Alamaze Spells
| Name: PRESENCE | Spell #: 0 |
| THIS IS NOT A SPELL, BUT RATHER A BONUS WHICH ACCRUES TO
ALL THIRD LEVEL SPELLCASTERS AND ABOVE, SIGNIFICANTLY
INCREASING THEIR COMBAT ABILITIES. THIS BONUS INCREASES
IN PROPORTION TO THE WIZARD'S POWER. WIZARDS OF THIS
POWER AND BEYOND CAN CAST ANY OF THEIR AVAILABLE SPELLS
WHICH MAY AID THEIR GROUP'S OFFENSIVE AND DEFENSIVE
CAPABILITIES OR ASSIST THEIR KINGDOM IN OTHER WAYS. {A
POWER-4 PRESENCE IS ROUGHLY EQUAL TO A POWER-2 LIGHTNING
STRIKE AND SHIELD.} |
| Name: INSTANT SELF TELEPORT | Spell #: 88 |
| THIS SPELL ALLOWS A HIGH LEVEL WIZARD TO TELEPORT HIMSELF
TO ANOTHER GROUP OF HIS KINGDOM BEFORE A BATTLE ENSUES,
THUS ALLOWING HIS POWERS OF PRESENCE TO FAVORABLY EFFECT
AN EMINENT COMBAT WITH THE NEW GROUP OR AVOID THE PERILS
OF COMBAT WITH HIS EXISTING GROUP. THE SPELLCASTER MAY
NOT CAST ANOTHER SPELL IN CONJUNCTION WITH THIS SPELL,
HOWEVER. PLACE THE GROUP I.D. OF THE GROUP IN YOUR
KINGDOM THE WIZARD WILL TELEPORT TO IN COLUMN "C". THERE
IS NO DISTANCE OR AREA RESTRICTIONS WITH THIS SPELL. |
| Name: SELF INVISIBLE | Spell #: 91 |
| THIS AND #139 ARE THE ONLY SPELLS AN ADEPT MAY USE. BY
USING THIS MAGIC, THE SPELLCASTER BECOMES INVISIBLE FOR
THE DURATION OF ALL BATTLES DURING THE CURRENT TURN. IN
THIS STATE THE WIZARD HAS NO CHANCE OF BEING SLAIN BY
GROUP TO GROUP COMBAT, BUT HE ADDS NOTHING TO HIS GROUPS
COMBAT ABILITIES. IF THE CASTER IS AN ADEPT, PLACE ".1"
IN COLUMN "B". |
| Name: DISPEL MAGIC | Spell #: 92 |
| THIS SPELL IS DIRECTED AGAINST A GROUP CONTAINING
SPELLCASTERS IN THE SAME AREA AS THE CASTING WIZARD'S
GROUP. THIS SPELL HAS A 100% CHANCE OF DISPELLING A
BATTLE SPELL OF AN EQUAL OR LESSOR LEVEL WIZARD, LESS 25%
PER LEVEL DISPARITY WHEN ATTEMPTING TO DISPEL
INCANTATIONS OF A HIGHER LEVEL SPELLCASTER. YOU MAY
OPTIONALLY LIST IN COLUMN D THE LOWEST SPELL # YOU WISH
TO DISPEL (EG- "98"). YOUR GROUP NEED NOT ENGAGE IN
COMBAT TO USE THIS SPELL. PUT GROUP I.D. OF TARGET GROUP
IN COL. "C". |
| Name: PROTECT HEROES AND WIZARDS | Spell #: 94 |
| BY CASTING THIS SPELL, THE WIZARD SEEKS TO PROTECT ALL
HEROES AND WIZARDS OF HIS GROUP FROM THE BLACK MAGICS OF
A PARTICULAR OPPOSING GROUP'S SPELLCASTERS. THIS SPELL
IS ALWAYS SUCCESSFUL, BUT IS ONLY EFFECTIVE AGAINST ONE
GROUP AND MAY ONLY BE CAST UPON THE GROUP IN WHICH THE
WIZARD IS LOCATED. IT PROTECTS ALL THE GROUP'S
LEADERS AND WIZARDS, EVEN AGAINST MULTIPE ATTACKS UNLESS
DISPELLED. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". |
| Name: STUN LEADER | Spell #: 95 |
| THE WIZARD CASTING THIS SPELL SEEKS TO RENDER THE
OPPOSING COMMANDER INEFFECTIVE FOR THE DURATION OF A
BATTLE. YOUR GROUP MUST ENGAGE THE TARGET GROUP IN
COMBAT FOR THIS SPELL TO BE EFFECTIVE. BASE CHANCE OF
SUCCESS IS 100%, * DIFFERENCE IN LEVEL OF ABILITY
(GENERAL CONSIDERED EQUAL TO POWER-2 WIZARD FOR THIS
PURPOSE). EG: A POWER-1 WIZARD HAS A 33% {100%*(1/3)} OF
STUNNING A MARSHAL. PUT GROUP I.D. OF TARGET GROUP IN
COL. "C". |
| Name: KILL LEADER/WIZARD | Spell #: 96 |
| THE WIZARD CASTING THIS SPELL SEEKS TO SLAY A PARTICULAR
OPPOSING HERO OR SPELLCASTER. THE BASE CHANCE OF SUCCESS
IS 50%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL
CONSIDERED EQUAL TO A POWER-2 WIZARD FOR THIS PURPOSE).
