User Tools

Site Tools


ur:magic

Differences

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

Link to this comparison view

Both sides previous revision Previous revision
ur:magic [2017/02/15 14:23]
daniel
ur:magic [2017/02/15 15:17] (current)
daniel
Line 1: Line 1:
  
  
-**Elvish Ritual Magics** 
- 
-//**Castle of Weeds**//**(red manna)** 
-Naturally occurring local plants instantly grow to enormous size covering an entire square on the map. It does not function as a real fortification but it will slow down an advancing army. It takes an army 1 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. 1 red card (drawing more of them does not improve this spell). 
- 
-//**Dwarfs' Culinary Bounty**//**(red manna)** 
-An enormous feast is created, worth 1 food point for each red card drawn. The food point must be spend on this turn. 
-Special: This originated as a a Dwarven spell. Dwarven cuisine isn't foultasting or unhealthy, but a lot of it is very different from what everybody else eats at the best of times. Side effects from Jokers usually manifest as the exotic side of Dwarven food....shudder... 
- 
-//**The Spell of some Mediocrity**//**(black manna)** 
-A vague grayish mist settles over the field where a battle is about to start. Luck will not be a factor this time. Instead of 1d6 add +3 to all battle totals. 1 black card 
- 
-//**Summons of the Improvident Gap**//**(black manna)** 
-Opens a small rift in the form of an old fashioned milestone to another reality with a much higher gravity. Everyone&everything in&over the hex and all hexes directly surrounding it start falling towards the rift. All units involved 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. 2 black cards. 
- 
-//**Transport**//**(black manna)** 
-Teleports a unit (or more) to any open space on the map. 
-1 black card = 1 transported unit 
- 
-//**Edan's Thaumaturgic Poultice**//**(red manna)** 
-Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected. 
- 
- 
-**Longbeards Ritual Magic** 
- 
-//**Aldryk's Fire Quencher**//**(black manna)** 
-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 Ur(r) 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. 
-Cost: 1 black card allows the wizard to flood any area in Urr or Mount CV he chooses. 8 hogsheads of water for each black card drawn are dumped on the cause of the fire if it is in range 
-Special: drawing a joker activates the entire system flooding both Ur and the Confederacy. 
- 
-//**Blue skin and spiky red hair**//**(black manna)** This is always cast combined with //**Eternal Warriors**// 
-Take all your clothes of, oil up and run screaming into battle. For each black card collected 1 unit who does this takes no damage this battle round. 
- 
-//**Dwarfs' Culinary Bounty**//**(red manna)** 
-An enormous feast is created, worth 1 food point for each red card drawn. The food point must be spend on this turn. 
-Special: This originated as a 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. 
- 
-//**Eternal Warriors**//**(red manna)** This is cast combined with //**Blue skin and spiky red hair**// 
-Bring statues of Dwarven warriors to life as invulnerable infantry units. They remain animated for 1 battle round. 
-1 red card and lots of statues of warriors in full kit for each unit to be created. 
-Special: The Eternal Warriors are considered to be under the influence of Blue skin and spiky red hair while they are animated. That's because they are animated statues, not because they are literally under the influence of that spell. The statues must be within the bounds of the kingdom of the Longbeards to be animated. There is a limited number of statues available. 
- 
-//**Helmet of Otranto**//**(black manna)** 
-Transforms 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. It's only flaw is the lack of a real foundation. Cost 1 black card for each helmet. 
-A Helmet will provide a refuge for 1 units. 2 helmets side by side can be used to plug a hole in a breached wall. No they can't be dismantled and sold of as scrap. 
- 
- 
-**Ritual Illuminati Magics** 
- 
-//**Aldryk's Fire Quencher**//**(black manna)** 
-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 Ur(r) 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. 
