Presents:
Alamaze The Choosing
Game 520 Turn 4 Results
Silent Choosing W/S
This Status Update Reported Faithfully To:
Queen Tylia Windwalker
Holy Mother Of
The Realm of the Amazon Matriarchy
As Avatar For
The Gray Mouser
LATE AUTUMN of year 1201
These results produced on 06/22/2016
Commands for turn 5 must be received by 12pm Noon (Eastern US)
Saturday, 06/25/2016
Submit your orders online at http://fallofromegame.com/alamazeorders/login.php
Player: Rick McDowell Account #: 10000
Send any questions on service level to [email protected]
Political Events and Status of the Realm:
Entity Report
High Council The Gnome kingdom won election to the High Council with a bid of 16,500
gold.
Order #315 Specified emissary was not found in our kingdom. (315 SA)
Venusia Duchess Venusia report on the mission to usurp control of the Neutral city
of Meridon located in area QC: There seemed no active political support in
support of the government. A well formed faction in favor of changing the
general government seemed to aid my overtures. My secret manipulations have
have won over the people here to our kingdom!
Meridon The people of Meridon (Area QC) have rebelled against our rulership! They
have joined the Underworld kingdom. It is believed their Duke Wang Zhi was
behind the uprising.
Memistoph The Fool's gaffs and tomfoolery jostled the important visitors favorably
(Influence up 0.2).
Oakendell The Druid kingdom has gained control of Oakendell.
Torvale The Underworld kingdom has gained control of Torvale.
Arcania The Illusionist kingdom has gained control of Arcania.
Synisvania The Lizard Men kingdom has gained control of Synisvania.
Southern Sands The Ancient Ones kingdom has gained control of Southern Sands.
Activities of the Royal Court:
Title Name Base & Mission
Queen Tylia Windwalker The Amazons town at QA in Torvale.
Awaiting further orders.
Duchess Venusia The Underworld city at QC in Torvale.
Succeeded in catalyzing the people here to join our
kingdom.
Countess Nim of the Glade The Underworld city at QC in Torvale.
Using considerable effort to stir unrest.
Governess Phantom of Plains The Neutral city at NK in Amberland.
Awaiting further orders.
Governor Rorhanz The Underworld city at QC in Torvale.
Using considerable effort to stir unrest.
Ambassadress Kathyrin Skyborne The Amazons village at PL in Amberland.
Awaiting further orders.
Fool Memistoph The Amazons town at QA in Torvale.
Has successfully entertained the court: influence up.
Agent 7 Alana the Wolf The Amazons town at QA in Torvale.
Completed his assigned training.
Agent 5 Marno The Amazons town at QA in Torvale.
Awaiting further orders.
Agent 2 Falcon The Amazons town at QA in Torvale.
Awaiting further orders.
Agent 2 Redmained Wolf The Amazons town at SO in Arcania.
Awaiting further orders.
Fanatic 2 David The Amazons town at QA in Torvale.
Awaiting further orders.
Agent 1 Whitewolf The Amazons village at PL in Amberland.
Awaiting further orders.
High Priestess Quenia The Amazons town at QA in Torvale.
Awaiting further orders. She is in Good health.
Queen Tylia Windwalker has influence 12.60
Check your kingdom's special orders, but you may generally issue 2 commands above your Influence.
Amazons Regional Summary:
Regional Reaction Controlling
Region Influence Level Kingdom
Oakendell (1) Unestablished Suspicious Druid
Northern Mists (2) Unestablished Suspicious Necromancer
Talking Mountains (3) Unestablished Suspicious Warlock
Torvale (4) Significant Friendly Underworld
Amberland (5) Minor Tolerant NA
Eastern Steppes (6) Unestablished Suspicious Demon Princes
Runnimede (7) Unestablished Suspicious NA
Arcania (8) Minor Tolerant Illusionist
Synisvania (9) Unestablished Suspicious Lizard Men
Southern Sands (10) Unestablished Suspicious Ancient Ones
Activities of the High Council
The Issue Decided By The High Council This Past Month Was:
The Ancient Ones Kingdom Put This Motion Before The Esteemed High Council:
In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
Ancient Ones Ruler Be Officially Commended (Influence Up 1) By This Body.
The High Council Vote For This Issue Shall Be By Open Ballot.
The High Council Voted As Follows:
Ancient Ones Yea
Gnome Abstain
Lizard Men Abstain
Tyrant Abstain
The Motion Passed.
The New Issue Before The Council:
The Ancient Ones Kingdom Put This Motion Before The Esteemed High Council:
In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
Ancient Ones Ruler Be Officially Commended (Influence Up 1) By This Body.
The High Council Vote For This Issue Shall Be By Open Ballot.
