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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. The food point must be spend 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.

The Gnomish Sidewheeler(black manna) The procedure to activate the Gnomish Sidewheeler airship called 'The Good Ship Lollypop', it's 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's. The 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) 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.

I Speak the Will of Kings Your presence cows and awes living beings. 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.

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 x Gold Tokens.

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 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. Limited supply spell. Costs: 1 black card and x Gold Tokens.

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. 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.

Longbeards Ritual Magic

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. 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.

I Speak the Will of Kings Your presence cows and awes living beings. 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

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. 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…

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 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.Limited supply spell. 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. These raiders are explicitly invulnerable. They don't have steps in this state

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) Activate the feared 'Company of the Displacer Beast' raiding unit. This spell activates their magic fetishes made of real bits of Displacer Beast. Roll a die on the raid table for each red card drawn. The 2 highest results both happen. These raiders are explicitly invulnerable. They don't have steps in this state

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) 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 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. 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 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

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 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 1 step and the staff of the Dark Prince loses 1 member.

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 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. Limited supply spell. This needs 2 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.

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.

ur/strategic_ritual_magic.1488020363.txt.gz · Last modified: 2017/02/25 10:59 by daniel