EG: A POWER-1 WIZARD HAS A 16.3% {50%*(1/3)} OF SLAYING A
MARSHAL AND A POWER-6 HAS A 75% CHANCE OF KILLING A
POWER-4, AND A POWER-3 HAS A 30% CHANCE OF KILLING A
POWER-5. PUT THE GROUP I.D. OF THE TARGET GROUP IN COL
"C", PLACE "W" OR "L" (WIZ OR LDR.) IN COLUMN "D", PLACE
"H" OR "L" (HIGH OR LOW) IN COL. "E". YOUR GROUP NEED
NOT HAVE COMBAT FOR THIS SPELL; BUT MUST BE IN THE SAME
LOCATION AS THE GROUP CONTAINING THE FIGURE YOU DESIRE TO
SLAY. |
| Name: WALL OF FLAME | Spell #: 98 |
| BY CASTING THIS SPELL THE WIZARD CREATES A 20' DEEP, 20'
HIGH AND VERY LONG WALL OF FLAME BETWEEN HIS GROUP AND A
POTENTIALLY HOSTILE GROUP IN THE SAME AREA. THIS WALL OF
FLAME PREVENTS ATTACKS FROM ALL BUT THE MOST DETERMINED
ATTACKERS. DETERMINED ATTACKERS WILL SUFFER SIGNIFICANT
DAMAGE CROSSING THE WALL, PRIOR TO THE COMBAT. MULTIPLE
CASTINGS OF THIS SPELL ARE POSSIBLE AND THE EFFECTS ARE
CUMULATIVE. THIS SPELL IS A DEFENSIVE SPELL AND IS NOT
EFFECTIVE AGAINST DRAGONS. PUT THE TARGET GROUP I.D. IN
"C". |
| Name: SUMMON DEATH | Spell #: 99 |
| A TERRIBLE BLACK MAGIC WHICH CALLS FORTH THE ESSENCE OF
DEATH AND ROLLS THIS EVIL PRESENCE AS IF IN A GREAT GREEN
WAVE TOWARD THE ENEMY, ELIMINATING FROM 2 - 4 BRIGADES OF
TROOPS OF THE ENEMY (DEPENDING ON THE KINGDOM) IN THE
SAME AREA AS THE CASTER, AND LOWERS MORALE BY 15%,
REGARDLESS OF WHETHER COMBAT IS ACTUALLY FOUGHT WITH THAT
GROUP. ONLY TROOPS ARE EFFECTED AS FIGURES (LEADERS
AND WIZARDS)RECOGNIZE THE DANGER AND SWIFTLY DEPART
THE AREA AFFECTED. PUT GROUP I.D. OF TARGET GROUP IN
COL. "C". |
| Name: SHIELD | Spell #: 100 |
| THIS SPELL CAUSES A GLIMMERING SHIELD OF MAGIC TO PROTECT
THE FORCE, AND INCREASES THE DEFENSIVE VALUES OF THE
WIZARD'S GROUP, EFFECTIVELY REDUCING THE CASUALTIES IT
WILL SUFFER FROM BATTLE WITH A SPECIFIC OPPOSING GROUP OR
A POPULATION CENTER. THE AMOUNT OF BENEFIT RECEIVED
INCREASES WITH THE POWER LEVEL OF THE SPELLCASTER. PUT
THE GROUP I.D. OF THE OPPOSING TARGET GROUP IN COLUMN
"C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN
"C" BLANK. |
| Name: GUARDED ATTACK | Spell #: 101 |
| THIS IS A SOPHISTICATED SPELL IN WHICH THE SPELLCASTER
BECOMES INVISIBLE, THEREBY PROTECTING HIMSELF FROM THE
HAZARDS OF BATTLE, AND SENDS FORTH POWERFUL SONIC BLASTS
INTO THE ENEMY LINES, INFLICTING CASUALTIES IN
PROPORTION TO THE SPELLCASTERS POWER: 300 POINTS PER
LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE
SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN
COL. "C", OR IF CAST AGAINST A POPULATION CENTER OR IN AN
UNUSUAL SIGHTING, LEAVE COLUMN "C" BLANK. WHEN USED IN
AN UNUSUAL SIGHTING IT REDUCES THE WIZARD'S EFFECTIVENESS
BY 50%. |
| Name: LIGHTNING ATTACK | Spell #: 102 |
| THE LIGHTNING ATTACK IS THE MOST COMMONLY KNOWN OFFENSIVE
BATTLE SPELL. THE SPELL SENDS DOZENS OF LIGHTNING BOLTS
SCREAMING THROUGH ENEMY FORMATIONS. THE POWER OF THE
ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 500 POINTS
PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR
THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET
GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION
CENTER, LEAVE COLUMN "C" BLANK. |
| Name: FIRESTRIKE | Spell #: 103 |
| THE FIRESTRIKE IS A POWERFUL OFFENSIVE BATTLE SPELL. THE SPELL SENDS ROLLING WAVES OF MAGICALLY HOT FLAMES SIZZLING INTO ENEMY LINES. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 700 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. |
| Name: COMMAND TORNADO | Spell #: 104 |
| THE COMMAND TORNADO IS A TERRIFYING OFFENSIVE BATTLE
SPELL. THE SPELL SUMMONS FORTH A LARGE TORNADO FROM THE
HEAVENS TO RIP THROUGH ENEMY RANKS. THE POWER OF THE
ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 900 POINTS
PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR
THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET
GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION
CENTER, LEAVE COLUMN "C" BLANK. |
| Name: EARTHQUAKE | Spell #: 105 |
| THE AWESOME EARTHQUAKE SPELL CAUSES THE EARTH TO SWELL AND RIP APART, SWALLOWING WHOLE REGIMENTS OF AN ENEMY. THIS SPELL IS NOT EFFECTIVE AGAINST DRAGONS! THE POWER OF THE ATTACK IS DEPENDENT UPON THE SPELLCASTERS POWER: 1100 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. |
| Name: CHAOS | Spell #: 106 |
| THE WIZARD CASTS A SPELL WHICH CREATES DISTRACTING,
HYPNOTIC PATTERNS, ILLUSIONS AND CONFUSING SOUNDS WHICH
CAUSE ENEMY TROOPS TO IGNORE MANY COMMANDS OF THEIR
LEADERS. THE EFFECT IS THAT THE ENEMY WILL BE UNABLE TO
EFFECTIVELY WITHDRAW: RESULTING IN THEIR CONTINUING TO
FIGHT TO THE LAST "MAN". YOUR GROUP MUST BATTLE THE
TARGET GROUP FOR THE SPELL TO BE EFFECTIVE AND LASTS FOR
THE DURATION OF THIS SINGLE BATTLE. IT IS POSSIBLE THAT
THE SPELL CASTER'S GROUP MIGHT RETREAT SHOULD IT SUFFER
ENOUGH DAMAGE TO REACH IT'S RETREAT FACTOR BEFORE
COMPLETELY DESTROYING THE TARGET GROUP. PUT GROUP I.D. OF
TARGET GROUP IN COL. "C". |
| Name: FEAR | Spell #: 107 |
| BY CASTING THIS SPELL THE WIZARD CREATES ILLUSIONARY
SIGHTS, SOUNDS AND SMELLS INTENDED TO TERRIFY ENEMY
SOLDIERS. THE EFFECT IS A DROP OF 10% IN THE MORALE, AND
SO FIGHTING ABILITY, OF THE ENEMY TROOPS FOR THE DURATION
OF THE BATTLE (NOT A PERMANENT EFFECT). YOUR GROUP
MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE
EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C".
NOT EFFECTIVE AGAINST POPULATION CENTERS. |
| Name: VALOR | Spell #: 108 |
| THE WIZARD CASTS THIS SPELL AS BATTLE IS ABOUT TO BEGIN.
INVIGORATING AROMAS SPREAD THROUGH THE RANKS, FILLING THE
MINDS OF THE TROOPS WITH THOUGHTS OF HEROISM, COURAGE AND
DETERMINATION. MORALE IS INCREASED BY 10% FOR THE
DURATION OF THE COMBAT. YOUR GROUP MUST BATTLE THE
TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP
I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A
POPULATION CENTER, LEAVE COLUMN "C" BLANK. |
| Name: ANCIENT INTERVENTION | Spell #: 109 |
| THE WIZARD CASTING THIS EXHAUSTING MAGIC IMMEDIATELY
TELEPORTS TO A BATTLE SITE ANYWHERE IN ALAMAZE, AND ONCE
THERE, MAGICALLY ENCHANTS BOTH FORCES TO WITHDRAW FROM
THE BATTLEFIELD, BEFORE ANY GROUP BATTLE IS FOUGHT, AND
THEN RETURNS TO HIS GROUP. THE SPELL DRAINS 1 POWER
LEVEL FROM THE WIZARD. PUT A TARGET GROUP I.D. IN "C",
AND THE 2ND GROUP ID IN COLUMN "D". THE SPELL WILL
PREVENT AN ATTACK BY EITHER GROUP AGAINST THE OTHER. |
| Name: WARD POPULATION CENTER | Spell #: 130 |
| THIS SPELL WORKS AGAINST A (ONE)DESTROY OR DAMAGE
POPULATION CENTER SPELL. SPELLS DIRECTED AGAINST THE
WARDED PC WILL BE INEFFECTIVE (NO DAMAGE CAUSED). RANGE
IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET
LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE
COMPLETED. |
| Name: DOME OF INVULNERABILITY | Spell #: 135 |
| BY USING THIS COMPLEX INCANTATION, A POWERFUL MAGE CAN
CAUSE A MAGICAL DOME OF PROTECTION TO PROTECT ANY
POPULATION CENTER IN THE REGION OF THE SPELLCASTER FROM
ALL MILITARY ATTACKS FOR THE DURATION OF THAT MONTH,
SIMILAR TO THE WORKINGS OF A WALL OF FLAME. THE SPELL
HAS NO EFFECT AGAINST POLITICAL ACTIONS, PARLEYS,
DIPLOMACY SPELLS, OR SIEGE. THE POPULATION CENTER CAN BE
CONTROLLED BY ANY KINGDOM. PUT THE P.C. LOCATION IN
COLUMN "C". |
| Name: DISPEL DOME OF INVULNERABILITY | Spell #: 136 |
| WHEN THE SPELLCASTER IS IN THE SAME REGION HE CAN, WITH
GREAT EFFORT,CAST THIS INTRICATE REPELLING SPELL THAT
WILL NEGATE A (ONE)DOME OF INVULNERABILITY. A MAGE
COMMANDING THIS SPELL WILL DISPEL THE DOME'S PROTECTION
AND ALLOW THE POPULATION CENTER TO BE ATTACKED BY
MILITARY FORCE. THE PC CAN BE CONTROLLED BY ANY KINGDOM.
