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ur:tactical_ritual_magic

Tactical Turn Ritual Magic

Gnomish Ritual Magics

Aldryk's Fire Quencher(black manna) Activates part of the gigantic sprinkler installation that draws from the lake between the Metal Mountains and has been wired throughout most of the city of Ur® and the inside of the mountain of the Gnomish Confederacy. Any fire in an affected area will go out and the affected area will be flooded. If the cause of the fire is still active in the location (say an impertinent dragon), than that cause will be soaked in an ungodly amount of water. Cost: 1 black card allows the wizard to flood any area in Urr or Mount CV he chooses. 8 hogsheads of water for each black card drawn are dumped on the cause of the fire if it is in range Special: drawing a joker activates the entire system flooding both Ur and the Confederacy.

Bladderwick's Human Catapult(black manna) Launches a bunch of mattresses and than the gnome Mattress Jaeger unit from Mount Central Heating to any open space on the map. Each black card means 1 step worth of Mattress Jaeger appear intact (as in not turned into 'tomato paste'), 4 steps if there is a Hot Air Balloon aloft to spot the location. This spell can only be cast if the Jaeger are currently stationed in Mount Central Heating. Limited supply spell. There is only 1 Mattress Jaeger unit. It starts in Mount CH.

Blue Shirt of Life(black manna) Are you colour blind?! You are not a redshirt, you are a blue-shirt! Pick a battle for each 2 black cards drawn. Remove all damage done on combat phase 1, at the start of combat phase 2. Yes this can resurrect slain units.

Earthmaw(black manna) This is one of those spells casting of which gets announced by the umpire to all players. A gaping maw opens in Mount CH, with lips of basalt, teeth of obsidian and a tongue multiple furlongs long and made of lava. For each black card drawn an entire unit is destroyed in an instant. This spell can only be used to defend Mount CH. Each casting raises the terror track in Urr by 1 point.

Snapdragon Fireworks(black manna) An extremely intimidating fireworks display. Certain units will run away and refuse to fight this tactical turn. All Free Folk, all Militia of the Wall, all Ogres and all Kobolds. This applies to 1 battle for each joker drawn. This can apply to 1 battle for each black card drawn. Limited supply spell. Only enough fireworks for 1 casting.

Helmet of Otranto(black manna) Transforms one or more dwarvish war helmet(s) into a helmet looking fortress/tower(s). Such a helmet has to be in place on the spot where the wizard wants to grow a tower. The tower remains for the rest of the game. It is as sturdy as something forged by dwarfs out of mithril, with walls as thick as a royal cubit can be. A Helmet will provide a refuge for 1 unit. A unit inside one of these will have a +4 defense modifier that cannot be reduced. Cost 1 black card for each helmet. No they can't be dismantled and sold of as scrap. They cannot be used to plug holes in the city walls.

Kruze's Magnificent Missiles(black manna) Rocket artillery! Containing itching powder!… Well o.k. it is not the most lethal weapon. Still, a missile filled with very strong itching powder takes out a unit for one whole tactical turn. Anybody inside that unit is incapacitated for that turn. Getting this spell to target the exact unit you want can be…difficult.. an umpire picks targets out of the stack at random unless there is an observation balloon spotting the barrage. 1 unit is incapacitated for each black card collected. Limited supply spell. There is only 1 dose of Itching Powder. It is in Gnomish hands, but is a raiding target.

Elvish Ritual Magics

Castle of Weeds(red manna) Naturally occurring local plants instantly grow to enormous size covering an entire square on the map. It does not function as a real fortification but it will slow down an advancing army. It takes an army 1 tactical turn to move through the 'castle', destroying it in the process. Defenders can't be effectively stationed on top of, or inside the 'castle'. Permanent until destroyed. 1 red card (drawing more of them does not improve this spell). Limited supply spell. There are only 2 pouches of the magical fertilizer needed in the game. Both are in the hands of the Elves. This can be stolen by raiders.

The Spell of some Mediocrity(black manna) A vague grayish mist settles over the field where a battle is about to start. Luck will not be a factor this time. Instead of 1d6 add +3 to all battle totals. 1 black card for each battle affected. Limited supply spell. This requires several huge containers of Redbeard goods to be sacrificed to the Gods of Mediocrity. Setting up this sacrifice takes a strategic turn after you have bought them. This pile of Redbeard goods waiting to be sacrificed is a potential raiders target.

