Magic in Kingdoms is very fluid with few rules dictating what can and can't exist in terms of magic and spells. In this section however specific spells are detailed, given statistics, and functions. These spells fall into two major categories. War Spells, and Society Spells.
War Spells are used in the tide of combat, affecting armies and serve to be able to change the overall outcome of the fight.
Society Spells are used to benefit the kingdom and its townsfolk, affecting wide swaths of land.
These spells are not usually cast by individual casters, but instead are mass projects undertaken by multiple magic users contributing with each other. Society Spells have certain requirements which must be met including having certain arcane buildings, Wealth costs, and sometimes other costs may be included.
Spell Name
Prerequisites: Conditions which must be met in order to cast this spell.
Squares: How many squares this spell affects.
Cost: A spell's cost, usually including wealth or other such costs.
Description: A greater description of the spell and its effects such as how it affects the kingdom, and any special rules which may need to be considered.
Transform Terrain
Prerequisites: Wizard Tower or Druid Circle
Squares: 1 square per 30 Wealth spent
Cost: 30 Wealth per square
Description: Unfavorable terrain for building can be transformed and molded by a group of powerful mages into a terrain capable of being built upon. When this spell is cast, change the land affected to count as grasslands for movement and settlement limit purposes.
This must be a square owned by the kingdom.
Weather Defenses
Prerequisites: Druid Circle
Squares: 1 square per 15 Wealth spent
Cost: 15 Wealth per square to cast, 1 Piety / 5 Prestige / 15 Wealth to activate
Description: Druids may be called upon to attempt to prevent negative weather effects that would cause destruction to your units or settlements, or that of squares not owned by you up to 6 squares away from the defended square. When a negative weather effect occurs on a valid square you may spend 1 Piety, 5 Prestige, or 10 Wealth to roll an unmodified 3d10.
This must be a square owned by the kingdom.
Critical Failure: Druids sacrifice themselves to save to settlement, lose double the activation cost but the effects do not occur.
Failure: The druids are unsuccessful, the effects occur.
Success: The druids manage to prevent disaster, the effects do not occur.
Critical Success: The druids prevent disaster and turn it to your benefit. You may either regain twice the cost of the spell or turn the effect against a kingdom within 6 squares of your borders or that you are at war with. For kingdoms farther than 6 squares it takes 1 round per 6 squares away after the first 6 rounded up for the effect to reach them, depending on the effect the DM may decide they are aware of the coming effect.
Special: If Piety is used and you possess the Devout Kingdom Trait, you may add religion to the result but may not gain the bonus for a critical success. If a critical failure is rolled and you possess the Sacrifices Kingdom Trait, you only lose the activation cost.
Leyline Travel
Prerequisites: Henge
Squares: 1 square
Cost: 100 wealth to cast, 5 wealth per unit sent or 50 wealth / 25 prestige / 5 piety to force an opening after which the normal cost is applied.
Description: The Henge enables travel to any known leyline without a check, or a random unknown leyline may be taken as determined by the DM. It is inexpensive to hold the portal to an unoccupied or friendly leyline. Resources my be expended to force entry into a leyline that is owned that you do not have free access to. The exit portal may be kept open at the cost of 5 upkeep per turn, otherwise it closes for any that did not originally pass through. It may be forced shut by paying twice the cost paid to force it open.
This only allows travel from the leyline to the Henge while the portal is open, after it closes troops initially sent through may return through the residual portal left behind within 6 rounds after which they are unable to step through the residual portal. Adventurers may use the Transposition Ritual to travel from any leyline to any known friendly Henge.
Perimeter Alarm
Prerequisites: Mage's College
Squares: Entire kingdom
Cost: 100 Wealth
Description: Whenever invading or raiding Troops enter within the kingdom's squares, the entire kingdom is alerted and Troops can be roused almost immediately. Rather than the Troops being created on the kingdom's turn, they are raised immediately once the raiding Troops enter into the kingdom's square. The Troops cannot be placed upon the square which is being invaded/raided.
In addition to the immediate creation of Troops, the kingdom's Troops receive a +2 to their Defense so long as they are raised for this invasion/raid. After the invasion/raid is over, these Troops return to the kingdom and disband until they're raised again.