PUT THE PC LOCATION IN COLUMN "C". |
| Name: UNUSUAL ENCOUNTER STRIKE | Spell #: 139 |
| THE CASTING OF THIS SPELL ALLOWS THE WIZARD TO
PARTICIPATE TO HIS MAXIMUM ABILITY AND AUTOMATICLY
SELECTS THE MOST APPROPRIATE BATTLE MAGIC DURING AN
UNUSUAL SIGHTING ENCOUNTER. NO COLUMNS BEYOND COLUMN "B"
NEED TO BE COMPLETED. |
| Name: DESTROY VILLAGE | Spell #: 155 |
| THIS SPELL WILL COMPLETLY OBLITERATE A NORMAL VILLAGE, OR
SEVERLY CRIPPLE A LARGE ONE (OVER 3500 DEFENSE), BY
CAUSING GREAT FIRES TO SPRING FROM THE EARTH AND REDUCE
IT TO ASHES. EMISSARIES WITHIN HAVE A 50% CHANCE OF
BEING CONSUMED IN THE FLAMES BEFORE THEY CAN ESCAPE.
RANGE IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET
LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE
COMPLETED. EMISSARIES WITHIN THE VILLAGE WHICH ARE NOT
CONSUMED BY THE FLAMES WILL SURVIVE; THE STATUS OF ANY OF
THESE EMISSARIES WILL BE UNKNOWN TO THE SPELL CASTER.
THE SPELL CASTER WILL UNDERGO APPROXIMATELY A 50% CHANCE
OF SUFFERING ADVERSELY TO HIS REGIONAL REACTION IN THE
REGION OF THE PC. USAGE OF THIS SPELL DOES NOT DISALLOW
THE SPELLCASTER'S GROUP TO "WAIT IN AMBUSH". |
| Name: DESTROY TOWN | Spell #: 156 |
| THIS SPELL WILL COMPLETLY OBLITERATE A NORMAL TOWN, OR
SEVERLY CRIPPLE A LARGE ONE (OVER 7000 DEFENSE), BY
CAUSING LARGE FIRES TO BURST FROM THE EARTH AND REDUCE
MOST TOWNS TO ASHES. LARGE TOWNS WILL HAVE THEIR
DEFENSES REDUCED BY 7000. EMISSARIES WITHIN A DESTROYED
TOWN HAVE A 50% CHANCE OF BEING CONSUMED IN THE FLAMES
BEFORE THEY CAN ESCAPE. RANGE IS WITHIN THE
SPELLCASTER'S REGION. PUT THE TARGET LOCATION IN COLUMN
"C". NO OTHER COLUMNS NEED BE COMPLETED. EMISSARIES
WITHIN TOWNS WHICH ARE NOT DESTROYED WILL SURVIVE. IF
THE PC IS CONSUMED BY THE FLAMES ANY PRISONERS WILL BE
KILLED. THERE WILL BE NO REPORT ON THE STATUS OF ANY
EMMISARIES OR PRISONERS IF THE PC IS DESTROYED. THE
SPELL CASTER WILL UNDERGO APPROXIMATELY A 75% CHANCE
OF SUFFERING ADVERSELY TO HIS REGIONAL REACTION IN THE
REGION OF THE PC.
|
| Name: DAMAGE CITY | Spell #: 157 |
| THIS SPELL WILL CAUSE LARGE FIRES AND TREMORS THAT DAMAGE
BUILDINGS AND FORTIFICATIONS. THE DEFENSIVE VALUE OF THE
CITY WILL BE REDUCED BY 8,500 AND IF THE CITY'S DEFENSIVE
VALUE IS 8500 OR LESS IT WILL COMPLETELY DESTROY THE CITY
EMISSARIES WITHIN A DESTROYED CITY HAVE A 50% CHANCE OF
BEING CONSUMED IN THE FLAMES BEFORE THEY CAN ESCAPE.
RANGE IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET
LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE
COMPLETED. EMISSARIES WITHIN CITIES WHICH ARE NOT
DESTROYED WILL SURVIVE. IF THE PC IS CONSUMED BY THE
FLAMES ANY PRISONERS WILL BE KILLED. THERE WILL BE NO
REPORT ON THE STATUS OF ANY EMISSARIES OR PRISONERS IF
THE PC IS DESTROYED. THE SPELL CASTER WILL UNDERGO
BETTER THAN A 50% CHANCE OF SUFFERING ADVERSELY TO HIS
REGIONAL REACTION IN THE REGION OF THE CITY WHEN USING
THIS SPELL TO LOWER THE DEFENSES AND 100% IF THE CITY IS
DESTROYED.