Summons of the Improvident Gap(black manna) Opens a small rift in the form of an old fashioned milestone to another reality with a much higher gravity. Everyone&everything in&over the general area starts falling towards the rift. All units involved cannot do anything this tactical turn. All units involved take the equivalent of 1 attack. The whole thing costs 2 black cards. Limited supply spell. Can only be cast 1x. The magic carving that is sacrificed in the casting of this spell, is in Elven hands safely out of reach of raiders, but there is simply not enough time to make a new one.

Touch of the Soldier(red manna) This turns a group of ordinary non-combatants into a militia unit for 1 turn. 1 red card is needed for each militia unit. Limited supply spell. You need a unit's worth of non-combatants and militia 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.

Transport(black manna) Teleports a unit (or more) to any open space on the map. 1 black card = 1 transported unit. Limited supply spell. It requires a special magical map of the valley to be destroyed in the casting. The Temple Hermits of Urr have studied the local Ley Lines enough to draw 1 up in a strategic turn. The process of studying the Ley Lines yourself is to long (and boring) to consider at the moment.

Longbeards Ritual Magic

Aldryk's Fire Quencher(black manna) Activates part of the gigantic sprinkler installation that draws from the lake between the Metal Mountains and has been wired throughout most of the city of Ur® and the inside of the mountain of the Gnomish Confederacy. Any fire in an affected area will go out and the affected area will be flooded. If the cause of the fire is still active in the location (say an impertinent dragon), than that cause will be soaked in an ungodly amount of water. Cost: 1 black card allows the wizard to flood any area in Urr or Mount CV he chooses. 8 hogsheads of water for each black card drawn are dumped on the cause of the fire if it is in range Special: drawing a joker activates the entire system flooding both Ur and the Confederacy.

Blue skin and spiky red hair(black manna) This is always cast combined with Eternal Warriorsand must be cast within the borders of the kingdom of the Longbeards. Take all your clothes of, oil up and run screaming into battle. For each black card collected 1 unit who does this takes no damage this battle round. Due to time constraints. This spell can only be used to defend the kingdom of the Longbeards, or take on troops in or around the city of Ur. Limited supply spell.

Entourage of Pawns(red manna) This spell turns the figures of a hnetafl game into 1 unit of invulnerable soldiers for 1 battle. Limited supply spell. there is only 1 hnetafl game suitable for this spell. It is currently in possession of a Longbeard diplomat/wizard. Spell costs 1 red manna and the board game.

Eternal Warriors(red manna) This is cast combined with Blue skin and spiky red hair Bring statues of Dwarven warriors to life as invulnerable infantry units. They remain animated for 1 battle round. 1 red card and lots of statues of warriors in full kit for each unit to be created. Special: The Eternal Warriors are considered to be under the influence of Blue skin and spiky red hair while they are animated. That's because they are animated statues, not because they are literally under the influence of that spell. The statues must be within the bounds of the kingdom of the Longbeards to be animated. Due to time constraints. This spell can only be used to defend the kingdom of the Longbeards, or take on troops in or around the city of Ur. There is a limited number of statues available. Limited supply spell.

Helmet of Otranto(black manna) Transforms one or more dwarvish war helmet(s) into a helmet looking fortress/tower(s). Such a helmet has to be in place on the spot where the wizard wants to grow a tower. The tower remains for the rest of the game. It is as sturdy as something forged by dwarfs out of mithril, with walls as thick as a royal cubit can be. A Helmet will provide a refuge for 1 unit. A unit inside one of these will have a +4 defense modifier that cannot be reduced. Cost 1 black card for each helmet. No they can't be dismantled and sold of as scrap. They cannot be used to plug holes in the city walls.

Ritual Illuminati Magics

Aldryk's Fire Quencher(black manna) Activates part of the gigantic sprinkler installation that draws from the lake between the Metal Mountains and has been wired throughout most of the city of Ur® and the inside of the mountain of the Gnomish Confederacy. Any fire in an affected area will go out and the affected area will be flooded. If the cause of the fire is still active in the location (say an impertinent dragon), than that cause will be soaked in an ungodly amount of water. Cost: 1 black card allows the wizard to flood any area in Urr or Mount CV he chooses. 8 hogsheads of water for each black card drawn are dumped on the cause of the fire if it is in range Special: drawing a joker activates the entire system flooding both Ur and the Confederacy.

