Turn Ritual Magic ==== | ==== Tactical Turn Ritual Magic ==== | ||
- | * ** Aldryk' | + | * ** Aldryk' |
- | * ** Castle of Weeds (red manna) ** Naturally occurring local plants instantly grow to enormous size covering a squared centimeter on the map. It does not function as a real fortification but it will slow down an advancing army. It takes an army 1 tactical turn to move through the ' | + | * ** Castle of Weeds (red mana) ** Naturally occurring local plants instantly grow to enormous size covering a squared centimeter on the map. It does not function as a real fortification but it will slow down an advancing army. It takes an army 1 tactical turn to move through the ' |
- | * ** Charm of Brachial Fortitude (red manna) ** For each red manna + a food token (potions of Bovril for the enlisted men, glasses of Coca Wine for the officers) a unit has a +2 on all rolls during the next tactical turn. | + | * ** Charm of Brachial Fortitude (red mana) ** For each red mana + a food token (potions of Bovril for the enlisted men, glasses of Coca Wine for the officers) a unit has a +2 on all rolls during the next tactical turn. |
- | * ** Instant Exit (red manna) ** This opens a magic portal allowing instant travel between 2 areas of Urr. This allows the defenders of the city to move units between 2 locations in Ur during battle, either sending in re-enforcements, | + | * ** Instant Exit (red mana) ** This opens a magic portal allowing instant travel between 2 areas of Urr. This allows the defenders of the city to move units between 2 locations in Ur during battle, either sending in re-enforcements, |
- | * ** Smokes of Paradise (red manna) ** Cover units on 1 location on the map with sweet-smelling thick smoke. Anybody in those units is having pleasant hallucinations for the next turn and is not going to be of any use. Entering this location also incapacitates a unit. The smoke blocks missile attacks from entering the area. Units stacked with the affected units have to leave the affected area. Undead(don' | + | * ** Smokes of Paradise (red mana) ** Cover units on 1 location on the map with sweet-smelling thick smoke. Anybody in those units is having pleasant hallucinations for the next turn and is not going to be of any use. Entering this location also incapacitates a unit. The smoke blocks missile attacks from entering the area. Units stacked with the affected units have to leave the affected area. Undead(don' |