Bless
Spell Level: 1 Range: 6" Duration: 1 turn Area of Effect: 1 unit
The bless spell, when cast upon a unit that is not in contact with enemy fig- ures, raises the morale rating of that unit by 1 until the end of the following turn. It can be used to affect a unit of up to 12 small or man-sized figures (or 4 large-sized figures). More than one priest (or one priest with two bless spells) can make multiple castings of the spell to protect a unit containing a greater number of figures. A priest cast- ing more than one bless spell at the same time is treated as if he is casting only a single spell, for the purpose of counting the number of spells cast per turn.
All figures to be affected must be in range of the spellcaster, though they do not have to be within his 90-degree for- ward arc; for this spell, the caster's range extends 6" in all directions around the figure.
Chant
Spell Level: 2 Range: Special
Duration: Concentration Area of Effect: 1 unit
A priest must be within 1" of the unit commander to benefit a unit with this spell, and all figures in the unit must be in command. When it is cast, the unit's morale rating receives a +1 bonus and the AD of the unit is temporarily in- creased one 8 to 10, for ex- ample. (If the AD is already 12 or greater, add a d6 for each AD). The ef- fect only lasts while the priest is concen- trating.
Spiritual Hammer
Spell Level: 2
Range: 1" per hit of caster Duration: Instantaneous
Area of Effect: 1 individual figure (hero)
The spiritual hammer allows the priest to roll an AD 6 attack against any individual figure within range. The at- tack is treated as an attack by a magical weapon, so that it can affect a figure that is invulnerable to nonmagical weapons.
Dispel Magic
Spell Level: 3 Range: 12"
Duration: Instantaneous Area of Effect: 1 spell
The dispel magic spell can be cast against any opponent's magic spell with an ongoing effect occurring within range of the caster. (Spells with a dura- tion of "Instantaneous" cannot be dis- pelled before they take effect.)
To succeed, the caster must roll 6 or higher on 1d10 (counting "0" as a roll of 10). The roll is modified by the differ- ence between the caster's hits and the hits of the spellcaster whose enchant- ment is to be dispelled. This spell is identical with the wizard spell of the same name.
Prayer
Spell Level: 3 Range: Contact Duration: 1 turn Area of Effect: 1 unit
The prayer spell affects the same number of figures, for the same dura- tion, as the bless spell. It provides the unit with an improved morale and AD (exactly as the chant spell), plus it im- proves the unit's AR by 1 (from 5 to 4, for example).
Cure Hits
Spell Level: 4 Range: Contact Duration: Permanent
Area of Effect: 1 individual figure (hero)
When a priest casts this spell on an el- igible target, the recipient immediately has some of his wounds healed; roll 1d6 and remove that many hits from the character. This spell cannot be used on a figure that has been slain.
Divination
Spell Level: 4 Range: 2"
Duration: Next initiative roll Area of Effect: Commander
If the divination spell is cast by a priest who is within 2" of the army commander of his forces (not merely a unit commander), or if the priest him- self is the army commander, the divina- tion spell grants the controlling player a
-3 bonus to his next initiative roll.
Flame Strike
Spell Level: 5 Range: 6"
Duration: Instantaneous
Area of Effect: 1 figure (any size, any type)
This spell calls down a towering pil- lar of flame onto any single target figure within range of the caster. The flame in- flicts AD of 3dlO on the victim.
Insect Plague
Spell Level: 5 Range: 12" Duration: 1 turn
Area of Effect: 6" diameter circle This spell creates a dome-shaped cloud of insects around any point within range of the caster. The cloud blocks line of sight, and is 60 feet (6 ele- vation levels) high. It cannot be moved once it is cast.
Any units with figures in the cloud when it is cast will rout automatically, unless the figures have at least 4 hits which case they must check
morale at the end of any turn when fig- ures of the unit occupy the spell's area of effect.
