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thaumaturgy [2022/06/10 06:28]
fenrir
thaumaturgy [2023/11/26 06:41] (current)
fenrir [Table]
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 ===Thaumaturgy 2=== ===Thaumaturgy 2===
 ^ Spell  ^ Paths        ^ Description  ^ Effect  ^ ^ Spell  ^ Paths        ^ Description  ^ Effect  ^
-| ??Bonds of Fire??       | {{path>F1}}             | //Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.//\\ **Morale check vs 21, 3 AN fire dmg.**             | Instantly Entraps a single target at close range (but can still miss); unlike most Entrapments, [[Morale]] is needed  to escape instead of [[Strength]], and a failed roll causes 3 AN Fire DMG. This doesn't work underwater.        |+| ??Bonds of Fire??       | {{path>F1}}             | //Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.//\\ **Morale check vs 21, 3 AN fire dmg.**             | Instantly [[Entrapment|Entraps]] a single target at close range (but can still miss); unlike most Entrapments, [[Morale]] is needed  to escape instead of [[Strength]], and a successful escape causes 3 AN Fire DMG. This doesn't work underwater.        |
 | ??Steal Breath??       | {{path>A1}}             | //The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the// (sic) //leave the victim exhausted.//             | Instantly deals 40 AN [[Fatigue]] to a single target at medium range (but can still miss), scaling with {{:misc:magic:air.png?15&nolink}} (+5 Dmg). MR negates. This doesn't work underwater, where breathing is illegal. Those who don't breathe ([[Undead]], [[Inanimate|Inanimates]], and [[Aquatic|Aquatics]]), and those who don't //need// to breathe (such as the [[Amphibious]]), are immune.        | | ??Steal Breath??       | {{path>A1}}             | //The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the// (sic) //leave the victim exhausted.//             | Instantly deals 40 AN [[Fatigue]] to a single target at medium range (but can still miss), scaling with {{:misc:magic:air.png?15&nolink}} (+5 Dmg). MR negates. This doesn't work underwater, where breathing is illegal. Those who don't breathe ([[Undead]], [[Inanimate|Inanimates]], and [[Aquatic|Aquatics]]), and those who don't //need// to breathe (such as the [[Amphibious]]), are immune.        |
 | ??Returning??       | {{path>S2}}\\ {{gems>2S}}             | //The caster creates a rift in space that sucks him through, swinging him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he may get lost in time and might return later, not at all or completely insane. The spell will not work on [[plane|other planes]] or if the home citadel is controlled by the enemy.//              | Instantly teleports the caster back to their Pretender's capital, if it belongs to their Pretender. There's a 7% chance that the caster is sent to [[The Void]] instead, however, and a much smaller chance of arriving one turn late. Going [[Insane]] from the spell itself also seems very rare.       | | ??Returning??       | {{path>S2}}\\ {{gems>2S}}             | //The caster creates a rift in space that sucks him through, swinging him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he may get lost in time and might return later, not at all or completely insane. The spell will not work on [[plane|other planes]] or if the home citadel is controlled by the enemy.//              | Instantly teleports the caster back to their Pretender's capital, if it belongs to their Pretender. There's a 7% chance that the caster is sent to [[The Void]] instead, however, and a much smaller chance of arriving one turn late. Going [[Insane]] from the spell itself also seems very rare.       |
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 ===Thaumaturgy 4=== ===Thaumaturgy 4===
-^ Spell  ^ Paths        ^ Description  ^ Effect  +^ Spell                         ^ Paths        ^ Description                                                                                                                                                                                                                                                                                                                                                                                               ^ Effect                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
-| ??Prison of Fire??       | {{path>F3}}                                  +| ??Prison of Fire??            | {{path>F3}}  //This spell works like Bonds of Fire, but it affects a larger number of units.//\\ **Morale check vs 21, 3 AN fire dmg.**                                                                                                                                                                                                                                                                                This has the [[Entrapment|effect]] of ??Bonds of Fire??, but with an AOE of 3 and medium range. \\ +1 AOE per extra {{:misc:magic:fire.png?15&nolink}}.                                                                                                                                                                                                                                                                                                                                                                                                                                                                            
-| ??Curse of the Desert??       | {{path>W3}}                                  +| ??Curse of the Desert??       | {{path>W3}}  //This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.//\\ **Affected units get 2d8 fatigue dmg each turn. MR +DRN vs 22 negates the effect.**  This has the effect of ??Desiccation??, but with an AOE of 5.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      
-| ??Paralyze??       | {{path>S2}}                                  +| ??Paralyze??                  | {{path>S2}}  //The caster overloads the target's mind and effectively paralyzes the target for a very long time.//                                                                                                                                                                                                                                                                                                     Instantly deals 60 AN [[Paralysis Damage|Paralysis DMG]] to a single target, scaling with {{:misc:magic:astral.png?15&nolink}} (+9 Dmg). MR negates. Doesn't affect the [[Mindless]]. \\ Paralysis DMG is not //real// damage, but instead prevents the target from doing anything for (DMG - [[Size]])/2 turns. \\ Paralysis does not stack. If you apply Paralysis to someone already Paralyzed, the resulting new duration is the **longer** one between the current remaining duration and that of the second application; the target also loses HP equal to half of the **shorter** duration, however, up to a maximum of 5.  