|
| Name: DIPLOMACY | Spell #: 171 |
| A WIZARD MAY CAST THIS SPELL WHEN HIS GROUP INTENDS TO
PARLEY WITH A POPULATION CENTER. THE GROUP'S
EFFECTIVENESS WILL BE INCREASED IN PROPORTION TO HIS
POWER LEVEL. USE THIS SPELL INSTEAD OF ORDER #170 (NOT
IN ADDITION TO IT). BY USING THIS SPELL THE GROUPS
LEADERS APPEAR MORE CHARISMATIC TO THE CENTER'S LEADERS
THAN THEY OTHERWISE WOULD. NO COLUMNS BEYOND COLUMN "B"
NEED BE COMPLETED. THIS SPELL HAS NO EFFECT IF THE
POPULATION CENTER IS A CAPITAL. REGIONAL REACTION, ENEMY
STATUS, PREVIOUS MONTH'S STATUS QUO, AND THE POPULATION
CENTER'S DEFENSES IMPACT UPON THE CHANCE OF SUCCESS. *
IN SECOND CYCLE THIS SPELL, WHEN USED IN AN EFFORT TO
GAIN A CITY MUST OVERCOME THE SAME PERCENTAGE NEGITIVE
MODIFIER AS POLITICAL ACTIONS. |
| Name: CREATE FOOD | Spell #: 208 |
| WIZARDS IN ALAMAZE CAN CREATE BOUNTIFUL QUANTITIES OF FOOD OUT OF ALMOST ANY ORGANIC SUBSTANCE. IN GAME TERMS, A WIZARD CAN CREATE FOOD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 FOOD) BY CASTING THIS SPELL. FOOD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: CREATE GOLD | Spell #: 209 |
| WIZARDS CAN CREATE GOLD FROM LESSER METALS IN SIZEABLE QUANTITIES, ALTHOUGH THE PROCEDURE CAN TAKE SEVERAL WEEKS. IN GAME TERMS, A WIZARD CAN CREATE GOLD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 GOLD) BY CASTING THIS SPELL. GOLD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: WARD | Spell #: 301 |
| THIS SPELL PROTECTS A SPECIFIC EMISSARY OF ANY KINGDOM
FROM THE BLACK MAGIC OF AN OPPOSING SPELLCASTER, AND
HELPS GUARD AGAINST FOUL PLAY OF THE MORE EARTHLY
VARIETY. SPELLS DIRECTED AGAINST THE WARDED EMISSARY
WILL BE INEFFECTIVE, AND OTHER ATTACKS AGAINST HIM WILL
HAVE A 20% DIMINISHED CHANCE OF WORKING. A WARD
SPELL EFFECTIVELY HIDS AN EMISSARY FROM A LOCATE
SPELL. PLACE THE KINGDOM ABBREVIATION TO WHICH THE
EMISSARY BELONGS IN COLUMN "C", AND THE EMISSARY
ABBREVIATION IN COL. "D". |
| Name: SLEEP | Spell #: 305 |
| THIS SPELL PLACES THE TARGET EMISSARY IN A MAGICALLY DEEP
SLEEP, SIMILAR TO A COMA. THE EMISSARY REMAINS IN SUCH A
STATE FOR ONE MONTH (THE GAME TURN) DURING WHICH TIME HE
OBVIOUSLY CAN PERFORM NO ACTIVITY. A SLEPT EMISSARY IS
MORE SUSCEPTIBLE TO KIDNAPPING AND ASSASSINATION
ATTEMPTS (APPROXIMATELY 15%). THERE ARE VARIOUS TYPES OF
MAGIC THAT CAN EFFECT THE SUCCESS OF THIS SPELL. THIS
SPELL REQUIRES THE CASTER TO KNOW THE TARGET'S NAME (AND
SO EMISSARY ABB.), HIS KINGDOM, AND HIS LOCATION. PLACE
THE KINGDOM ABBREVIATION TO WHICH THE EMISSARY BELONGS IN
"C", THE EMISSARY ABBREVIATION IN "D", AND THE LOCATION
IN "E". |
| Name: AUGMENT TITLE | Spell #: 308 |
| THIS IS MAGIC TO PERMANENTLY ENHANCE THE RANK OF A
POLITICAL EMISSARY. THE TARGET EMISSARY MUST BELONG TO
THE SPELL CASTER'S KINGOM AND BE WITHIN THE SAME REGION
AS THE CASTING WIZARD. THE AFFECTED EMISSARY MAY TAKE AN
ACTION IN THE SAME TURN THAT THIS SPELL IS
SUCCESSFULLY CAST. IF THE INTENDED EMISSARY IS WARDED
WHEN THIS SPELL IS CAST THEN THIS SPELL WILL FAIL. IF
THE EMISSARY IS SLEPT THE NEW TITLE IS RECEIVED BUT THE
EMISSARY WILL BE UNABLE TO TAKE AN ACTION THAT TURN.
THIS SPELL CAN NOT BE CAST UPON AN EMISSARY OF PRINCE,
PRINCESS, KING, QUEEN, OR REGENT RANK. THE EMISSARY
INITIALS MUST BE PLACED IN COLUMN "C". NOTE: IF THE
INTENDED EMISSARY HAS A RING OF PROTECTION THERE IS A
CHANCE OF THIS SPELL FAILING. |
| Name: REVEAL KING'S INFLUENCE | Spell #: 370 |
| BY USING THIS SPELL THE WIZARD WILL LEARN THE INFLUENCE
OF ANY KING/QUEEN/REGENT. PLACE THE DESIRED KINGDOM'S
INITIALS IN COLUMN "C" AND THE KING'S INITIALS IN COLUMN
"D".
THIS SPELL HAS AN EFFECT SIMILAR TO THAT OF ORDER #365
(LEARN KING'S INFLUENCE). |
| Name: CONJURE SCANDAL | Spell #: 381 |
| THIS SPELL HAS AN EFFECT SIMILAR TO THAT OF A MINOR
SKELETON BEING REVEALED AGAINST THE TARGET KINGDOM.
THERE IS A 75% CHANCE OF SUCCESS, BARRING SOME FORM OF
MAGICAL PROTECTION. A FAILURE WILL NOT BE DETECTED, AND
IF SUCCESSFUL, THE TARGET WILL NOT KNOW THE SOURCE OF THE
SCANDAL. SHOULD THIS SPELL BE SUCCESSFUL IT WILL ALSO
PROHIBIT THE TARGET FROM BIDDING ON OR BUYING A HIGH
COUNCIL SEAT. PUT THE TARGET KINGDOM ABBREVIATION IN
COLUMN "C", AND THE KING'S ABB. OF THE TARGET KINGDOM IN
"D". |
| Name: CURSE | Spell #: 386 |
| THIS SPELL IS CAST ON AN OPPOSING MONARCH AND HAS AS ITS
INTENDED EFFECT THE DECREASE OF ONE LEVEL IN THAT KING'S
INFLUENCE. THERE IS NO RANGE LIMITATION FOR THE SPELL,
HOWEVER, ANY ONE KING CAN BE EFFECTED BUT ONCE PER TURN
BY A CURSE. BARRING A MAGICAL WARD OR OTHER TYPE OF
MAGICAL PROTECTION, THERE IS A 75% CHANCE OF THE SPELL
SUCCEEDING. THE EFFECTED PARTY WILL NOT KNOW WHO HAS
CAST THE CURSE. PLACE THE KINGDOM ABBREVIATION TO WHICH
THE KING BELONGS IN "C", THE KING'S ABBREVIATION IN "D",
AND THE LOCATION IN "E". |
| Name: CHARM REGION | Spell #: 472 |
| THIS POWERFUL INCANTATION ATTEMPTS TO PUT A CHARM ON THE
POPULACE OF THE ENTIRE REGION OF THE SPELLCASTER, WITH
THE GOAL OF IMPROVING THE REGIONAL REACTION LEVEL IN THAT
REGION BY ONE. THERE IS A 66% CHANCE OF SUCCESS. NO