Wall of Fire
Spell Level: 5 Range: 8" Duration: 1 turn
Area of Effect: Rectangle 1" long per hit of caster, 3" high
One part of the wall must be within range of the caster, but the far end of the wall can be farther than 8" away. The wall cannot be moved once it is raised. It lasts for the duration of the current turn plus the next turn, unless the caster moves, or an enemy figure moves into contact with the caster.
Each enemy figure in the path of the the wall when it is raised, or that marches into it while it is up, suffers an attack with AD 10.
Find the Path
Spell Level: 6 Range: Caster
Duration: 1 turn per hit of caster Area of Effect: Special
A priest using this spell can lead a unit of figures in column formation through any type of terrain except com- pletely impassable barriers. The unit pays no movement penalty for the ter- rain as long as the priest remains at the head of the column.
The spell also allows the caster to lo- cate any fords in streams that might lie hidden below the surface.
Wall of Thorns
Spell Level: 6 Range: 8"
Duration: Length of scenario
Area of Effect: Rectangle 1" long per hit of caster, 3" high
The wall of thorns creates a hedge of nasty, spiked vegetation. It can be slashed through, but only if a figure spends 4 turns hacking at a single place (instead of moving). After 4 turns, the effort opens a passage as wide as the fig- ure's base.
A unit can attack the wall, trying to
hack through more quickly. However, if this tactic is used the hedge is treated as an AD 8 foe, and a melee must be fought between the unit and the hedge. The unit must score a number of hits greater than 1 per attacking figure in or- der for an opening to be made. For this special combat, the unit is allowed to make armor checks but the wall of thorns is not. It could take more than one turn for a unit to make an opening by combat.
A fireball, wall of fire, or flame strike spell that touches a wall of thorns will ignite it. The thorns burn until the end of the following turn, acting in all re- spects like a wall of fire spell. When the fire dies, the wall of thorns is gone.
Creeping Doom
Spell Level: 7
Range: 1" per hit of caster Duration: Instantaneous Area of Effect: 1" square
The creeping doom spell creates a mass of poisonous stinging spiders and insects. The horror inflicts AD of 4d12 on any figure caught within it. Once created, the creeping doom can move in a straight line 1" for every 2 hits of the caster. (Its movement can be inter- rupted while the opponent resolves mo- rale checks for casualties.)
Fire Storm
Spell Level: 7 Range: 16" Duration: 1 turn
Area of Effect: 1" cube per hit of caster The fire storm sends explosive blasts of flame through the entire area of ef- fect. Each figure within that area suffers an attack of AD 2d10. Creatures within the fire storm at the end of a turn suffer damage again.
A priest with this spell can cast it in reverse, as a fire quench spell. If cast against a nonmagical fire, it completely smothers all flame in twice the area of effect listed above. If cast against magi- cal flame (including fire storm spells, walls of fire, etc.), it smothers an area equal to the listed area of effect.
The scenarios on the following pages are examples of miniatures battles that can be set up and played using the ba- sic, intermediate, and some of the
advanced rules.
The first scenario is a battle that cen- ters around a side occu- pying the structure, the other side trying to take it away. Each side has an army commander. The second battle uses undead troops, commanders and heroes, an artillery weapon, and magic spells. In the third scenario, the rules for heroes, skirmish units, flying units, and magic spells are employed.
Refer to the introductory text for the basic scenarios (page 46) for general in- formation and advice that is true for these scenarios as well.
This fearsome giant skeleton is not afraid to die . . . again.
From Scenario 2: This massive battle is reaching a climax, as an army of dwarves tries to stem the advance of the horrific undead units that are moving out of the swamp.
A unit of skeletal cavalry rushes along the base of a hill, hoping to encircle its opponents and cut them off from the rest of their force. The foreground depicts the swamp from
which the undead army has emerged, and is a good exam- ple of how to construct terrain and still leave enough room for units to be moved through and around the area.
The dwarven army's ace in the steam cannon. If they can keep the weapon from being destroyed, the dwarves stand a good chance of winning.
Another possible way to depict the gi- ant skeleton in this scenario.