Castle of Weeds(red manna) Naturally occurring local plants instantly grow to enormous size covering an entire square on the map. It does not function as a real fortification but it will slow down an advancing army. It takes an army 1 turn to move through the 'castle', destroying it in the process. Defenders can't be effectively stationed on top of, or inside the 'castle'. Permanent until destroyed. 1 red card (drawing more of them does not improve this spell). Limited supply spell. There are only 2 pouches of the magical fertilizer needed in the game. Both are in the hands of the Elves.

Charm of Brachial Fortitude(red manna) For each red card drawn a unit has a +2 on all rolls during the next battle.

Instant Exit(red manna) This opens a magic portal allowing instant travel between 2 area's of Urr. This allows the defenders of the city to move units between 2 locations in Ur during battle, either sending in re-enforcements, or fleeing to safety after a fight has become hopeless. This a Limited supply spell. costing both a red card and a Longbeards' crafted silver door embedded with rubies. At the start of the game there is only 1 of these. But more can be made by the Longbeards requiring 1 strategic turn for each door. The door available at the start of the game was made to order by the Longbeards at the request of the Illuminati, but it hasn't been bought yet.

Smokes of Paradise(red manna) Covers units anywhere on the map with sweet-smelling thick smoke. Anybody in those units is having pleasant hallucinations for the next turn and is not going to be of any use. Undead(don't breathe), gnomes (gasmasks) and animated statues (don't breathe) are immune. 1 red card for each unit immobilized (and a shipment of lotus petals) Special: Yes, affected players need to sit on the ground for an entire game turn, look at their hands and say:“whee fingers!” a lot. And do nothing else. Limited supply spell., This can only be cast 1x it requires a shipment of lotus petals to be bought from the elves.

Kings in Crimson with Eyes of Starless Night(red manna) This costs 1 red manna, can only be cast once, Limited supply spell.. It can be cast from the moment that the outer walls of Urr have been breached and that the forces of Urr are retreating to the inner walls. It transforms 'The Fabulous Fabi and his Posse'&'The Fellowship of the Displacer Beast' from raiding units into (2, 8, 8) combat units.

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.

Bretwalda of Recruiting spell

Xenophobic Rage(red manna) This spell amplifies distrust of the ethnic other. This only works on stacks of units that contain different 'races'. Redbeards, Longbeards, Humans and Elves count as different 'races' to each other. All Free Folk and all units in the service of the Dark Prince count as a different 'race' to any other unit in the game. For each 2 red cards drawn, 2 units on the same side will make 1 attack each on each other instead of targeting that attack on the other side. The relationship between the other races and the Gnomes is so ritualized that this spell does not apply to them.

Dark Prince spell

Death of Obsidian Butterflies(black manna) The Dark Prince calls forth a cascade of sculpted obsidian butterflies with razor-sharp wings. Flashing over his shoulders and past his sides in a glassy black torrent. Perform 1 standard ranged attack for each black card drawn.

Grand Necromancer spell

Exploding Bones(red manna) A zombie unit explodes into flaming bits of gruesome shrapnel. The unit is destroyed and all units around it lose a step. Each red card drawn lets the necromancer blow up 1 unit. But this is not mandatory. Each joker drawn lets the other side pick a zombie unit (not the colossus) that also blows up.

All wizards in the employ of the Dark Prince

Crimson Portents(red manna) Perform a human sacrifice, read the entrails and predict a glorious victory. The armies of the Prince of Darkness get +1 on their battle rolls during the next battle round. Cost: 1 red card, if a joker is drawn the planned human sacrifice turned out to be a sexy dancing girl and the fabulous Fabi and his Posse stage a daring rescue attempt giving the armies a -1 on the battle roll instead. The servants of the Prince do not realize this is how it works, so they are always surprised by this turn of events. Allspell

ur/tactical_ritual_magic.txt · Last modified: 2017/02/25 12:25 by daniel