FURTHER COLUMNS NEED BE COMPLETED. |
| Name: INFURIATE POPULACE | Spell #: 477 |
| THIS DIFFICULT SPELL ATTEMPTS TO WHIP THE POPULACE IN THE
REGION OF THE SPELLCASTER INTO GREAT WRATH AGAINST A
PARTICULAR NAMED KINGDOM, WITH THE GOAL OF DETRACTING
FROM THAT KINGDOM'S REGIONAL REACTION THERE. THERE IS A
67% CHANCE OF SUCCESS. PUT THE KINGDOM ABBREVIATION OF
THE TARGET KINGDOM IN COLUMN "C". |
| Name: CONJURE PRESTIGE | Spell #: 481 |
| THIS SPELL HAS AN EFFECT SIMILAR TO THAT OF ORDER #480
(KING EXPAND HIS INFLUENCE). THERE IS A 75% CHANCE OF
SUCCESS, BARRING SOME FORM OF MAGICAL PROTECTION. IF
SUCCESSFUL THE KING/QUEEN/REGENT WILL HAVE HIS/HER
INFLUENCE RAISE ONE POINT. PUT THE TARGET KINGDOM
ABBREVIATION IN COLUMN "C" AND THE KING'S ABBREVIATION OF
THE TARGET KINGDOM IN COLUMN "D". |
| Name: ENHANCE KING'S AURA | Spell #: 482 |
| THIS DELICATE MAGIC ENDEAVORS TO INCREASE THE NATURAL
MAGNETISM AND POWER OF THE KING BY CREATING SUBTLE,
MAGICAL ENHANCEMENTS IN HIS AURA (INCREASES HIS INFLUENCE
BY 1 POINT). THERE IS A 100% CHANCE OF SUCCESS, BARRING
SOME FORM OF MAGICAL PROTECTION. THIS SPELL MAY BE CAST
ON ANY KING, BUT THE WIZARD MUST BE IN THE SAME AREA AS
THE TARGET KING. PUT THE TARGET KINGDOM ABB. IN COLUMN
"C" (EVEN IF YOUR OWN) AND THE KING'S ABBREVIATION IN
COLUMN "D". |
| Name: STRENGTHEN WALLS | Spell #: 601 |
| THIS INCANTATION ALLOWS A MAGE TO INCREASE THE EXISTING
DEFENSES OF THE POPULATION CENTER IN THE SAME AREA AS HIS
GROUP BY 2,000, PERMANENTLY. THE POPULATION CENTER NEED
NOT BE CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO
COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS
THIS SPELL IS AFTER PRODUCTION THE RESULTS BE BE
REFLECTED ON THE NEXT RESULT. |
| Name: FERTILE FIELDS | Spell #: 602 |
| BY CASTING THIS SPELL A MAGE INCREASES THE FOOD
PRODUCTION OF THE POPULATION CENTER HIS GROUP IS IN BY
2,500, PERMANENTLY. THE POPULATION CENTER NEED NOT BE
CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS
BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL
IS AFTER PRODUCTION THE INCREASE WILL BE REFLECTED ON THE
NEXT RESULT. |
| Name: HIDDEN ORE | Spell #: 603 |
| WHEN LOCATED IN THE SAME AREA AS A POPULATION CENTER, BY
CASTING THIS SPELL A MAGE CAN UNCOVER HIDDEN ORE RESERVES
IN THAT AREA. GOLD PRODUCTION OF THE POPULATION CENTER
WILL INCREASE BY 2500 GOLD PERMANENTLY. NO COLUMNS
BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL
IS AFTER PRODUCTION, THE INCREASE WILL BE REFLECTED ON
THE NEXT RESULT. |
| Name: RAISE POPULATION CENTER CENSUS | Spell #: 610 |
| WHEN LOCATED IN THE SAME AREA AS A POPULATION CENTER, BY
CASTING THIS SPELL A MAGE INCREASES THE CENSUS BY 2,500
PERMANENTLY. THE POPULATION CENTER NEED NOT BE
CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS
BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: STORM AT SEA | Spell #: 660 |
| THIS SPELL CAUSES CRASHING, TREACHEROUS SEAS AND VIOLENT
STORMS TO RAGE THROUGHOUT A PARTICULAR SEA, PREVENTING
ALL NORMAL SEA MOVEMENT IN THAT SEA BY ALL KINGDOMS. THE
SPELLCASTER MUST BE WITHIN 3 AREAS OF ANY AREA
COMPRISING THAT SEA. SPECIFY THE FIRST LETTER OF THE SEA
TO BE EFFECTED IN COLUMN "C", AND AN AREA OF THE SEA
WITHIN 3 AREAS OF THE WIZARD IN COLUMN "D". |
| Name: DISPEL STORM AT SEA | Spell #: 661 |
| THIS SPELL IS VERY SIMILAR TO THE DISPEL MAGIC SPELL,
HOWEVER INSTEAD OF DISPELLING BATTLE SPELLS, IT WORKS
AGAINST THE STORM AT SEA SPELL. THE SAME CHANCE OF
SUCCESS AS EXISTS IN DISPEL MAGIC APPLY HERE (100% CHANCE
OF DISPELLING VERSUS EQUAL OR LESSOR LEVEL WIZARD, LESS
25% PER LEVEL DISPARITY WHEN ATTEMPTING TO DISPEL
INCANTATION OF A HIGHER LEVEL SPELLCASTER). THE
SPELLCASTER MUST BE WITHIN 3 AREAS OF ANY AREA COMPRISING
THAT SEA. SPECIFY THE FIRST LETTER OF THE SEA TO BE
EFFECTED IN COLUMN "C", AND AN AREA OF THE SEA WITHIN 3
AREAS OF THE WIZARD IN COLUMN "D". |
| Name: SHIP OF MIST | Spell #: 708 |
| BY CASTING THIS SPELL, THE WIZARD CREATES A FLEET OF
MIST-MADE SHIPS, ENOUGH TO TRANSPORT ONE BRIGADE PER
POWER-LEVEL MAGICALLY OVER ANY SEA. MOVEMENT IS AT THE
NORMAL RATE FOR THE KINGDOM. IN ADDITION, THE GROUP IS
NOT SUBJECT TO INTERDICTION BY SEA PATROL OR THE SPELL
"STORM AT SEA". HOWEVER, THE GROUP MAY NOT END ITS
MOVEMENT IN A SEA AREA. MOVEMENT CAN BE INCREASED BY
A FORCED MARCH. USE IN PLACE OF A NORMAL MOVEMENT
ORDER, NOT IN ADDITION TO. COMPLETE COLUMNS "C" ON TO
INDICATE INTENDED MOVEMENT AREA BY AREA. |
| Name: SPEED | Spell #: 718 |
| THE WIZARD CREATES AN INVIGORATING AROMA WHICH GREATLY
AIDS THE GROUPS MOVEMENT CAPABILITIES. MOVEMENT
ALLOWANCE IS INCREASED 2.5 PTS. PER LEVEL OF THE
SPELLCASTER. (POWER-2 CASTER'S GROUP COULD MOVE 25
POINTS.) USE IN PLACE OF NORMAL MOVEMENT ORDER. LIMIT
OF 8 AREAS MAXIMUM MOVEMENT. THIS SPELL WILL NOT
INCREASE SEA MOVEMENT AND CAN NOT BE USED WITH A FORCED
MARCH. COMPLETE COLUMNS "C" ON TO INDICATE INTENDED
MOVEMENT AREA BY AREA. USE 2ND LINE OF INPUT SHEET IF
NEEDED. |
| Name: UNVEIL POPULATION CENTERS | Spell #: 751 |
| THIS SPELL ALLOWS A WIZARD TO UNCOVER THE LOCATION OF ALL
