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ur:strategic_ritual_magic [2017/02/25 08:25]
daniel
ur:strategic_ritual_magic [2017/07/31 12:25] (current)
daniel
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 //**Dwarfs' Culinary Bounty**//**(red manna)** //**Dwarfs' Culinary Bounty**//**(red manna)**
-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', it is apparently powered by several giant hamsters, running inside 2 massive hamster wheels mounted to the side of the 'ship. On board are the G.A.M'sThe Gnomish Air Marines with their fearless leader captain Kiwk. This spell launches an air ship which can be launched from Mount Central Heating. After reaching the intended target, it crashes into it (or in Gnome parlance:“a controlled landing”), resolve the unit as a raid. Ignore all the usual modifiers and replace them with a flat +1 bonus. Roll 1 die for each manna and keep the 1 with the highest result. The marines&Hamsters then disappear, beaming away Star Trek style. The ship&crew reappear in the skies apparently unharmed if the spell is cast again
-The procedure to activate the Gnomish Sidewheeler airship called 'The Good Ship Lollypop', it'apparently powered by several giant hamsters, running inside 2 massive hamster wheels mounted to the side of the 'ship. On board are the G.A.M'sThe Gnomish Air Marines and their fearless leader captain Kiwk. This spell launches an air ship which can be launched from Mount Central Heating. After reaching the intended target, it crashes into it (or in Gnome parlance:“a controlled landing”), resolve the unit as both a raid (automatic best result on the raid table don't bother rolling) and 3 attacks 3 x (1D6 4) with the usual effect (hit on 6 or bigger, 2 hits on 10). The marines&Hamsters then disappear, beaming away Star Trek style. Regrouping and relaunching is via the magic rules. __These raiders are explicitly invulnerable.__ +
-It takes 3 black cards, or a joker to activate the air marines +
  
 //**The Hot Air Balloon**//**(black manna)** //**The Hot Air Balloon**//**(black manna)**
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 //**Diabolic Treasurer**//**(black manna)** //**Diabolic Treasurer**//**(black manna)**
-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&Gold token figures) in the game. <del>**Limited supply spell.**</del> Costs: 1 black card and Gold Tokens.+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&Gold token figures) in the game. <del>**Limited supply spell.**</del> Costs: 1 black card and Gold Token.
  
 //**Doorway to the Infernum**//**(black manna)** //**Doorway to the Infernum**//**(black manna)**
-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 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. <del>**Limited supply spell.**</del> Costs: 1 black card and Gold Tokens.+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 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. <del>**Limited supply spell.**</del> Costs: 1 black card and Gold Token for each 1 raiding unit.
  
 //**Dwarfs' Culinary Bounty**//**(red manna)** //**Dwarfs' Culinary Bounty**//**(red manna)**
-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...
  
 //**Edan's Thaumaturgic Poultice**//**(red manna)** //**Edan's Thaumaturgic Poultice**//**(red manna)**
 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**//**(red manna)** 
 +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's worth of non-combatants and the right equipment for each transformation. Ur has plenty of non-combat citizens. The Free Folk have their slaves (not loyal to them at all!). And even the invaders have a couple of non-combat units squeezed away in their baggage train. The Prince will be most displeased if you turn the catamites into militia men… Dwarven kingdoms have not enough non-combatants to make this work for them.
  
