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ur:strategic_ritual_magic [2017/02/25 08:03] daniel |
ur:strategic_ritual_magic [2017/07/31 12:25] (current) daniel |
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- | An enormous feast is created, worth 4 Food Tokens for each red card drawn. The food point must be spend this turn. | + | An enormous feast is created, worth 4 Food Tokens for each red card drawn. |
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. | 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. | ||
- | //**The Gnomish Sidewheeler**//**(black manna)** | + | * ** The Gnomish Sidewheeler (black manna)** The procedure to activate the Gnomish Sidewheeler airship called 'The Good Ship Lollypop', |
- | The procedure to activate the Gnomish Sidewheeler airship called 'The Good Ship Lollypop', | + | |
- | It takes 3 black cards, or a joker to activate | + | |
//**The Hot Air Balloon**// | //**The Hot Air Balloon**// | ||
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// | // | ||
- | This incantation calls forth one of Hell's treasure imps. The Elves get detailed info about the current economic situation of all factions (inc. ballpark Food& | + | This incantation calls forth one of Hell's treasure imps. The Elves get detailed info about the current economic situation of all factions (inc. ballpark Food& |
//**Doorway to the Infernum**// | //**Doorway to the Infernum**// | ||
- | This creates a doorway of balefire and brimstone. For each black card drawn a handful minor demons manifest. Each handful functions as a standard raiding party this turn in exchange for x Gold Tokens. Afterwards they depart back to hell. Unpaid demons depart right now after making some rude gestures and giving a detailed description of Elven ancestry involving quite a lot of animal husbandry. Making this spell is actually save to use. < | + | This creates a doorway of balefire and brimstone. For each black card drawn a handful minor demons manifest. Each handful functions as a standard raiding party this turn in exchange for 1 Gold Token. Afterwards they depart back to hell. Unpaid demons depart right now after making some rude gestures and giving a detailed description of Elven ancestry involving quite a lot of animal husbandry. Making this spell is actually save to use. < |
// | // | ||
- | An enormous feast is created, worth 4 Food Tokens for each red card drawn. The food point must be spend on this turn. | + | An enormous feast is created, worth 4 Food Tokens for each red card drawn. |
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... | 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... | ||
// | // | ||
Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected. | Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected. | ||
+ | |||
+ | //**Touch of the Scoundrel**// | ||
+ | This turns a group of ordinary non-combatants into a raiding party for 1 turn. 1 red card is needed for each raiding party. Limited supply spell. You need a platoon' | ||
**Longbeards Ritual Magic** | **Longbeards Ritual Magic** | ||
// | // | ||
- | An enormous feast is created, worth 4 Food Tokens for each red card drawn. The food point must be spend this turn. | + | An enormous feast is created, worth 4 Food Tokens for each red card drawn. |
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. | 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. | ||
+ | |||
+ | //**We Speak the Will of Kings**// | ||
+ | Your presence cows and awes the very earth itself. You seem to expand, looming over lesser beings, light sparkles in your eyes, shadows deepen across your brow and your voice booms with righteous authority. < | ||
+ | |||
+ | //**Set Loose the Raging Wind**// | ||
+ | An enormous clearly unnatural storm covers the Metal Mountains this entire Strategic turn. Only people who know how to use the secret tunnel between The Metal Mountains and the Free City of Ur, or who have //**Walk of Shadows**// can enter or leave the halls of the Longbeards this turn. Besieging, or Raiding the place is impossible unless you can use the tunnel mentioned earlier. This costs 1 red card. | ||
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// | // | ||
- | An enormous feast is created, worth 4 Food Tokens for each red card drawn. The food point must be spend on this turn. | + | An enormous feast is created, worth 4 Food Tokens for each red card drawn. |
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... | 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... | ||
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Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected. | Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected. | ||
- | //**The Fabulous | + | * ** The Fabulous |
- | Pick one party of raiders. They are 'The Fabulous | + | |
- | This costs 1 red card.< | + | |
// | // | ||
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1 structure can be moved for each red card drawn. | 1 structure can be moved for each red card drawn. | ||
- | //**The Company of the Displacer Beast!**//**(red manna)** | + | * ** The Company of the Displacer Beast! (red manna) ** Activates |
- | Pick one party of raiders. This is the feared ' | + | |
- | + | ||
- | //**Touch of the Scoundrel**// | + | |
- | This turns a platoon of ordinary militia members into a raiding party for 1 turn. 2 red cards are needed for each raiding unit. Losses inflicted | + | |
// | // | ||
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. | 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. | + | 1 red card for each 1000 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. | 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. | ||
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**Grand Necromancer**spells | **Grand Necromancer**spells | ||
- | //**The Colossus Ylourgne**// | + | //**The Colossus |
Dissect& | Dissect& | ||
Cost: 2 black cards (and a graveyard full of human corpses, or a completely destroyed infantery, or archery unit) | Cost: 2 black cards (and a graveyard full of human corpses, or a completely destroyed infantery, or archery unit) | ||
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**Dark Prince**spells | **Dark Prince**spells | ||
- | //**Chitinous Armor, Leathery Wings**//**(black manna)** | + | * **Chitinous Armor, Leathery Wings (black manna)** |
- | Choose 1 raiding party. This is the Dark Prince and his entourage out for a lark. This spell summons their dragon like mounts and armor made of living beetles. This costs 1 black card. Resolve | + | |
- | If a joker is drawn the entourage runs into prince-regent Fabian and his posse. In this case any extra attacks go through as planned, but the raid fails, The raiding party loses 1 step and the staff of the Dark Prince | + | |
//**Insect Host**// | //**Insect Host**// | ||
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// | // | ||
This sows discord and emotional turmoil throughout a kingdom. This prevents anyone from seeing other groups in the same kingdom as allies. | This sows discord and emotional turmoil throughout a kingdom. This prevents anyone from seeing other groups in the same kingdom as allies. | ||
- | Casting this on Ur raise the terror level by 1. Casting it on the Free Folk, means that they drop everything they are doing now and the next turn is a tactical turn covering an Orkish civil war. Dwarves and Elfs are completely immune to this spell. | + | Casting this on Ur raise the terror level by 2. Casting it on the Free Folk, means that they drop everything they are doing now and the next turn is a tactical turn covering an Orkish civil war. Dwarves and Elfs are completely immune to this spell. |
- | < | + | < |
- | //**Summon Dragon**//**(red manna)** | + | //**Voice of the Great Wyrm**//**(red manna)** |
A 3-headed fire breathing dragon (possibly more of them) show(s) up, demanding to know why they have been called. This spell only summons dragons, it does not control them. You have to make a deal... Hiring a Dragon mercenary is very expensive and they cause lots of collateral damage. But if you want to go ' | A 3-headed fire breathing dragon (possibly more of them) show(s) up, demanding to know why they have been called. This spell only summons dragons, it does not control them. You have to make a deal... Hiring a Dragon mercenary is very expensive and they cause lots of collateral damage. But if you want to go ' | ||
Cost: 2 red, or a joker (and a very skilled negotiator with a very good offer, think lots of treasure). | Cost: 2 red, or a joker (and a very skilled negotiator with a very good offer, think lots of treasure). |