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urhb:magic [2017/12/24 12:43]
daniel
urhb:magic [2018/01/02 23:10]
daniel
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 ===== Magic: What Everybody Knows ===== ===== Magic: What Everybody Knows =====
 ~~NOTOC~~ ~~NOTOC~~
-This setting has kinds of magic. But this game only covers 2. We are planning to introduce the 3rd in a follow up game that is either going to be titled: 'The Witches of Urr' if **The Free City of Urr** wins this game, or 'Rebellion in Urr' if the **Dark Empire** wins.+This game has kinds of magic<sup>1)</sup>
  
 **1st** there is **Personal Magic**, to remind the rest of you that the wizards are well //wizards// during the roleplaying parts of a turn. It consists of a list of 1 (part time magic user) to 4 (Elf) personal powers that a wizard can use at will. These always work. Below are the powers that are so famous that any peasant in the land knows about them and their wielders. **1st** there is **Personal Magic**, to remind the rest of you that the wizards are well //wizards// during the roleplaying parts of a turn. It consists of a list of 1 (part time magic user) to 4 (Elf) personal powers that a wizard can use at will. These always work. Below are the powers that are so famous that any peasant in the land knows about them and their wielders.
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 **2nd** is the most powerful type of magic. **Ritual Magic**. It is so resource intensive  that each magic capable nation in the game can only cast one ritual spell during the magic phase of each turn. A wizard must be freed up to lead this ritual. You cannot be involved in delicate diplomacy and coordinate a magic ritual that may have over a 100 participants at the same time. There is a special 'magic umpire' in the game who handles all magic rituals and how well they work. **2nd** is the most powerful type of magic. **Ritual Magic**. It is so resource intensive  that each magic capable nation in the game can only cast one ritual spell during the magic phase of each turn. A wizard must be freed up to lead this ritual. You cannot be involved in delicate diplomacy and coordinate a magic ritual that may have over a 100 participants at the same time. There is a special 'magic umpire' in the game who handles all magic rituals and how well they work.
  
-A list of the magic capable nations in the game and what is generally know about their 'arsenal'.+A list of the magic capable nations in the game and what is generally known about their 'arsenal'.
  
 +The **Kingdom of the Longbeards** is rumored to have an ancient ritual that makes their army unbeatable as long as they defend their homeland in a just war.
  
 +The **The Elves** have rituals that grand simple peasants the power to take on their oppressors.
  
 +The **Gnomish Confederacy** has supposedly a ritual that grands army units the power to fly. Wether this is everybody grows a pair of wings, or all aboard the flying ship is unclear. Reports are contradictory.
  
 +The **Dark Empire** is a **Ritual Magic** powerhouse. Making the dead rise and eat the living, predicting the future from the entrails of a human sacrifice, summoning hordes of locusts to devour their enemies crops and binding dragons to their will.
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 +Some years ago the **Temple Hermits** of the **Free City of Urr** used **Ritual Magic** to move a watchtower a 150 paces sparing the city the expense of tearing it down and rebuilding it, because the river had over the years slightly changed its course undermining the foundation of the old spot of said tower. It was a minor feat as **Ritual Magic** goes, but it did prove Urr belongs on the list of **Ritual Magic** powered nations.
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 +    1)The setting actually has 3. We are planning to introduce the 3rd in a follow up game. 
 +    It is either going to be titled: 'The Witches of Urr' if Urr wins this game, or 'The Uprising of Urr' if the Dark Prince wins.
urhb/magic.txt ยท Last modified: 2018/01/12 21:13 by marcs