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ur:necromancer [2018/01/07 08:32]
daniel [Tactical Turn Ritual Magic]
ur:necromancer [2018/01/08 10:39] (current)
daniel [Strategic Turn Ritual Magic]
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 ==== Strategic Turn Ritual Magic ====  ==== Strategic Turn Ritual Magic ==== 
   * ** The Colossus Ylourgne (black mana) ** Dissect & Boil down the contents of a graveyard or a completely destroyed unit and add 1 black mana to turn it into a giant zombie/ siege engine piloted by the mind of The Grand Necromancer. After this spell the Grand Necromancer is always in the same spot on the map as the Colossus token.  Rumours of the personalities of some of the 'ingredients' of the spell manifesting and rebelling against the controlling mind are false. If in a subsequent tactical turn a joker has a special effect on any Ritual Magic spell, those rumours will turn out to be true after all. The Colossus stands around looking confused that turn and all zombies go immediately berserk and spend the rest of that turn attacking the nearest living unit.   * ** The Colossus Ylourgne (black mana) ** Dissect & Boil down the contents of a graveyard or a completely destroyed unit and add 1 black mana to turn it into a giant zombie/ siege engine piloted by the mind of The Grand Necromancer. After this spell the Grand Necromancer is always in the same spot on the map as the Colossus token.  Rumours of the personalities of some of the 'ingredients' of the spell manifesting and rebelling against the controlling mind are false. If in a subsequent tactical turn a joker has a special effect on any Ritual Magic spell, those rumours will turn out to be true after all. The Colossus stands around looking confused that turn and all zombies go immediately berserk and spend the rest of that turn attacking the nearest living unit.
-  * ** Legion of the Dead (black mana) ** This spell animates the //contents// of a graveyard, or a destroyed unit as a unit of undead shock troops. Costing 1 black mana and a large stack of corpses. For each additional black mana + graveyard/destroyed unit another unit will be animated. Zombie troops always use the attack table and never the defense table. Zombie units can be vaulted across the wall with a trebuchet/catapult. This damages them leaving them with only steps, but in this way they can still cause quite a bit of panic. Zombie units can only be stacked with Halflings, Kobolds, Ogres and other zombie units. If the Grand Necromancer dies, all zombies go immediately berserk and spend the rest of the game attacking the nearest sentient lifeforms around. +  * ** Legion of the Dead (black mana) ** This spell animates the //contents// of a graveyard, or a destroyed unit as a unit of undead shock troops. Costing 1 black mana and a large stack of corpses. For each additional black mana + graveyard/destroyed unit another unit will be animated. Zombie troops always use the attack table and never the defense table. Zombie units can be vaulted across the wall with a trebuchet. This damages them leaving them with only steps, but in this way they can still cause quite a bit of panic. Zombie units can only be stacked with Halflings, Kobolds, Ogres and other zombie units. If the Grand Necromancer dies, all zombies go immediately berserk and spend the rest of the game attacking the nearest sentient lifeforms around. 
   * **Fractured Unity (red mana)** This sows discord and emotional turmoil throughout a kingdom. This prevents anyone from seeing other groups in the same kingdom as allies. It can only be cast once on a specific kingdom. Casting this on Ur raises the terror track level by 1. Casting it on the Free Folk means that they abort everything they are doing now and the next turn is a tactical turn covering an Orcish civil war. Dwarves and Elves are completely immune to this spell. Each casting requires 1 red mana and the caster having betrayed his own team in a big way the others are not yet aware of. Each betrayal fuels only 1 casting.   * **Fractured Unity (red mana)** This sows discord and emotional turmoil throughout a kingdom. This prevents anyone from seeing other groups in the same kingdom as allies. It can only be cast once on a specific kingdom. Casting this on Ur raises the terror track level by 1. Casting it on the Free Folk means that they abort everything they are doing now and the next turn is a tactical turn covering an Orcish civil war. Dwarves and Elves are completely immune to this spell. Each casting requires 1 red mana and the caster having betrayed his own team in a big way the others are not yet aware of. Each betrayal fuels only 1 casting.
   * **Voice of the Great Wyrm (red mana)**  At least one 3-headed fire breathing dragon shows up, demanding to know why they have been called. A successful casting requires 2 red mana, or a joker. This spell only summons dragons; it does not control them. You have to make a deal… Better bring a very skilled negotiator with a very good offer, say lots of treasure. The ideal choice if you don't mind causing lots of collateral damage and want to go 'Dresden' on a location, airlift a warband, or need heavy fire support for an all out assault…  Special: An extra dragon WILL show up for each additional 2 red mana/1 joker. This is a horrendously dangerous spell!    * **Voice of the Great Wyrm (red mana)**  At least one 3-headed fire breathing dragon shows up, demanding to know why they have been called. A successful casting requires 2 red mana, or a joker. This spell only summons dragons; it does not control them. You have to make a deal… Better bring a very skilled negotiator with a very good offer, say lots of treasure. The ideal choice if you don't mind causing lots of collateral damage and want to go 'Dresden' on a location, airlift a warband, or need heavy fire support for an all out assault…  Special: An extra dragon WILL show up for each additional 2 red mana/1 joker. This is a horrendously dangerous spell! 
ur/necromancer.1515313924.txt.gz · Last modified: 2018/01/07 08:32 by daniel