User Tools

Site Tools


ur:illuminati_briefing

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
ur:illuminati_briefing [2018/01/04 20:42]
daniel [Strategic Turn Ritual Magic]
ur:illuminati_briefing [2018/01/08 11:50] (current)
daniel [Tactical Turn Ritual Magic]
Line 40: Line 40:
  
 ==== 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 Metal Mountains and has been wired throughout most of the city of Urr and the inside of the mountain of the Gnomish Confederacy. 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. The system is untested, but the Gnomes are confident it will work. Special: A joker activates the entire system flooding both Ur and the Gnomish Confederacy+  * ** Aldryk's Fire Quencher (black mana) ** Activates part of the gigantic sprinkler installation that draws from the lake between the Metal Mountains and has been wired throughout the city of Urr and the inside of the mountain of the Gnomish Confederacy. 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. The system is untested, but the Gnomes are confident it will work. Special: A joker activates the entire system flooding both Ur and the Gnomish Confederacy
   * ** 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 'castle', destroying it in the process. Defenders can't be effectively stationed on top of, or inside the 'castle'. Permanent until destroyed. There are only 2 pouches of the magical fertilizer needed in the game. Both are in the hands of the Elves. Spell costs 1 red mana and can't be improved with more mana.   * ** 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 'castle', destroying it in the process. Defenders can't be effectively stationed on top of, or inside the 'castle'. Permanent until destroyed. There are only 2 pouches of the magical fertilizer needed in the game. Both are in the hands of the Elves. Spell costs 1 red mana and can't be improved with more mana.
   * ** 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.    * ** 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. 
ur/illuminati_briefing.1515098566.txt.gz ยท Last modified: 2018/01/04 20:42 by daniel