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YfB Example MagicIntroductionAll spells are oragnised in the following format:
Name(Name of cult it is available from; if it reads HeroQuest Only, then a specific HeroQuest must be undertaken to gain it)
Example Spells
Sky Burn(Kargzant) It summons down a barrage of liquid fire from the heavens. This comes in a roaring sceech, apparently from the Sun. It can even flow like a river after the spell has been cast, to continue burning away afterwards. The spell must be cast before combat begins, otherwise your own forces will be caught in the spell. For every 3 Magic, the spell destroys one Might of the opposing forces (although the opposition can use more Magic to prevent this loss). If this spell is cast after battle has begun, then your own forces take an equal amount of damage. However, if this spell is cast near flammable materials, such as buildings, or forest, then the opposition takes damage every turn thereafter. This damage is a + if the materials are slightly flammable (i.e. buildings) or 1 point in very flammable materials (i.e. forest). Also your side gains a bonus of one point in the modifier stage (remember, this bonus does not apply to inflicting or receiving damage) as your army has excellent advantages from the carnage and panic caused. The only way to prevent this is either a counter-spell (also a HeroQuest style spell) or to devote your army to putting the fire out. To do this, the opposition must not fight for one combat round!!! While putting out the fire a disadvantage equal to twice damage being caused is suffered. Damage may not be inflicted by the side trying to extinguish the flames, no matter how high they manage to boost their own Might.
Subere's Second Hell Portal(Subere) This spell requires a variable amount of Magic points, at least 3. The Cloud causes a penalty of 2 Might in the modifier phase until dispelled (by another spell). For every point of Magic over 3, then a corresponding amount of Underworld beasties appear out of it. The Might of the creatures that appear are added to the Might of the army, a + worth of Might appears each round for every point of magic used. This spell lasts for a number of rounds equal to the total amount of magic spent. For Example: Grogari Blackbreath summons his army to cast the spell. They spend 5 points of Magic. This means that their opponents suffer 2 Might loss to their effective Might. meanwhile the actual Might of Grogari's army increases by one point every round for 5 rounds unless the spell is dispelled.
Evening Star(Evening Star) It can only be cast when the Evening Star is visible. It costs 8 Magic to cast. She appears as a mystical, ethereal woman, floating and hovering above the army. She herself has Magic 10. Rather than adding this to the armies total, she can use it to support the army. For every point she spends, the Morale of the army increases by two points for one turn. She can also combat mystical and spiritual opponents, she can cause them to return where they came from. Add the Might and Magic of the foe, and this is the cost. So, to banish Shargash's Avatar costs 5+ Magic. She can dispel HeroQuest spells at the cost of one point per point of Magic used to cast them. For instance, to dispel a Skyburn costing 6 points to cast would cost her 6 Magic to dispel. She can use both of these abilties anytime.
Morning Star(Morning Star) The Morning Star must be in the Sky for this to be cast. It costs 4 Magic to cast this spell. She also appears like her sister, as a wraithly figure. She has a personal Magic rating of 7, but cannot use this in any way. This only matters if someone attempts to banish her. The benefits granted are that the army gains a cumulative + to Morale every turn. This dissappears instantly if Morning Star is banished.
Raise Dead(Thanatar, Zorak Zoran, Gark the Calm) For every point of Magic spent, one point of Might that has died is converted into skeletons and zombies. The maximum amount of Might that can be raised is, obviosuly, limited to the amount of Might slain. Undead, however, are not as powerful as they were in life, and only add + per point of Might raised to the army. For Example: Seven points of Might have died, three from one side, four on the other. This limits the amount of Magic to be spent to 7. If all seven points were raised, then 3+ Might is added to the army that cast the spell. The spell fades at the end of the battle. If the spell is used to keep the forces permanently under control, then the spell becomes one-use.
Forest Portals(Aldrya) For every two Magic spent, one point of Might of any foe present in the forest dissappears, appearing at any point in or around the forest that the caster chooses, usually kilometres away. The only way to defend against this would be to dispel it. This only lasts one turn.