Status of Kingdom Relationships
The following chart shows which kingdoms have declared allies and enemies. In addition, it
shows which kingdoms have entered into marriages of state, a binding form of non-aggression
which prevents hostile military and political actions toward the wedded kingdom. The chart
also displays the natural enemies in the campaign. Natural enemies are enemies which will
always remain enemies throughout the camppaign. A kingdom's influence will rise and fall
proportionally to the failures and successes of its natural enemy. To see the declarations a
kingdom has made, read across the row beginning with their abbreviation. To see the
declarations made for or against a certain kingdom, read down from the column underneath their
abbreviation, as follows:
'A' - Ally ' ' - Neutrality 'E' - Enemy
AM AN DE DU GN IL LI NE SA TY UN WA
AM | | | | | | | | | | | | |
AN | | | | | | | | | | | | |
DE | | | | | | | | | | | | |
DU | | | | | | | | | | | | |
GN | | | | | | | | | | | | |
IL | | | | | | | | | | | | |
LI | | | | | | | | | | | | |
NE | | | | | | | | | | | | |
SA | | | | | | | | | | | | |
TY | | | | | | | | | | | | |
UN | | | | | | | | | | | | |
WA | | | | | | | | | | | | |
AM AN DE DU GN IL LI NE SA TY UN WA
Military Encounters and Group Readiness:
Reports of our Military engagements:
Attack by the 1st Amazons small division on the Underworld village of Greenwood,
located in area KA of Torvale:
Scouts had reported earlier that Greenwood offered a deep stream protecting one face,
and a solid, bulwark on the other three. At the first light of dawn, Marshal Foxrunner
commanded his 1st Amazons small division to engage the village. Due to the industrious
nature of the Underworld, the village's battlements were reinforced against an attack. The
1st Amazons group proudly led the Amazons'. As the attackers swept over the open
battlefield, the first missiles sang out. Early in the battle, defending missilers were
able to disrupt the first ranks of the invaders. The Amazons lines caused appreciable
losses upon the village's garrison. Amazons mages dismounted scarcely beyond the range of
defending bowmen and began an incomprehensible incantation. The Amazons Mysteria (Power-2)
was not a factor in the battle. Adept Phoebie Night incanted in a low forceful tone which
caused his image to disappear from the battlefield! The Amazons mages dealt out negligible
losses upon the protectors. In the initial minutes of battle, defending missilers were
able to eliminate entire companies of the attacking force. The Amazons lines claimed
devastating damage upon the village's garrison. As the battle developed, it was learned
that the industrious nature of the skilled craftsmen bolstered the defense much greater
than earlier reported. Within a few hours, the village defenses were obliterated and an
unconditional surrender was offered. The Amazons banner now waves nobly in Greenwood!
Amazons casualties were put at 24.82%. All Amazons leaders survived the battle. All the
Amazons wizards survived the fray. An Amazons brigade of Regular experience battled
valorously and have been elevated to Veteran level. The troops are eager for more
victories: morale is up!
Results of our Military maneuvers:
1st Amazons The Adept Phoebie Night cast the self invisible spell for protection.
4th Amazons Successfully sailed as ordered to area QA.
During movement we passed a Amazons town at QA.
1st Amazons Group ordered to force march to destination (starting with area QC).
1st Amazons Successfully sailed as ordered to area QC.
During movement we passed a Underworld city at QC.
2nd Amazons Successfully flew as ordered to area DQ.
During movement we passed a Druid town at GN, Demon Princes village at GP,
Necromancer town at EQ.
3rd Amazons Successfully moved as ordered to area OC.
During movement we passed no population centers.
Seapower Sea power in the sea of Mystery has been increased (2 fleets) while naval
quality improved.
1st Amazons At the end of the month, due to our kingdom's special healing abilities,
attrition within this group was reduced.
1st Amazons The congenial atmosphere within this friendly region has resulted in a
small increase of the group's morale.
3rd Amazons The encouraging greetings of the friendly region's populace pleased the
group and increased it's morale.
4th Amazons The more relaxed surroundings of a friendly region has increased the morale
of the group.
Military Group Status:
===========================================================================================
1st AMAZONS "Sisters of the Horse" Decorations:
{Masked}
Location: QC The Underworld city of Meridon is here in the plains of Torvale.
Morale: 102% Attrition: 33.2% Terrain Modifier: +20% Defense: Above Average
Estimated total value in terrain:12,739Estimated value vs. PC:7,371
By phase (excluding tactics, magic, and artifacts):
LR Missile:1,061SR Missile:1,784Charge:3,277Melee:6,615Storm:2,493
Force composition (Division):
Leadership Spell Casters
Marshal Foxrunner Power-2 Mysteria
Commander Lioness Adept Phoebie Night
Captain Major Evor Starburst
Artifacts: Valyrian Steel
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Amazons Veteran 1 103% 28.9% Good
Amazons Regular 1 102% 28.9% Above Average
Wildlings Veteran 1 102% 42.0% Above Average
Battles
Leader Decorations Fought Won Sightings
Marshal Foxrunner 2 2 0
Commander Lioness 2 2 0
Captain Major Evor Starburst 2 2 0
===========================================================================================
2nd AMAZONS "Mares of the High Plains" Decorations:
Location: DQ in the forest of Northern Mists.