-| ??Terror??       | {{path>D3}}                                  +| ??Terror??                    | {{path>D3}}  //A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.//                                                                                                                                                                              Instantly does 5 "[[Fear]] DMG", with an AOE of 5 and medium range. +1 AOE per extra {{:misc:magic:death.png?15&nolink}}. \\ As mentioned in the description, Terror can hit your own guys; ??Panic?? does not.                                                                                                                                                                                                                                                                                                                                                                                                                    
-| ??Touch of Madness??       | {{path>N1}}                                  +| ??Touch of Madness??          | {{path>N1}}  | //A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.//                                                                                                                                                                                                                                                  | Applies the "[[Berserker|Gone Berserk]]" trait to friends in an AOE of 1, even if they lack the "Berserker" trait, at a somewhat-close range. This spell won't affect its caster, **unless** they're in an [[Assassin|Assassination]] battle. [[Inanimate|Inanimates]] cannot go Berserk. The [[Mindless]] also can't go Berserk, but that wouldn't benefit them anyway.                                                                                                                                                                                                                                                           
-| ??Rage of the Cornered Rat??       | {{path>N2}}                                  +| ??Rage of the Cornered Rat??  | {{path>N2}}  //A group of animals are provoked into a berserker rage.//                                                                                                                                                                                                                                                                                                                                                Applies the "Gone Berserk" trait to [[Animal|Animals]] in an AOE of 3, even if they lack the "Berserker" trait, at a somewhat-close range. \\ +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}.                                                                                                                                                                                                                                                                                                                                                                                                                               
-| ??Wildness??       | {{path>N3}}                                  |+| ??Wildness??                  | {{path>N3}}  //Animals in the enemy army become wild, unpredictable and difficult to control.//                                                                                                                                                                                                                                                                                                                        Applies the "Confused" trait to [[Animal|Animals]] in an AOE of 1, at medium range, with some accuracy. Confused guys, each turn, have a combined 50% chance to do something dumb; this is a 30% chance to not know where to go and do nothing (possibly a bug given ??Confusion??'s description lower in the page), and a 20% chance to take a swing at a random adjacent square.                                                                                                                                                                                                                                                 |
 ===Thaumaturgy 5=== ===Thaumaturgy 5===
 ^ Spell  ^ Paths        ^ Description  ^ Effect  ^ ^ Spell  ^ Paths        ^ Description  ^ Effect  ^
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 | ??Charm Animal??       | {{path>N2}}                          |         | | ??Charm Animal??       | {{path>N2}}                          |         |
 | ??The Ravenous Swarm??       | {{path>N3}}\\ {{gems>1N}}                          |         | | ??The Ravenous Swarm??       | {{path>N3}}\\ {{gems>1N}}                          |         |
-| ??Growing Fury??       | {{path>N4}}\\ {{gems>1N}}                                  |+| ??Growing Fury??       | {{path>N4}}\\ {{gems>1N}}             //A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.//             A [[Battle Enchantment]] that applies the "[[Berserker]]" (+0) trait to all of your friends in-battle, giving them a chance to become un-routable after taking damage. This doesn't make units go Berserk right away; those with higher Morale are more likely to go Berserk upon getting hit. Berserk units can't cast spells unless they're [[Innate Spellcaster|Innate Spellcasters]]. The [[Mindless]] cannot go Berserk, since they can't rout anyway.        |
 ===Thaumaturgy 6=== ===Thaumaturgy 6===
 ^ Spell  ^ Paths        ^ Description  ^ Effect  ^ ^ Spell  ^ Paths        ^ Description  ^ Effect  ^
thaumaturgy.1654842493.txt.gz · Last modified: 2022/06/10 06:28 by fenrir