 **Longbeards Ritual Magic** **Longbeards Ritual Magic**
  
 //**Dwarfs' Culinary Bounty**//**(red manna)** //**Dwarfs' Culinary Bounty**//**(red manna)**
-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**//**(black manna)**
 +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. <del>**Limited supply spell.**</del> This spell can only be cast 1x during the course of the game and requires a joined casting of Gnomes&Longbeards. The High King and the God Empress command the very earth to do something. Growing Urr a new set of walls, stopping the eruption of Mount CH, the ground opens to swallow up an army. This will always look super spectacular, but the actual strength of the effect depends on the number of black cards drawn.
 +
 +//**Set Loose the Raging Wind**//**(red manna)**
 +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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 //**Dwarfs' Culinary Bounty**//**(red manna)** //**Dwarfs' Culinary Bounty**//**(red manna)**
-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 Faby and his Posse**//**(red manna)** +** The Fabulous Fabi and his Posse (red manna) ** Activate 'The Fabulous Fabi and his Posse'. Resolve this as a raid. Ignore all the usual raid modifiers and replace them with a flat +1 bonusRoll die for each red manna and keep the best resultCountermeasures can drive the posse away, but can't damage themFabi and his Posse have way to many responsibilities to be doing this. Each time this spell is activated raise the terror track by 1. 
-Pick one party of raiders. They are 'The Fabulous Faby and his Posse'. Resolve the unit as both a raid (automatic best result on the raid table don't bother rolling) and 3 attacks 3 x (1D6 4) with the usual effect (hit on 6 or bigger, 2 hits on 10). +
-This costs 1 red card.<del>**Limited supply spell.**</del> Faby and his Posse have way to many responsibilities to be doing this. Each time this spell is activated raise the terror track by 1. __These raiders are explicitly invulnerable.__+
  
 //**Morath's Mobile Manor**//**(red manna)** //**Morath's Mobile Manor**//**(red manna)**
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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 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 GnomesThey all get to roll 2d6 and keep the best result on the raiding table.
-Pick one party of raiders. This is the feared 'Company of the Displacer Beast'. This spell activates their magic fetishes made of real bits of Displacer Beast. Roll an additional die on the raid table for each red card drawn. The 2 highest results both happen.<del>**Limited supply spell.**</del> This spell cannot be cast anymore after TCotDB has taken their 2nd point of damage. +
- +
-//**Touch of the Scoundrel**//**(red manna)** +
-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 on these raiders does not impair the much larger militia unit they are borrowed from.+
  
 //**Yimsha's Carpet**//**(red manna)** //**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.  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.  <del>**Strategic Spel**l</del> 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>
  
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 **Grand Necromancer**spells **Grand Necromancer**spells
  
-//**The Colossus Ylourgne**//**(black manna)**+//**The Colossus of Ylourgne**//**(black manna)**
 Dissect&Boil down the contents of graveyards and battlefield into a giant zombie/ siege engine piloted by the mind of The Grand Necromancer. After this spell the Grand Necromancer can no longer cast spells and he is always in the same spot on the map as the Colossus token. Dissect&Boil down the contents of graveyards and battlefield into a giant zombie/ siege engine piloted by the mind of The Grand Necromancer. After this spell the Grand Necromancer can no longer cast spells and he is always in the same spot on the map as the Colossus token.
 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)** The Dark Prince and his entourage go out for a lark. This spell summons their dragon like mounts and armor made of living beetles. Resolve this as a raid.  Ignore all the usual raid modifiers and replace them with a flat +1 bonusRoll 1 die for each black manna and keep the best resultHowever if a joker is drawn the entourage runs into prince-regent Fabian and his posse. In this case the raid fails (automatic result of on the raid table), The Dark Prince gets to decide who he betrayed in his cowardly escape.
-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 the raid as an automatic best result on the raid table (don't bother rolling)For each extra black card drawn there is an extra standard attack (1D6 + 4) (hit on 6 or bigger, 2 hits on 10) +
-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 step and the staff of the Dark Prince loses 1 member.+
  
 //**Insect Host**//**(red manna)** //**Insect Host**//**(red manna)**
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 //**Fractured Unity**//**(red manna)** //**Fractured Unity**//**(red manna)**
 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. 
-<del>**Limited supply spell.**</del> This needs red cards, each casting requires that the caster is betraying his own team in a big way that they are not yet aware of. After turn 1 of the game this will apply to the Bretwalda of recruiting (for defrauding the Dark Prince). Each betrayal fuels only 1 casting.+<del>**Limited supply spell.**</del> This needs red card, each casting requires that the caster is betraying his own team in a big way that they are not yet aware of. After turn 1 of the game this will apply to the Bretwalda of recruiting (for defrauding the Dark Prince). Each betrayal fuels only 1 casting.
  
 //**Voice of the Great Wyrm**//**(red manna)** //**Voice of the Great Wyrm**//**(red manna)**
ur/strategic_ritual_magic.1488011123.txt.gz · Last modified: 2017/02/25 08:25 by daniel