Strategic Turn Ritual Magic

Gnomish Ritual Magics

Battery You are already collecting (black 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 Gnomes cast an appropriate spell later, some, or all of their cards are drawn from this pile, player's choice. Your storage location is the Grand Imperial Spell Throne at the heart of mount Central Heating. Special: Drawing a joker has no direct effect on this spell, but it must be added to the pile. Cards stored are not returned to the spelldeck until after they are used to cast a spell.

Beldane's Subterranean Borer(black manna) This spell fuels a short jaunt with a Gnomish contraption, that functions like a submarine except it travels through massive stone instead of water. It can travel to any spot within one of the 3 mountains, or below Ur®. Cost: 1 black card delivers a 1 way trip to any location in the game, 1 additional card is needed to return it to Mount CH. Transporting a military unit, or enough Food Tokens to last Ur a week costs an extra card. Freeing someone from the Charm of Forlorn Encystment with this? Easy. This spell can be cast again as long as the Borer ends its turn back in Mount Central Heating.Limited supply spell.

Dwarfs' Culinary Bounty(red manna) 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.

The Hot Air Balloon(black manna) Launches some observation balloons. This costs 1 black card. Balloons are useful for artillery spotting and gathering detailed intelligence about troop sizes and movement. Meaning that if they want to an umpire can give some extra intelligence to the gnome nation. Balloons stay aloft until taken own by a raid.

Elvish Ritual Magics

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. Limited supply spell. Costs: 1 black card and 1 Gold Token.

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 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. Limited supply spell. Costs: 1 black card and 1 Gold Token for each 1 raiding unit.

Dwarfs' Culinary Bounty(red manna) 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…

Edan's Thaumaturgic Poultice(red manna) 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

Dwarfs' Culinary Bounty(red manna) 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.

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. Limited supply spell. 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.

Ritual Illuminati Magics

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.

Dwarfs' Culinary Bounty(red manna) 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…

Edan's Thaumaturgic Poultice(red manna) Your basic magic cureall. Heals 1 step on a chosen unit(s) for each red card collected.

* 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 bonus. Roll 1 die for each red manna and keep the best result. Countermeasures can drive the posse away, but can't damage them. Fabi and his Posse have way to many responsibilities to be doing this. Each time this spell is activated raise the terror track by 1.

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.

* 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 Gnomes. They all get to roll 2d6 and keep the best result on the raiding table.

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® 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 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. Strategic Spell

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.

Grand Necromancerspells

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. Cost: 2 black cards (and a graveyard full of human corpses, or a completely destroyed infantery, or archery unit) Drawing a joker manifests as the personalities of some of the ingredients of the spell manifesting and rebelling against the controlling mind. Only 1 Colossus can be created. As only The Grand Necromancer is able (and willing!)to undergo this transformation. Limited supply spell.

Legion of the Dead(black manna)Nspell Animate the 'contents' of a graveyard, or battlefield as cheap shock troops. This spell creates 1 unit of undead shocktroops. Cost: 1 black card (and a graveyard of human corpses, or a completely destroyed infantery, or archery unit) Special: Multiple units can created if additional black cards are drawn and additional heaps of corpses are available. Limited supply spell.

Bretwalda of Recruitingspells

Alchemy(red manna) This spell turns dirt into gold tokens. 4 gold token for each red card drawn. [Slight problem: This is Fool's Gold and will be revealed as fakery the moment a joker has any special effect on a Ritual Magic spell, cast by any wizard in the game.]

Dance of the Skull(black manna) A dancing girl and a floating skull perform a writhing, spinning dance, while the male acolytes play the ritual bongo's and the female acolytes the magic flutes. The entire next turn an anti-intrusion field covers the treasury&bagage train of the Prince of Darkness repelling any raid automatically. Cost: 2 black cards (and a human skull and a sexy dancing girl, but those last 2 items can be used again later)

Dark Princespells

Insect Host(red manna) A gigantic swarm of locusts appears directed by the mind of the wizard casting this spell. The swarm proceeds to attack the harvest. For each red card drawn, remove 4 Food Tokens still out in the fields, or forests.

All wizards in the employ of the Dark Prince

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. 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. Limited supply spell. This needs 1 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) 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 'Dresden' on a location, want to airlift a warband, or need heavy fire support for an all out assault… Cost: 2 red, or a joker (and a very skilled negotiator with a very good offer, think lots of treasure). Special: An extra dragon WILL show up for each additional 2 red cards, or joker drawn. This is a horrendously dangerous spell!!Limited supply spell.

Ship of Tears(black manna) A magic ship appears made of the tears of whores (m/f) lamenting the deaths of a Real Man!™. This ship can sail the river into Urr and dock ignoring the fortifications that are there to repel a waterborn attack. The ship disappears after it has been docked potentially stranding the units in a very hostile environment. For each unit to be carried you need both a sample of camp follower tears shed during the memorial service of a different deceased Real Man!™ and a black card. To count as a real man according to the standards of this spell, you must the first player character of the game of a member of the team of The Dark Prince (including The Dark Prince, excluding the umpire). Rumours that by any objective standard the biggest stud in the game is prince regent Fabian of Urr are ofcourse base slander.Limited supply spell.