TOWNS OR VILLAGES IN THE REGION HE IS LOCATED IN. PUT
EITHER "T" OR "V" IN COLUMN C. NO OTHER COLUMNS NEED BE
COMPLETED. |
| Name: UNVEIL GROUP LOCATIONS | Spell #: 761 |
| THIS SPELL ALLOWS A WIZARD TO LEARN THE LOCATION OF ALL
GROUPS OF A PARTICULAR SIZE IN HIS REGION. PUT EITHER
"BRIGADE", "DIVISION","ARMY", OR "ARMY GROUP" IN COLUMN
"C". (PUT THE WORD EXACTLY, EG, PUT "BRIGADE", NOT
"BRIGADES". NO OTHER COLUMNS NEED BE COMPLETED. |
| Name: PROTECTION FROM REGIONAL EFFECT | Spell #: 778 |
| THIS SPELL OFFERS THE GROUP CONTAINING THE SPELLCASTER
THE MEANS TO BE PROTECTED FROM THE EFFECTS OF A
NON-ALLIED WIZARD'S REGIONAL EFFECT SPELL. THIS PECULIAR
SPELL WILL PROTECT THE GROUP FROM A SINGLE REGIONAL
EFFECT SPELL ONLY; THERE IS NO WAY TO SPECIFY A
PARTICULAR REGIONAL SPELL. NO COLUMNS BEYOND COLUMN "B"
NEED BE COMPLETED. |
| Name: DISPEL REGIONAL EFFECT | Spell #: 779 |
| THIS SPELL IS VERY SIMILAR TO THE DISPEL MAGIC SPELL,
HOWEVER INSTEAD OF DISPELLING BATTLE SPELLS, IT WORKS
AGAINST REGIONAL EFFECT SPELLS (#781-788). THIS SPELL
HAS A 100% CHANCE OF DISPELLING A REGIONAL SPELL OF AN
EQUAL OR LESSOR LEVEL WIZARD, LESS 25% PER LEVEL OF
DISPARITY WHEN ATTEMPTING TO DISPEL INCANTATIONS OF A
HIGHER LEVEL SPELLCASTER. NO COLUMNS BEYOND COLUMN "B"
NEED BE COMPLETED. |
| Name: COLD DARKNESS (REGIONAL EFFECT) | Spell #: 781 |
| BY CASTING THIS SPELL THE WIZARD CAUSES CONTINUAL,
CHILLING DARKNESS TO BLOT OUT THE DAYS ACROSS ALL AREAS
OF THE REGION IN WHICH THE SPELLCASTER IS LOCATED. THE
EFFECT IS TO DECREASE THE MORALE OF ALL NON-ALLIED GROUPS
(GROUPS THAT THE WIZARD'S KINGDOM HAS NOT DECLARED AS AN
ALLY) IN THAT REGION 10 POINTS, PERMANENTLY. A GROUP
WILL BE EFFECTED BY ONLY ONE REGIONAL EFFECT SPELL PER
TURN. EACH POSSIBLE TARGET HAS A 25% CHANCE OF AVOIDING
THE EFFECTS; PATROLS ARE NOT EFFECTED AND THUS WILL NOT
BE RELECTED ON ANY REPORT OF GROUPS THAT SUFFERED FROM
THIS SPELL. NO FURTHER COLUMNS NEED BE COMPLETED. |
| Name: BLINDING LIGHT (REGIONAL EFFECT) | Spell #: 782 |
| BY CASTING THIS SPELL THE WIZARD CAUSES CONTINUAL,
BLINDING LIGHT TO CONTINUALLY SHINE, DEFEATING THE NIGHT
ACROSS ALL AREAS OF THE REGION IN WHICH THE SPELLCASTER
IS LOCATED. THE EFFECT IS TO DECREASE THE MORALE OF ALL
NON-ALLIED GROUPS (GROUPS THAT THE WIZARD'S KINGDOM HAS
NOT DECLARED AS AN ALLY) BY 10 POINTS, PERMANENTLY. A
GROUP WILL BE EFFECTED BY ONLY ONE REGIONAL EFFECT SPELL
PER TURN. EACH POSSIBLE TARGET HAS A 25% CHANCE OF
AVOIDING THE EFFECTS; PATROLS ARE NOT EFFECTED AND THUS
WILL NOT BE RELECTED ON ANY REPORT OF GROUPS THAT
SUFFERED FROM THIS SPELL. NO FURTHER COLUMNS NEED BE
COMPLETED.
.
NO FURTHER COLUMNS NEED BE COMPLETED. |
| Name: DEMONIC VISIONS (REGIONAL EFFECT) | Spell #: 783 |
| THIS SPELL IS AN INCREDIBLY POWERFUL AND LONG LASTING
ILLUSION CAUSING ALL INTELLIGENT LIFE TO INVISION
GRAPHICALLY THEIR WORST NIGHTMARES OF THE CREATURES OF
THE NIGHT, CONSTANTLY. THE EFFECT IS TO REDUCE MORALE BY
10% AND INCREASE ATTRITION BY 10% OF ALL NON-ALLIED
GROUPS (GROUPS THAT THE WIZARD'S KINGDOM HAS NOT DECLARED
AS AN ALLY) IN THE REGION OF THE SPELLCASTER. A GROUP
WIL BE EFFECTED BY ONLY ONE REGIONAL EFFECT SPELL PER
TURN; PATROLS ARE NOT EFFECTED AND THUS WILL NOT BE
RELECTED ON ANY REPORT OF GROUPS THAT SUFFERED FROM
THIS SPELL. NO FURTHER COLUMNS NEED BE COMPLETED. EACH
POSSIBLE TARGET HAS A 25% CHANCE OF AVOIDING THE EFFECTS. |
| Name: PLAGUE (REGIONAL EFFECT) | Spell #: 784 |
| THIS BLACK MAGIC CAUSES A TERRIBLE PLAGUE TO WIPE OUT 20%
OF THE CIVILIAN POPULATION IN THE REGION OF THE
SPELLCASTER. ALL POPULATION CENTERS IN THE REGION ARE
EFFECTED. THERE IS A 25% CHANCE OF THIS SPELL FAILING.
ONLY ONE PLAGUE REGIONAL EFFECT SPELL CAN BE SUCCESSFUL
PER REGION, PER TURN. NO OTHER COLUMNS NEED BE
COMPLETED. |
| Name: FAMINE (REGIONAL EFFECT) | Spell #: 785 |
| THIS BLACK MAGIC CAUSES FAMINE TO DESTROY 20% OF THE FOOD
PRODUCTION IN THE REGION OF THE SPELLCASTER. ALL
POPULATION CENTERS IN THE REGION ARE EFFECTED. THERE IS
A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE REGIONAL
EFFECT SPELL CAN BE CAST PER REGION, PER TURN. NO OTHER
COLUMNS NEED BE COMPLETED. |
| Name: BOUNTY (REGIONAL EFFECT) | Spell #: 786 |
| THIS BENEFICIAL MAGIC CAUSES FOOD PRODUCTION IN THE
REGION OF THE SPELLCASTER TO INCREASE BY 20% PERMANENTLY.
ALL POPULATION CENTERS IN THE REGION ARE EFFECTED.
THERE IS A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE
REGIONAL EFFECT SPELL CAN BE SUCCESSFUL PER REGION, PER
TURN. NO OTHER COLUMNS NEED BE COMPLETED. |
| Name: RAISE REGIONAL CENSUS (REGIONAL EFF | Spell #: 788 |
| THIS BENEVOLENT ENCHANTMENT RESULTS IN A 20% INCREASE OF
THE CIVILIAN POPULATION IN THE REGION OF THE SPELLCASTER.
ALL POPULATION CENTERS IN THE REGION ARE EFFECTED.
THERE IS A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE
REGIONAL CENSUS EFFECT SPELL CAN BE EFFECTIVE PER REGION,
PER TURN. NO OTHER COLUMNS NEED BE COMPLETED. |
| Name: LEARN ARTIFACT POWER | Spell #: 796 |
| BY USING THIS SPELL, A WIZARD CAN LEARN WHAT POWERS ARE
STORED WITHIN AN ARTIFACT IN HIS KINGDOM'S POSSESSION.