-Cost: 1 black card allows the wizard to flood any area in Urr or Mount CV he chooses. 8 hogsheads of water for each black card drawn are dumped on the cause of the fire if it is in range 
-Special: drawing a joker activates the entire system flooding both Ur and the Confederacy. 
- 
-//**Battery**// 
-You are already collecting **(red manna)** to cast spells with in the future. The magic umpire draws 6 cards when this spell is cast and puts the ones of the right colour in a 'special reserved pile. When the Illuminati cast an appropriate spell later, some, or all of their cards are drawn from this pile, player's choice.   
-Your storage location is the Ziggurat at the center of Urr. Special: Drawing a joker has no direct effect on this spell. 
-Cards stored are not returned to the spelldeck until after they are used to cast a spell. <del>**Strategic Spel**l</del> 
- 
- 
- 
-//**Castle of Weeds**//**(red manna)** 
-Naturally occurring local plants instantly grow to enormous size covering an entire square on the map. It does not function as a real fortification but it will slow down an advancing army. It takes an army 1 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. 1 red card (drawing more of them does not improve this spell). 
- 
-//**Morath's Mobile Manor**//**(red manna)** 
-A small fort, watchtower, or //**Helmet of Otranto**// under control of the government of Ur suddenly grows wheels and drives away. This spell can be used to move such a structure across any more or less flat terrain, to any flat point on the map. The spell cannot make a fortification cross the river without using a bridge, or maneuver through a narrow ally way, but the main streets of Ur are doable with the smaller fortifications. It takes a full nearby infantry unit to block such a relocation. 
-1 structure can be moved for each red card drawn. 
- 
-//**Dwarfs' Culinary Bounty**//**(red manna)** 
-An enormous feast is created, worth 1 food point for each red card drawn. The food point must be spend on this turn. 
-Special: This originated as a a Dwarven spell. Dwarven cuisine isn't foultasting or unhealthy, but a lot of it is very different from what everybody else eats at the best of times. Side effects from Jokers usually manifest as the exotic side of Dwarven food....shudder... <del>**Strategic Spel**l</del> 
- 
- 
-//**Smokes of Paradise**//**(red manna)** 
-Covers 1 square anywhere on the map with sweet-smelling thick smoke. Anybody in those squares is having pleasant hallucinations for the next turn and is not going to be of any use. Undead(don't breathe), gnomes (gasmasks) and animated statues (don't breathe) are immune. 
-1 red card for each square covered (and a shipment of lotus petals) 
-Special: Yes, affected players need to sit on the ground for an entire game turn, look at their hands and say:"whee fingers!" a lot. And do nothing else. 
- 
-//**Yimsha's Carpet**//**(red manna)** 
-A procession winds itself around the Ziggurat 3 times, afterwards a supernatural cloud of gold-veined crimson appears covering at least part of it. Than the procession leaves the central square of Ur(r) at a stately speed and advances towards it goal. Those inside the cloud cannot be harmed, or obstructed in any way, but they can't affect the outside world either. At it's destination the cloud disappears, revealing the procession.  
-1 red card for each 200 covered by the cloud. 
-Special: It is usually a bad idea to try to use this spell to move military units to a position on a field of battle. Because of the difference between a battlefield formation and the setup for a procession.  <del>**Strategic Spel**l</del> 
- 
-//**Charm of Brachial Fortitude**//**(red manna)** 
-For each red card drawn a unit has a +2 on all rolls during the next battle. **<del>Tactical Spell</del>** 
- 
-//**Edan's Thaumaturgic Poultice**//**(red manna)** 
-Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected. **<del>Strategic Spell</del>** 
  
 **The Ritual Magics of the forces of the Prince of Darkness** The wizards in the employ of the Dark Prince are unusual in that they all have their own unique spell selection.  **The Ritual Magics of the forces of the Prince of Darkness** The wizards in the employ of the Dark Prince are unusual in that they all have their own unique spell selection. 
ur/magic.1487168625.txt.gz ยท Last modified: 2017/02/15 14:23 by daniel