AL LO Spells


SPELLS

AURA OF COMMAND

Duration: exhaustion

While this power is in effect, the caster and all friendly models within 6” of him automatically pass any Courage test they are required to take.

Channeled: The range of the spell is increased to 12”.

AURA OF DISMAY

Duration: exhaustion

All friendly models within 6” of the caster cause Terror, including caster himself.

Channeled: The range of the spell is increased to 12”.

BANISHMENT

Duration: instant

This power only affect Spirits and Undead. The target model automatically suffers 1 Wound.

Channeled: The target model suffers D3 Wounds instead of 1.

BLACK DART

Duration: instant

The target model suffers a Strength 9 hit. If cast on a Cavalry model the attacker chooses whether the mount or rider is struck.

Channeled: A wounding hit cause D3 Wounds rather than 1.

BLINDING LIGHT

Duration: temporary

While this power is in effect, any shots directed at the caster, or a model within 6” of him, only hit on a To Hit roll of a 6. Additionally, an area with a 12” radius around the caster is illuminated as if it were daylight.

Channeled: The duration becomes exhaustion.

CHILL SOUL

Duration: instant

The target model suffers a Wound, exactly as if wounded in close combat. If cast on a Cavalry model, the attacker chooses whether the mount or rider suffers the Wound.

Channeled: In additionally, all other models (friend and foe) within 3” of the initial target suffer a Strength 5 hit.

COMMAND/COMPEL

Duration: temporary

The caster can move the target model up to half of its maximum move distance. He can do this even if the model has already moved that turn. The move cannot force the victim to jump, leap, climb, dismount, drop wargear or lie down, but can make it into difficult terrain and even make it Charge an enemy. No Courage tests are required to Charge Terror-causing foes, in this instance. It can even force victim to drom an item that it is carrying or to put on the One Ring (if target carries it). Once the model has finished the move, he may not move any further that turn, for any reason. Finally, the victim suffers the effects of Immobilise/Transfx magical power.

Channeled: The target model also reduces his Fight value and Attacks to 1.

CURSE

Duration: instant

The target model immediately loses a Fate point.

Channeled: The target model loses all of its remaining Fate points.

DRAIN COURAGE

Duration: instant

The target model reduces its Courage characteristic by 1 for duration of the battle, to a minimum of 1. This magical power can be take effect several times on the same target - reducing the model's Courage each time.

Channeled: The target model reduces its Courage characteristic by D3 instead of 1.

FORTIFY SPIRIT

Duration: exhaustion

The power only targets the Caster or a model in base contact with him. While this power is in effect, the model rolls two extra dice when making Resist tests. These extra dice do not reduce his Will store, and can be rolled even if he has no Will points remaining or chooses not to expend any Will.

Channeled: The target also adds 1 to the score of his highest dice when resisting magic.

FURY

Duration: exhaustion

This magical power affects the caster and all friendly models of the same race within 6” of him. Whilst this power is in effect, affected models automatically pass Courage tests. They also receive a special Fate that is passed on the roll of 6 if they are wounded. This test is taken immediately after a Wound is causes, can be taken before its own Fate rolls are made, and can be altered by Might.

Channeled: The special Fate roll that power provides is passed on a 5+ instead of a 6.

IMMOBILISE/TRANSFIX

Duration: temporary

While this power is in effect, the target model may not move (except to Back Away, should he lose a Fight) or shoot. Additionally, while this power is in effect, he halves his Fight and Attacks characteristics (rounding up) and may not Strike if he wins a Duel roll.

Channeled: The target model's Fight and Attacks characteristics are reduced to 1.

NATURE'S WRATH

Duration: instant

All enemy models within 6” of the caster are knocked Prone. Cavalry models are automatically treated as having suffered a Rises from the Dust result on the Thrown Rider chart (the rider disentangles himself from his mount but can do nothing else for that turn - if engaged in combat he cannot strike blows if he wins) - both rider and mount are then knocked Prone.

Channeled: All enemy models within 6” suffers a Strength 2 hit after being knocked Prone.

PANIC STEED

Duration: instant

This power may only target mounted models (even Monstrous Mounts). The rider is immediately thrown from the saddle and his mount bolts from the field of battle. Remove the mount from play and roll on the Thrown Rider chart to determine the effects of the fall.

Channeled: All enemy models within 3” of the initial target are also affected.

