LORDS OF THE EARTH CAMPAIGN 54
"LORDS OF THEEURTH"

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Magic: Illusion

FIRST LEVEL:

FALSE VISAGE: This spell acts as an Ops Bonus for a single Intel or Assassin action.
Required Information: Identity of supported Intel or Assassin action.
BAC: 1

MIST WALK: This spell causes a gentle mist to arise around the targeted army or fleet.  This mist helps to conceal the army from prying eyes, thus improving the chances of Secret Movement.
Required Information: Army or fleet commander name and ID
BAC: 1

 

SECOND LEVEL:

CLOUD  WALK: This spell causes a thick fog to arise around the targeted army or fleet.  This fog helps to conceal the army from prying eyes, thus improving the chances of Secret Movement.
Required Information: Army or fleet commander name and ID
BAC: 2 (but takes effect from 1st AP)

MISLEAD: This spell causes divinatory spells cast on a particular leader to go awry.
Required Information: Targeted Leader name and ID
BAC: 4

PHANTOMS: This spell causes an army or navy to appear larger than it is.  While this may keep enemies at bay, the phantoms disappear once battle is joined.
Required Information: Army commander name and ID
BAC: 2 (but takes effect from 1st AP)

 

THIRD LEVEL:

PHANTOM ARMY: This spell creates the illusion of an army.  This illusion can cause enemy commanders to react.
Required Information: Identify the origin and movements of the illusory army.
BAC: 3 (but takes effect from 1st AP)

PHANTOM FLEET: This spell creates the illusion of a fleet of ships.  This illusion can disrupt enemy shipping and cause enemy commanders to react.
Required Information: Identify the sea zones where the fleet is to operate
BAC: 3 (but takes effect from 1st AP)

SOW CONFUSION: This spell causes the orders given to a single enemy leader to become misunderstood.
Required Information: Enemy leader name and location
BAC: 3 (but takes effect from 1st AP)

 

FOURTH LEVEL:

EIDOLON: This spell creates quasi-real soldiers to fight alongside a real army and sow confusion in the enemy ranks.
Required Information: Army commander name and ID
BAC: 4 (but takes effect from 1st AP)

FALSE VISIONS: This spell causes Divination spells cast upon the player's own nation by other nations to go awry.  The caster may specify at the time of casting whether he wishes the False Visions spell to make his forces, economy, etc., appear to be more or less powerful than they really are.
Required Information: More or Less Powerful?
BAC: 16 (but takes effect from 1st AP)

 

FIFTH LEVEL:

PHANTASMAL ASPECT: This spell causes the targeted army to appear as terrible monsters, filling their foes with dismay.
Required Information: Army commander name and ID.
BAC: 5 (but takes effect from 1st AP)

SIMULACRUM: This spell creates a near-copy of any given friendly leader, which can then be given orders as if it were the original character.  The simulacrum lasts only one turn.
Required Information: Targeted leader name and ID
BAC: 5 (but takes effect from 1st AP)

 

SIXTH LEVEL:

INVISIBLE ARMY: This spell causes the targeted army (up to QR*8 units) to disappear.  This helps to conceal the army from prying eyes, thus improving the chances of Secret Movement.
Required Information: Army commander name and ID. 

BAC: 6 (but takes effect from 1st AP)

SPECTRAL TERROR: This spell summons phantoms that terrorize a targeted region, causing harvesting and trade to suffer, and possibly causing revolts or even migrations.
Required Information: Targeted region or city name.
BAC: 6 (but takes effect from 1st AP)

 

Page Created 13 March 2005
Page Last Updated 19 January 2006