INFORMATION LEARNED MAY BE OF A GENERAL NATURE, BUT IT
WILL BE SUFFICIENT TO ENABLE THE KING TO KNOW BEST HOW
TO UTILIZE THE ARTIFACT. ARTIFACT MUST BE IN THE SAME
AREA AS THE WIZARD. PUT THE SHORT NAME OF THE ARTIFACT
IN COLUMN "C". ONLY VERY BASIC INFORMATION WILL BE
LEARNED. |
| Name: MAGIC RESEARCH | Spell #: 799 |
| THIS IS THE MEANS BY WHICH A SPELLCASTER ADVANCES HIS
POWER. THE WIZARD MUST BE LOCATED IN A KINGDOM
CONTROLLED POPULATION CENTER IN ORDER TO PERFORM HIS
RESEARCH. THE COST TO THE CONTROLLING KING IS SHOWN ON
THE SETUP SHEET DATA (EG: IF COST SHOWN IS 10,000 GOLD
PER LEVEL, IT WOULD COST 20,000 GOLD TO ADVANCE FROM
POWER-1 TO POWER-2). NO COLUMNS BEYOND COLUMN "B" NEED
BE COMPLETED. |
| Name: WIZARD HEAL | Spell #: 815 |
| Spell 815 - HEAL
The wizard dedicates his time and magical energy to imbue
additional food rations for his group with restorative
powers. By consuming the magical food, the group's
wounded are restored to fighting capability and attrition
reduced according to the following schedule: Brigade
sized groups require an additional 4000 food and have
their attrition reduced by 5 points. Division sized
groups require an additional 8000 food and have their
attrition reduced by 4 points, and Army size groups
require and additional 16000 food and have their
attrition reduced by 3 points. This spell will have
reduced effectiveness if a previous healing has been
performed on the group, either by a High Priestess order
or a previous casting of this spell. If the group has
been healed once before, attrition will be reduced by 2
fewer points than listed above (eg. Brigade sized groups
will reduce attrition by 3, Division by 2, Army by only
1). The spell will have no effect, other than food
consumption if the group has already received two prior
healings through any combination of High Priestess orders
or Spells. No columns beyond `B' are required.
Cast by a wizard it affects the group the wizard is in.
Like the HP order, sliding scale based on group size and
reduced effect for previous heal.
If no other healing has taken place:
Brig -5 attrition
Div -4 attrition
Army -3 attrition
Army Gp - no effect
If one other healing (either HP or Spell)
Brig -3 attrition
Div -2 attrition
Army -1 attrition
Army Gp - no effect
If 2 other healings (either HP or Spell)
No effect
|
| Name: MASK IN BEST TERRAIN | Spell #: 820 |
| BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST,
SMOKE, AND ILLUSIONARY CAMOUFLAGE OF SURROUNDING TERRAIN
OBSCURES THE SIZE OF HIS GROUP TO FOREIGN POWERS IF IT
ENDS ITS MOVEMENT IN THE TERRAIN TYPE MOST FAVORABLE TO
HIS KINGDOM'S TROOP TYPE (BEST TERRAIN COMBAT MODIFIER
SHOWN IN SETUP DATA). IT HAS NO EFFECT IN OTHER TERRAIN
TYPES. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: MASK | Spell #: 821 |
| BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSION OBSCURES THE SIZE OF HIS GROUP. FOREIGN GROUPS (AND POSSIBLY AGENTS) WILL BE UNABLE TO DETERMINE THE GROUP SIZE OR STRENGTH. GROUP SIZE WILL BE REPORTED AS "MASKED". NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: TELEPORT SELF | Spell #: 830 |
| BY USING THIS SPELL THE WIZARD CAN TELEPORT HIMSELF IN TO
ANOTHER GROUP OF HIS KINGDOM, REGARDLESS OF DISTANCE FROM
HIS PRESENT LOCATION. THE "RECEIVING" GROUP MUST BE OF
HIS OWN KINGDOM, AND CANNOT ALREADY CONTAIN THREE
WIZARDS. PLACE THE RECEIVING GROUP'S I.D. IN COLUMN "C".
THERE ARE NO DISTANCE OR AREA RESTRICTIONS WITH THIS
SPELL. |
| Name: INVISIBLE BRIGADE | Spell #: 845 |
| THIS SPELL ALLOWS THE WIZARD'S BRIGADE SIZED (UP TO 2
BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY
GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT
WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE.
SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS
BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: INVISIBLE DIVISION | Spell #: 846 |
| THIS SPELL ALLOWS THE WIZARD'S DIVISION SIZED (UP TO 5
BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY
GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT
WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE.
SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS
BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: INVISIBLE ARMY | Spell #: 847 |
| THIS SPELL ALLOWS THE WIZARD'S ARMY SIZED (UP TO 10 BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: INVISIBLE ARMY GROUP | Spell #: 848 |
| THIS SPELL ALLOWS THE WIZARD'S ARMY GROUP SIZED
(UNLIMITED BRIGADES) GROUP TO BECOME INVISIBLE AND SO
UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF
COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN
UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN)
CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. |
| Name: TELEPORT BRIGADE | Spell #: 850 |
| THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS BRIGADE
SIZED GROUP (NO MORE THAN 2 BRIGADES) TO ANY AREA IN
ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A
MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA
AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN
COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745
(REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT
SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER. |
| Name: TELEPORT DIVISION | Spell #: 851 |
| THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS DIVISION
SIZED GROUP (NO MORE THAN 5 BRIGADES) TO ANY AREA IN
ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A
MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA
AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN
COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745
(REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT
SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER. |
| Name: TELEPORT ARMY | Spell #: 852 |
| THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS ARMY SIZED
GROUP (NO MORE THAN 10 BRIGADES) TO ANY AREA IN ALAMAZE,
WITHOUT RANGE RESTRICTION. USE IN PLACE OF A MOVEMENT
ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA AS THE
DESTINATION. SPECIFY THE DESTINATION AREA IN COLUMN "C".
IF THIS GROUP HAS BEEN ISSUED AN ORDER-745 (REST
GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT
SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER. |
| Name: TELEPORT ARMY GROUP | Spell #: 853 |
| THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS ARMY GROUP
SIZED FORCE (ANY NUMBER OF BRIGADES) TO ANY AREA IN
ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A
MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA
AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN
COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745
(REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT
SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER. |
| Name: LOCATE CHARACTER OR GROUP | Spell #: 855 |
| THIS SPELL ALLOWS THE SPELLCASTER TO LEARN, THROUGH DEEP
TRANCE-INDUCED MEDITATIONS, THE LOCATION OF A SPECIFIC
GROUP OR EMISSARY OF ANY KINGDOM. CERTAIN MAGIC MAY
INTERFERE WITH THIS PROCESS (SUCH AS A "WARD" SPELL) BUT
NORMALLY IT IS QUITE EFFECTIVE. PLACE "G" OR "E" (GROUP
OR EMISSARY) IN COLUMN "C", THE GROUP I.D. OR EMISSARY
ABB. IN COLUMN "D", AND THE KINGDOM ABB.OF THE GROUP OR
EMISSARY IN COLUMN "E". |
| Name: SUMMON MONSTERS | Spell #: 860 |
| THIS SPELL MAY ONLY BE CAST IN A FOREST AREA. THE SPELL
CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A
BRIGADE'S WORTH) OF HUMANOID TYPE BEINGS TO EMERGE FROM
THE SURROUNDING FOREST AND JOIN HIS GROUP. MONSTERS (MO)
ARE CONSIDERED ONE OF THE BRIGADE TYPES ALLOWED PER
GROUP. MONSTER BRIGADES MUST BE FED BUT NEED NOT BE
PAID. THEY CONSUME FOOD AT THE SAME RATE AS OTHER TROOPS
OF THE KINGDOM AND IF THEY ARE NOT FED THEY WILL SUFFER
THE NORMAL 10% MORALE LOSS. COMBAT ABILITY IS SLIGHTLY
SUPERIOR TO RECRUITS. NO FURTHER COLUMNS NEED BE
COMPLETED. |
| Name: SUMMON SKELETONS | Spell #: 861 |
| THIS SPELL MAY ONLY BE CAST IN A PLAINS AREA. THE SPELL
CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A
BRIGADE'S WORTH) OF SKELETONS (SK) TO ARISE FROM THEIR
ANCIENT BATTLE BURIAL GROUNDS AND ANIMATE. THEY COUNT AS
A BRIGADE TYPE. NO MORE THAN 3 SKELETON BRIGADES PER
GROUP MAY BE PRESENT WHEN CASTING THIS SPELL (FOR A TOTAL
OF 4 SKELETON BRIGADES). SKELETON BRIGADES DO NOT
CONSUME FOOD OR GOLD. THEIR COMBAT ABILITY IS SLIGHTLY
SUPERIOR TO RECRUITS. NO FURTHER COLUMNS NEED BE
COMPLETED. |
| Name: SUMMON GHOULS | Spell #: 862 |
| THIS SPELL MAY ONLY BE CAST IN A MARSH AREA. THE SPELL
CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A
BRIGADE'S WORTH) OF GHOULS (GH) TO ARISE FROM THEIR
ANCIENT BATTLE BURIAL GROUNDS. THEY COUNT AS A BRIGADE
TYPE. NO MORE THAN 2 GHOUL BRIGADES MAY BE PRESENT WHEN
CASTING THIS SPELL (FOR A TOTAL OF 3 GHOUL BRIGADES).
