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LORDS OF THE EARTH CAMPAIGN 54 |
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| Magic: Elf
Only Elf nations can cast Elf spells. If an Elf nation ever loses its "Elf" type, it also loses any QRs in Elf spells. FIRST LEVEL: WILD
THINGS: This spell causes entangling vines and grasping grasses to
bedevil travelers in a specific region, slowing their passage. MIST
WALK: This spell causes a gentle mist to arise around the targeted
army (up to QR*8 units). This mist helps to conceal the army from
prying eyes, thus improving the chances of Secret Movement.
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SECOND LEVEL: COURAGE
OF THE FIRSTBORN: This spell helps to bolster the morale of the
targeted army. TOUCH
OF THE ELF-LORD: This spell slightly improves the agro production of
the region. VOICE OF COMMAND: This spell, if
successfully cast, gives a bonus to a Leader's Combat rating.
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THIRD LEVEL: NATURE'S
ALLY: This spell causes the land itself to aid an elven
army in combat. HEDGE OF THORNS: This
spell creates a temporary "Great Wall" segment.
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FOURTH LEVEL: TOUCH
OF CALANDRA: This spell improves the agro production of the entire
nation. The extra agro is deposited in the reserve. SPIRIT OF FIRE: This spell helps to
bolster the morale of the targeted army.
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FIFTH LEVEL: LORDS
OF THE FOREST: This spell summons spirits of rock and tree to arise
and aid an elven army. SPELL IMMUNITY: This spell cancels a
specific spell targeted at the player's nation, including regions,
cities, troops, leaders, QRs, etc.
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SIXTH LEVEL: CURSE
OF THANDOR: This spell sends devastating rains and floods to an
entire nation, reducing the production of agriculture and taxes for the
turn. MANTLE
OF DARIA: This spell shrouds an entire region in powerful confusing
spells. No enemy army or leader can find their way into the
affected region.
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Page Created 13 March 2005 |