Hallow Ground
Prerequisites: Cathedral
Squares: 1 square per 20 Wealth spent
Cost: 20 Wealth per square
Description: This ground has been blessed (or cursed) by a priest in order to prevent those they do not wish to enter into their domain. Holy deities deal 4 damage to undead and unholy priests who pass through each square within the kingdom. Unholy deities deal 4 damage to angels and holy priests who pass through each square within the kingdom.
Dimensional Gate
Prerequisites: Sanctum Arcana
Squares: 1 square
Cost: 60 Wealth per square
Description: A two-way portal which is owned by a kingdom in order to quickly move Troops or individuals around without needing to trek miles upon miles. These are typically located in cities for those within the city to enter the capital with ease. Troops and individuals passing through these gates teleport instantly to the location they wish to go once they enter the square with the gate. An entrance and exit must be established in two different squares owned by the kingdom.
War Magic is used in combat with Troops involved. A Commander with the Spellcasting character trait must be present to use these spells.
A sample of a spell's structure is listed here below.
Spells use the Commander's Smarts in place of Military for attack rolls.
Spell Name
Type: Damage or spell type(s), affected by resistances and immunity
Range: How many square(s) out this spell can target (1 square = melee reach), Self means the origin square is yourself and is usually used for beneficial spells or as an origin square for cones, lines, and so on.
Target: How many square(s) are affected by this spell (1 square = melee reach). Alternatively the spell may mention Cone, Burst, or Line. Cones extend out from the origin square in a cone, burst expands outward from the origin square, and lines are straight lines which extend from the origin square.
Duration: How many turns this spell lasts. Instantaneous is used if the spell's effects end after it is done affecting the opponent. (Ex; lightning bolt is a single attack, and doesn't linger).
Description: A greater description of the spell and its effects such as how much damage it deals, and any special rules which may need to be considered.
Acid Rain
Type: Acid
Range: 2 squares
Target: 1 square
Duration: 2 turns
Description: Choose a square within 2 squares. On a successful hit, this deals 5 acid damage to those within the affected square. This acid damage is increased by the Commander's Smarts bonus.
Antimagic
Type: Arcane
Range: 4 squares
Target: 1 square
Duration: 4 turns
Description: Choose a square within 4 squares. Anyone within that square while the Antimagic is active is unable to cast spells, and unable to be affected by outside spells.
Air Wave
Type: Air
Range: Self
Target: 3 square cone
Duration: Instantaneous
Description: Shoot a cone of strong winds out in a 3 square cone.
Critical Failure: The wind is strong yet it affects you more than the enemy. You are blown back 3 squares.
Failure: Everyone is unaffected by the spell.
Success: Everyone caught within the cone is pushed back 3 squares.
Critical Success: Everyone caught within the cone is pushed back 6 squares and takes a -2 to Defense for a number of rounds equal to the Commander's Smarts.
Animal Form
Type: Transformation
Range: Self
Target: Self
Duration: 4 turns
Description: The Commander and his army shift and twist into animalistic forms between man and beast.
Critical Failure: The Commander and his troops are horribly disfigured and take a -1 to attack and damage for the duration.
Failure: The spell is cast and the men shift, but otherwise remain unchanged in anything but their looks.
Success: The Commander and his Troops receive a +1 to attack and damage for the duration.
Critical Success: The Commander and his Troops receive a bonus to attack and damage equal to 1 + Commander's Smarts for the duration.
Blade Wall
Type: Summoning
Range: 3 squares
Target: 4 individual squares that must be adjacent to one another (+ 1 square per Commander's Smarts)
Duration: 3 turns
Description: A wall of many weapons is summoned surrounding the Troops, guarding them from approaching enemies.
Critical Failure: The blades summoned instead surround your army from all sides and moving through them only harms you, dealing 5 damage.
Failure: Dull and rusted blades fall to pieces directly after they're summoned, becoming useless.
Success: Anyone entering into this square takes 4 damage.
Critical Success: Anyone entering into this square takes 7 damage + Commander's Smarts.
Cold Blast
Type: Ice
Range: Self
Target: 3 square cone
Duration: Instantaneous
Description: The Commander sends out a blast of cold air against a foe, freezing them.