GHOUL BRIGADES DO NOT CONSUME FOOD OR GOLD. THEIR COMBAT
ABILITY IS SLIGHTLY SUPERIOR TO VETERANS. NO FURTHER
COLUMNS NEED BE COMPLETED. |
| Name: SUMMON WIGHTS | Spell #: 863 |
| THIS SPELL MAY ONLY BE CAST IN A MOUNTAINS AREA. THE
SPELL CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A
BRIGADE'S WORTH) OF WIGHTS (WT) TO ARISE FROM THEIR
ANCIENT BATTLE BURIAL GROUNDS. THEY COUNT AS A BRIGADE
TYPE. NO MORE THAN 2 WIGHT BRIGADES MAY BE PRESENT
WHEN CASTING THIS SPELL (FOR A TOTAL OF 3 WIGHT
BRIGADES). WIGHT BRIGADES DO NOT CONSUME FOOD OR GOLD.
THEIR COMBAT ABILITY IS QUITE SUPERIOR TO VETERANS. NO
FURTHER COLUMNS NEED BE COMPLETED. |
| Name: ADVANCED SUMMONING | Spell #: 865 |
| THIS SPELL ALLOWS THE SPELL CASTER TO SUMMON 2 BRIGADES
OF TROOPS FROM THE SPECIFIED TERRAIN OF SPELLS NUMBERED
860 (MONSTERS WHILE IN THE FOREST), 861 (SKELETONS WHILE
IN THE PLAINS), AND 862 (GHOULS WHILE IN THE MARSH). NO
MORE THAN 4 SKELETON BRIGADES PER GROUP MANY BE PRESENT
WHEN CASTING THIS SPELL (FOR A TOTAL OF 6 SKELETON
BRIGADES) OR 3 GHOUL BRIGADES (FOR A TOTAL OF 5 GHOUL
BRIGADES). THERE IS NO LIMIT TO THE NUMBER OF MONSTERS.
THE TERRAIN DETERMINS WHAT CAN BE SUMMONED SO NO
ADDITIONAL COLUMNS NEED TO BE COMPLETED. |
| Name: WRAITH FORM | Spell #: 870 |
| THIS IS A VERY BLACK MAGIC. THE SPELL CASTER, BY USING
THIS SPELL, GIVES UP A HUMAN EXISTANCE IN EXCHANGE FOR
IMMORTALITY. THE RESULTING WRAITH-MAGE IS NEARLY
INVULNERABLE IN GAME TERMS, IE., HE CANNOT BE
ASSASSINATED OR SLAIN BY NORMAL MEANS IN COMBAT. THERE
IS A COST: HE MAY NEVER RESERCH HIS POWER LEVEL FURTHER
AND HIS POWER LEVEL WILL BE REDUCED TO A POWER 5. THE
SPELL MAY ONLY BE USED BY A WIZARD WHOSE NATURAL LEVEL
(NOT ENHANCED BY ARTIFACTS) WILL ALLOW. ONCE CAST THE
WRAITH FORM CAN NEVER BE REVERSED. NO COLUMNS BEYOND
COLUMN "B" NEED BE COMPLETED. IT IS CONCEIVABLE SOME
MAGIC MAY DESTROY A WRAITH. |
| Name: RAVEN FAMILIAR | Spell #: 888 |
| BY USING THIS SPELL A WIZARD MAY ORDER HIS RAVEN FAMILIAR
TO PERFORM A RECONNAISANCE OF AN AREA EXACTLY AS A FIRST
LEVEL AGENT WOULD. THE TARGET AREA MUST BE WITHIN A TEN
AREA RANGE OF THE SPELLCASTER'S GROUP. THE RESULTS WILL
BE REPORTED IN THE "AGENTS ON RECONNAISANCE" SECTION OF
THE STATUS UPDATE. PUT TARGET AREA IN COLUMN "C". |
| Name: SUMMON DEMON | Spell #: 941 |
| BY USING THIS SPELL THE WIZARD CAUSES A MINOR DEMON TO
MATERIALIZE IN THE TARGET AREA AND ATTEMPT THE
ASSASSINATION OF A KNOWN EMISSARY. HE WILL HAVE THE
CHANCE OF SUCCESS OF A LEVEL 14 AGENT, HOWEVER A WARD ON
THE TARGET NEGATES THE SPELL AND OTHER TYPES OF MAGICAL
PROTECTION WILL REDUCE HIS CHANCE. THE DEMON IS
CONSIDERED AS A LIVING BEING. PUT THE AREA THE EMISSARY
IS IN IN "C", THE EMISSARY ABBREVIATION IN "D", AND THE
KINGDOM ABB. IN COLUMN "E". THE DEMON WILL VANISH AFTER
THE MISSION, THEREFORE WILL NEVER BE TAKEN HOSTAGE. |
| Name: SUMMON HIGH DEMON | Spell #: 942 |
| BY USING THIS SPELL THE WIZARD CAUSES A HIGH DEMON TO
MATERIALIZE IN THE TARGET AREA (NO MORE THAN 10 AREAS
AWAY FROM THE CASTING WIZARD'S LOCATION) AND ATTEMPT THE
ASSASSINATION OF A KNOWN TARGET (EMISSARY, LEADER,
WIZARD). THIS DEMON WILL HAVE THE CHANCE OF SUCCESS OF A
LEVEL-12 AGENT, HOWEVER A WARD ON THE TARGET NEGATES THE
SPELL AND OTHER TYPES OF MAGICAL PROTECTION WILL REDUCE
HIS CHANCES OF SUCCESS. THIS HIGH DEMON IS CONSIDERED AS
A LIVING BEING AND HIS CHANCES OF SUCCESS WILL BE
MODIFIED BY AN AGENT DOING AN ORDER-920
(COUNTER-ESPIONAGE) OR ORDER-925 (GUARD).
IF AN EMISSARY IS THE TARGET, PUT THE AREA THE EMISSARY
IS IN IN COLUMN "C", THE EMISSARY ABBREVIATION IN COLUMN
"D", AND THE KINGDOM ABB. IN COLUMN "E".
SHOULD THE TARGET BE A LEADER OR A WIZARD, PUT THE TARGET
GROUP IN COLUMN "C", PLACE "W" (FOR WIZARD) OR "L" (FOR
LEADER IN COLUMN "D", THE TARGET'S INITIALS IN COLUMN "E"
AND IF NECESSARY THE AMBUSH AREA IN COLUMN "F".
THE DEMON WILL VANISH AFTER THE MISSION, THEREFORE HE
WILL NEVER BE CAPTURED.
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