PARALYSE

Duration: instant

The target is immediately paralyzed. It is knocked Prone and may do nothing until it recovers. The victim also makes no Duel rolls, and thus will automatically lose a Fight unless joined by a friendly model. At the end of the Fight phase, the controlling player must roll a D6 for each of his paralyzed models. On the roll of a 6, the model recovers and stands up. Friendly models who spend the fight phase in base-contact with a paralyzed model, and do nothing else, may also attempt to revive the victim. Roll an additional D6 for paralyzed model for each such friend. Might points can be used to modify this roll.

Channeled: Each time the victim fails to roll a 6 on a revive roll, he suffers a Strength 5 hit.

RENEW

Duration: instant

The target regains a single Wound lost earlier in the battle.

Channeled: The model instead recovers D3 lost Wounds.

SAP WILL

Duration: instant

The target model loses D3+1 Will points to a minimum of 0. Channeled: The target model loses all of its remaining Will points.

SORCEROUS BLAST

Duration: instant

Ia) If the original target of the spell has Strength 5 or higher, it is knocked Prone and blasted away from the caster, in direct line, on k6 inches.
Ib) If the original target of the spell has Strength 4 or lower, it is knocked Prone and blasted away from the caster, in direct line on k6 inches + as many inches as is the difference of Strength value between the Targeted model and the Sorcerer (for the purpose of this calculation the Sorcerer is treated as a model with Strength 5).
II) Blasted (targeted) model receives one hit with Strength 3 for each model, that he will jostle during his “flight” and also receives one additional hit at the end of his move with Strength 5.
III) Each Jostle model receives one hit with Strength 3 and is also knocked Prone.
IV) If the Jostled model is engaged in combat, all models engaged in combat are knocked Prone (they will receive a hit with Strength 3 only if they were touched and knocked by the Blasted model).
Exceptions: If a blasted model hits an Obstacle or a model that has a Strength 6 or higher its move immediately ends. In such case the Obstacle (if it has any Defence value) and the Blasted model receives a hit with Strength 3.
Channeled: for the purpose of this calculation the Sorcerer is treated as a model with Strength 6, additionally Jostled models receives a hit with Strength 4 (not 3). Blasted model still received hits for each Jostled model with Strength 3.

STRENGHTEN WILL

Duration: instant

The caster can use this spell to give one Will point to a friendly Hero within range. The target's Will can be increased past their starting amount, and this power can be used even if they started the game without any Will points.

Channeled: The target receives D3 Will points instead of 1.

TERRYFING AURA

Duration: exhaustion

While this power is in effect, the caster causes Terror.

Channeled: Model wishing to Charge the caster whilst this power is in effect must take their Courage test on 3D6, discarding the highest dice.

YOUR STAFF IS BROKEN

Duration: instant

This power destroys the staff of the target model. All the advantages associated with the staff are immediately lost (including the two-handed weapon bonus).

Channeled: The target also suffers a Strength 7 hit.

unique spells

WITCHER

Duration: instant

The victim immediately has its Strength reduced by 1 for the remainder of the game.

Channeled: -

DRAGON FURY

Duration: exhaustion

This magic power works in the same way as Fury spell. However, it instead affects all models from Eastern Kingdoms within range, including Heroes.

Channeled: see Fury Magical Power.

BLADEWRATH

Duration: temporary

Select a single friendly Hero within range or caster himself. Any blows the chosen model strikes in combat this turn are resolved at Strength 6.

Channeled: -

WRATH OF BRUINEN

Duration: instant

This spell affects all enemy models within 6'' of caster, but only one foe can attempt to resist it. If resisted, all foes are unaffected; if the resist attempt is failed, the all are affected. All enemies within 6'' are knocked to the ground. Cavalry models are automatically thrown - both steed and raider are knocked to the ground. All affected models the suffer a Strength 2 hit, or a Strength 8 hit if they are in a stream, river or other similar water terrain feature.

Channeled: -

FLAMEBURST

Duration: instant

The target suffers a Strength 6 hit.

Channeled: -

BESTIAL FURY

Duration: exhaustion

This magic power works in the same way as Fury spell. However, it instead affects apply to (unridden) Wargs, Spiders and Bats not Goblins.

Channeled: see Fury Magical Power.

ENRAGE BEAST

Duration: temporary

This magic power can be used against a single Bat, (unridden) Warg or Spider model. It this power is successfully casted, the target's Fight, Strength, Attack and Courage are increased by 3 until he end of Fight phase. The enraged model suffers a Strength 10 hit, at the end of the Fight phase. It may not be channelled.

Channeled: -

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