Aleksei Andrievski
03-02-1998, 02:41 PM
Hello,
I don't know if it has been done already, but I've converted all priest
spells from the War sphere for use with warcards. It seemed silly to me
that only Illusory Artillery was included in the BR rules.
So, here are the War spells from Tome of Magic and PO: Spells & Magic.
Courage (L1)
Target unit ignores next F or R result (but still takes a hit from R).
Morale (L1)
Target unit gets +1 or -1 to morale, as desired by the caster.
Rally (L2)
Target routed unit is allowed a morale check immediately, rather than
having to wait until morale phase. Useful if you want to attack with the
unit in the combat phase.
Adaptation (L3)
Target unit ignores all disadvantages of a specific terrain type, but it
also loses its normal terrain advantages (such as elves getting bonuses in
forests).
Caltrops (L3)
Cast on one area either as a cavalry or infantry version. All units of
the chosen type, friend or enemy, take one hit when passing through.
Fortify (L3)
Creates a fortification of level 2 in one area (use the warcard effects).
Entrench (L4)
As above, but fortification is level 4.
Tanglefoot (L4)
Enemy units entering the affected area must stop immediately.
Disguise (L5)
Cast before battle on a friendly unit. The unit will appear to be any
other unit type (chosen by the caster), until it is engaged in melee. This
spell does not change the unit's attributes, only appearance.
Illusory Artillery (L5)
Causes an F result for an enemy unit, as per official rules.
Gravity Variation (L6)
Either create a hill or cliff in the affected clear area, or destroy such
terrain, replacing it with clear terrain.
Illusory Fortification (L7)
Friendly units in the back row can only be attacked by missiles or
spells. Enemy units cannot enter the your back row (unless flying). Enemy
units already there are not affected by this spell. The spell ends if your
protected units make any attacks (but they can freely leave the back row
and *then* make attacks).
Shadow Engines (L7)
Creates up to four illusory Artillerist units. They can fight normally,
but disappear if engaged in melee.
All spells last for the entire battle unless indicated otherwise.
Comments?
******************************
** **
** Aleksei Andrievski **
** k24023@kyyppari.hkkk.fi **
** aka Solmyr, the Archmage **
** of the Azure Star **
** **
******************************
I don't know if it has been done already, but I've converted all priest
spells from the War sphere for use with warcards. It seemed silly to me
that only Illusory Artillery was included in the BR rules.
So, here are the War spells from Tome of Magic and PO: Spells & Magic.
Courage (L1)
Target unit ignores next F or R result (but still takes a hit from R).
Morale (L1)
Target unit gets +1 or -1 to morale, as desired by the caster.
Rally (L2)
Target routed unit is allowed a morale check immediately, rather than
having to wait until morale phase. Useful if you want to attack with the
unit in the combat phase.
Adaptation (L3)
Target unit ignores all disadvantages of a specific terrain type, but it
also loses its normal terrain advantages (such as elves getting bonuses in
forests).
Caltrops (L3)
Cast on one area either as a cavalry or infantry version. All units of
the chosen type, friend or enemy, take one hit when passing through.
Fortify (L3)
Creates a fortification of level 2 in one area (use the warcard effects).
Entrench (L4)
As above, but fortification is level 4.
Tanglefoot (L4)
Enemy units entering the affected area must stop immediately.
Disguise (L5)
Cast before battle on a friendly unit. The unit will appear to be any
other unit type (chosen by the caster), until it is engaged in melee. This
spell does not change the unit's attributes, only appearance.
Illusory Artillery (L5)
Causes an F result for an enemy unit, as per official rules.
Gravity Variation (L6)
Either create a hill or cliff in the affected clear area, or destroy such
terrain, replacing it with clear terrain.
Illusory Fortification (L7)
Friendly units in the back row can only be attacked by missiles or
spells. Enemy units cannot enter the your back row (unless flying). Enemy
units already there are not affected by this spell. The spell ends if your
protected units make any attacks (but they can freely leave the back row
and *then* make attacks).
Shadow Engines (L7)
Creates up to four illusory Artillerist units. They can fight normally,
but disappear if engaged in melee.
All spells last for the entire battle unless indicated otherwise.
Comments?
******************************
** **
** Aleksei Andrievski **
** k24023@kyyppari.hkkk.fi **
** aka Solmyr, the Archmage **
** of the Azure Star **
** **
******************************