Form Fissure(Maran Gor) For every point of Magic used, th fissure does a corresponding amount of damage. To destroy simple shelters, and small buildings requires one point. Three points will level a city wall (removing any advantages thereof due to cover). Five points will destroy a castle. Nine points will destroy a small mountain. One point of damage is inflicted for every three points of Magic used. Because of the presence of a huge fissure, both sides suffer + penalty to effective Might per point of magic used in the spell.
EarthQuake(Maran Gor) For every point spent, the opposition suffers a + penalty to their effective Might. This lasts for a number of rounds equal to the points of Magic used in the spell. Buildings collapse if two points or more are used, city walls collapse if 6 points or more is used, and castles collapse if 8 points or more are used.
Summon Shargash(Shargash) This spell costs 15 Magic to cast. Once cast the spell summons an avatar of Shargash. This Avatar is worth Might 3+, Magic 2. He adds 1 point of Morale to the army for every 200 Shargashi initiates, and adds 1 point of Magic to the army for every 200 Shargashi initiates. These bonuses end if Shargash is killed. Shargash has his own Fear Value of 5+. Often this spell is cast in Alkoth before battle starts, but when the city is attacked then the spell is cast almost immediatley.
Krishtaal(Draconic)
Pole Star Battle Dance(Polaris)
Call Star Captains(Polaris)
Sigolf Cloudcrusher(Orlanth Thunderous) It summons the spirit, which then hurls rocks at the foe. For every point of Magic spent, one rock is called. These rocks are enormous, and very, very deadly. They inflict one point of damage, but this damage cannot be deflected using Magic (any healers close enough to heal, would either be dead or find it impossible to get under the boulder to the crushed remains of their comrades).
Toranado(Orlanth Thunderous) For every point of Magic spent, the opponent suffers a penalty of 1, for a number of rounds equal to half the amount of Magic points used (rounded down). This spell is currently very rare, and may not be cast within the Glowline.
Moonburn(Moonson Imperator, Red Emperor) For every 3 Magic spent, the opposition takes 1+ Might damage. Also, for every 3 points an additional + damage is caused every turn from burning fires etc... this only occurs if flammable materials are around (such as buildings or wood). The only way to prevent this is either a counter-spell (also a HeroQuest style spell) or to devout your army to putting the fire out. To do this, the opposition must not fight for one combat round!!! While putting out the fire a disadvantage equal to twice damage being caused is suffered. Damage may not be inflicted by the side trying to extinguish the flames, no matter how high they manage to boost their own Might. This spell can only be cast underneath a Full Moon or within the Glowline.
Crusade(Malkioni) This spell is always cast before battle, and can only be cast with the express permission of the Lord Caste. It lasts until the Crusade is over, the Crusade always has specific conditions (such as "Destroy the Kingdom of War"). It costs one point of Magic per point of Might to be affected. All points of Might must be affected. Once under the effects of the Crusade, they gain a continual bonus of 2 to effective Might (see 3.1 Modifier Phase).
Call Founder(Waha subcult; the Founders) It has varying statistics. It doubles the Morale of the Tribe it is with. It has a Might equal to one for every two points of Magic that is spent. It has a Magic score equal to the unaltered Magic score of the Tribe. It only leaves when dismissed by the Tribe, banished by magic, or is slain. This spell is cast long before battle. This spell is onlu used for tribal emergencies. If the Founder is slain irreperable damage is inflicted to the spiritual force of the tribe, causing bad luck, difficult to receive Rune Magic and lowering the chances of Divine Intervention. Very few tribes risk this.
Graknaktal(Kyger Litor, Boztakang) It costs 7 Magic to cast. Once cast, all damage against chaos armies is doubled, the force never retreats from the chaos army (whether voluntary or involuntary) and they gain a bonus of 1 to effective Might every round (non-cumulative).
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