Critical Failure: The Commander's magic instead transforms the terrain around them. It begins to snow, and the terrain becomes Glacier for the remainder of the battle.
Failure: The cold air melts or is ineffective, only making slightly uncomfortable cold air.
Success: Those caught within the cone take 4 points of damage.
Critical Success: Those caught within the cone take 8 points of damage and take a -2 to Combat Movement and -1 to Overland Movement (0 Overland means it takes twice the amount of turns to cross each square).
Earthquake
Type: Earth
Range: Self
Target: 12 square burst
Duration: Instantaneous
Description: Everyone within the radius of the earthquake is affected, best reserving this spell for last ditch scenarios.
Critical Failure: The Commander loses control over the earthquake dealing 15 damage to everyone within the radius and everyone affected cannot move or attack for 5 turns.
Failure: Though present, the earthquake is too small to impact anything in the combat.
Success: All enemies caught within the radius take 4 damage, allies take 1 damage.
Critical Success: All enemies caught within the radius take 7 damage, allies take no damage.
Entangling Vines
Type: Earth
Range: 4 squares
Target: 1 square
Duration: 3 turns
Description: Create grasping vines that wrap around the legs of those within the designated square. This can only be used in flatland, marsh, forest, and jungle terrains.
Critical Failure: The target square instead is centered on the caster (the Commander), him and his Troops become unable to move for the duration and take a -4 to Defense.
Failure: The vines are mostly ineffective and do nothing.
Success: Those caught within the square targeted take a -2 to their Combat Movement and -1 to their Overland Movement. Flying Troops are unaffected.
Critical Success: Those caught within the square targeted are unable to move for the duration and take a -4 to Defense.
Fake Troop
Type: Illusion
Range: 6 squares
Target: 1 square
Duration: 5 turns
Description: Create an illusory group of Troops which can fool enemies into targeting them instead.
Critical Failure: The illusory Troops are instead made to be enemy Troops which the Commander's Troops rush to attack instead.
Failure: The fake Troops are seen right through by the enemy and are ineffective.
Success: Enemies seeing the fake Troops will rush to attack them if they are closer in distance to any other Troops.
Critical Success: Being convincing enough, the fake Troops are able to convince the enemy Troop they are in great danger and will flee at the sight of the massive illusory Troop.
Fireball
Type: Fire
Range: 8 squares
Target: 4 square burst
Duration: Instantaneous
Description: A blast of fire consumes the area surrounded.
Critical Failure: The blast backfires as it's being cast, instead damaging the Commander and his Troops for 5 damage.
Failure: The fireball doesn't land on its mark and deals no damage.
Success: The fireball catches enough Troops to be deadly, dealing 5 damage to them.
Critical Success: The fireball hits the opposing Troop dead center and catches nearly all of them dealing 9 damage.
Fly
Type: Transformation
Range: Self
Target: Self
Duration: 4 rounds
Description: You and your allies are blessed with flight through wing-like growths allowing flight. This spell does not affect cavalry and already flying Troops.
Critical Failure: Your Troop tries to move but their bones have been temporarily fused together by the wings. The Troop cannot move.
Failure: Nothing happens.
Success: Treat the Troop as flying for the purpose of land-based effects and restrictions.
Critical Success: The wings are especially powerful, and the Troops take quickly to its benefits. Treat the Troop as flying for the purpose of land-based effects and restrictions, as well as granting them a +2 to their overland speed.
Invisibility
Type: Illusion
Range: Self
Target: Self
Duration: 2 rounds
Description: Disguise a Troop so they blend in with the surroundings, allowing them to travel in stealth. Attacking gets rid of any stealth.
Critical Failure: The Troop starts out as invisible however becomes incredibly obvious to onlookers as their skin begins to glow. The Troop is unable to stealth for the duration.
Failure: The invisibility is so brief, it passes by adding little to no effect.
Success: The Troop is able to stealth, allowing them to cross through squares without being targeted by attacks.
Critical Success: Effective as ever, the invisibility makes spotting the Troop nigh impossible. The Troop is able to stealth, and the duration is now 6 rounds instead of 2 rounds.