Fantasy Wargames in the Frozen City by JOSEPH A. MCCULLOUGH

Fantasy Wargames in the Frozen City by JOSEPH A. MCCULLOUGH

Author:JOSEPH A. MCCULLOUGH
Language: eng
Format: epub
ISBN: 9781628929645
Publisher: Bloomsbury Publishing
Published: 2015-09-15T00:00:00+00:00


THE SPELLS

ABSORB KNOWLEDGE

Sigilist / 8 / Out of Game

This spell can only be cast by a wizard, and allows him to absorb the knowledge from a written work without having to read it. A wizard immediately gains 50 experience points for casting this spell to represent the speed with which he can gain knowledge. This spell may only be cast after a game in which the wizard was not reduced to 0 Health.

ANIMAL COMPANION

Witch / 8 / Out of Game

The spellcaster summons an animal companion of his choice from the following options to join his warband: Bear, Wolf, Snow Leopard, Ice Toad (see Chapter 6: Bestiary). The animal takes the place of a soldier for the purposes of maximum warband size. Animal companions may not collect treasure or carry items. They may be controlled by another spellcaster using the Control Animal spell, although they will re-join their original warband after the game. Animal companions are more strong-willed than wild examples of their species – give them +2 to the Will stat found in the appropriate Bestiary entry. A spellcaster may only have one animal companion at any time.

ANIMATE CONSTRUCT

Enchanter / 8 / Out of Game

It is assumed that the spellcaster has built a construct prior to using this spell to animate it. If the spell is successfully cast, the construct immediately becomes a member of the warband, taking the place of a soldier. A spellcaster may declare that he is attempting to animate a construct of any size (Small, Medium or Large – see Chapter 6: Bestiary), but the larger the construct, the harder it is to animate, so the following modifiers are applied to his roll to cast the spell: Small -0, Medium -3, Large -6.

AWARENESS

Soothsayer / 8 / Self Only

This spell allows the spellcaster to add +1 to his warband’s initiative rolls for the rest of the game. Multiple castings of this spell have no effect, but it may be cast again if the original spellcaster is removed from play.

BANISH

Thaumaturge / 10 / Line of Sight

If successfully cast, all demons within line of sight of the spellcaster must pass an immediate Will roll versus the casting roll or be removed from the game.

BEAUTY

Illusionist / 10 / Self Only

This spell causes all humans (i.e. anything not found in Chapter 6: Bestiary) who look at the spellcaster to see a paragon of beauty. Anyone wishing to attack the spellcaster must first pass a Will roll versus the casting roll. Failing this Will roll does not cause the would-be attacker to lose an action. Any model magically compelled to fight the target must also pass a Will roll or suffer -1 to its Fight stat.

BIND DEMON

Summoner / 10 / Line of Sight

The target demon must make an immediate Will roll versus the casting roll. If it fails, the spellcaster gains control of the demon for the rest of the game. A spellcaster may only have one bound demon at a time.

BLINDING LIGHT

Thaumaturge / 10 / Line of Sight

The target must make an immediate Will roll versus the casting roll.



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