LORDS OF THE EARTH CAMPAIGN 54
“LORDS OF THEEURTH”
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Magic: Abjuration-FIRST LEVEL
MYSTIC ARMOR – This spell affords the target leader some personal protection.
Required Information: Leader Name and ID
BAC: 1
MYSTIC SHIELD – This spell affords the target leader some protection against spells.
Required Information: Leader Name and ID
BAC: 1
SECOND LEVEL
FORTITUDE – This spell affords an army with some protection from spells or creatures that would affect their morale.
Required Information: Army Leader Name and ID.
BAC: 2 (but takes effect from 1st AP)
MYSTIC BARRIERS – This spell affords the target leader a heightened level of personal protection.
Required Information: Leader Name and ID
BAC: 2 (but takes effect from 1st AP)
SHIELD OF CHAOS – This spell affords the target leader a heightened level of protection against spells.
Required Information: Leader Name and ID
BAC: 2 (but takes effect from 1st AP)
THIRD LEVEL
CURTAIN OF LAW – This spell affords an army with partial protection against spells cast at it.
Required Information: Army Leader Name and ID.
BAC: 3 (but takes effect from 1st AP)
GREATER ARMOR – This spell affords the target leader a significant level of personal protection.
Required Information: Leader Name and ID
BAC: 3 (but takes effect from 1st AP)
GREATER SHIELD – This spell affords the target leader with a significant level of protection against spells.
Required Information: Leader Name and ID
BAC: 3 (but takes effect from 1st AP)
MIGHTY FORGE – This spell temporarily upgrades the armor of up to (QR*5) troops, all of whom must be of the same type.
Required Information: Army Leader Name and ID. Identity of targeted troops.
BAC: 9 (but takes effect from 1st AP)
FOURTH LEVEL
CHARM OF WARDING – This spell prevents summoned beings such as elementals and demons from attacking any character in the target region. There is also a chance that such summoned beings are removed from their master’s control.
Required Information: Target Region
BAC: 16 (but takes effect from 1st AP)
TITAN’S FORGE – This spell temporarily upgrades the armor of up to (QR*10) troops. Said troops DO NOT have to be of the same type.
Required Information: Army Leader Name and ID. Identity of targeted troops.
BAC: 16 (but takes effect from 1st AP)
CHARM OF VENGEANCE – This spell doubles the chance that any spell cast at the protected leader will be reversed against the casting nation.
Required Information: Leader Name and ID
BAC: 16 (but takes effect from 1st AP)
IFTH LEVEL
WORD OF LAW – This spell eliminates a single offensive spell cast upon friendly troops.
Required Information: Leader Name and ID
BAC: 5 (but takes effect from 1st AP)
RETRIBUTION – This spell wards a single region or a single Leader. It does not interfere with the spells of others, but it reflects back a duplicate spell at the casting nation or leader. This only works against spells with a negative effect, and only against spells of fourth level or less. It only works against a single spell.
Required Information: Name of Protected Region or Leader.
BAC: 5 (but takes effect from 1st AP)
SHATTERSPELL – This spell eliminates a single spell cast upon enemy troops which are in combat with friendly troops.
Required Information: Leader Name and ID (leader of friendly troops)
BAC: 5 (but takes effect from 1st AP)
SIXTH LEVEL
BANISHMENT – This spell banishes an enemy summoned creature or troops which are in combat with friendly troops. Some creatures are harder than others to banish.
Required Information: Leader Name and ID (leader of friendly troops)
BAC: 6 (but takes effect from 1st AP)
SEQUESTER – This spell makes a single individual undiscoverable by magic (and very difficult to find by Intel) for a single turn.
Required Information: Leader Name and ID
BAC: 6 (but takes effect from 1st AP)
SHADOW OF AGALEUS – This spell absolutely prevents any magic from functioning in the artifact’s region.
Prerequisite: Artifact Spell – May not cast without requisite artifact
BAC: 6 (but takes effect from 1st AP)
Page Created 13 March 2005
Page Last Updated 19 January 2006