Morale: 100% Attrition: 0% Terrain Modifier: 0% Defense: N/A
Estimated total value in terrain:0Estimated value vs. PC:0
Force composition (Patrol):
Leadership Spell Casters
General The Spear Power-1 Hag of Agmar
General Windrider
Centurion Daughter of Sun
Artifacts: Last Herd of Winged Stallions
Battles
Leader Decorations Fought Won Sightings
General The Spear 0 0 1
General Windrider 0 0 1
Centurion Daughter of Sun 0 0 1
Encounters:
There is a Fine class unusual sighting here.
===========================================================================================
3rd AMAZONS "The Stampede" Decorations:
{Masked}
Location: OC in the plains of Torvale.
Morale: 108% Attrition: 0% Terrain Modifier: +20% Defense: Above Average
Estimated total value in terrain:4,185Estimated value vs. PC:2,472
By phase (excluding tactics, magic, and artifacts):
LR Missile:405SR Missile:607Charge:1,147Melee:2,025Storm:805
Force composition (Brigade):
Leadership Spell Casters
Captain Major Mare of Torvale Power-1 Aryia
Artifacts: None
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Amazons Regular 1 108% 0% Above Average
Battles
Leader Decorations Fought Won Sightings
Captain Major Mare of Torvale 0 0 0
Encounters:
There is an Enigma class unusual sighting here.
===========================================================================================
4th AMAZONS "Wind and Sun" Decorations:
Location: QA The Amazons town of Tal Kyrte is here in the sea of Torvale.
Morale: 106% Attrition: 0% Terrain Modifier: 0% Defense: Above Average
Estimated total value in terrain:3,285Estimated value vs. PC:2,278
By phase (excluding tactics, magic, and artifacts):
LR Missile:317SR Missile:476Charge:900Melee:1,588Storm:741
Force composition (Brigade):
Artifacts: None
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Amazons Regular 1 106% 0% Above Average
===========================================================================================
NAVIES:
Our Seapower Is Currently At The Following Levels:
Max. # Of Fleets Per Sea: 12
Naval Quality Ranges From 4.0 To A Maximum Rating Of 16.0
Sea Fleets Quality Description Elite Ship Last Mission
Drowning 0 10.0 Barges At port
Foreboding 2 10.0 Barges At port
Mystery 5 10.8 Barges Sailing with 1AM
Terror 0 10.0 Barges At port
Encounters of Note:
The following describes situations involving our forces. Special considerations
regarding these encounters should be included in our immediate and future
planning.
Our groups are outside of the following population centers:
Region Area Banner Type Name Defense
Torvale QC Underworld City Meridon 24,201
Torvale QA Amazons Town Tal Kyrte 11,385 Capital,Hidden
Report of unusual sighting by the 2nd Amazons group:
Covered with dirt and grime and appearing not to have slept for days the forward
patrol, obviously exhausted yet marching erect and in perfect formation,
explained to the duty-officer the particulars of their uncommon discovery in
area DQ. This encounter is of Fine difficulty.
Report of unusual sighting by the 3rd Amazons group:
Covered with dirt and grime and appearing not to have slept for days the forward
patrol, obviously exhausted yet marching erect and in perfect formation,
explained to the duty-officer the particulars of their uncommon discovery in
area OC. This encounter is of Enigma difficulty.
Our groups are opposite the following groups:
Region Area Group I.D. Size Leader
Our population centers reported the presence of the following groups:
PC Name Area Size Group I.D. Leader
Tal Kyrte QA Brigade 4AM NA
Reports from the countryside produce Regional Intelligence concerning the sighting of the
following foreign military groups:
Region Group Name Group Size
Economic Report and Kingdom Status:
Economic related events in the kingdom:
Trade We traded at open market prices: 42,000 food for 14,000 gold.
Production collected this month:
Base Adjusted
Reg Area Name Type Defense Defense Census Food Gold Other
4 QA Tal Kyrte Town 10,350 11,385 36,385 3,854 9,864 Capital, Hidden
Possesses: Temple, Glyph of Concealment, Scrying Mirror
8 SO Keldimar Town 10,095 11,105 26,859 2,945 10,348 NA
4 NG Landis Span Village 2,729 3,548 16,477 10,722 2,452 NA
5 PL Calenron Village 2,973 3,270 15,547 8,035 2,856 NA
4 KA Greenwood Village 2,637 2,901 16,988 8,137 2,708 NA
4 NB Gevi Nabro Village 2,161 2,809 17,501 9,707 2,409 NA
------- ------- -------
129,757 43,400 30,637
======= ======= =======
Our forecast for next month:
Base Adjusted
Reg Area Name Type Defense Defense Census Food Gold Other
4 QA Tal Kyrte Town 10,350 11,385 36,385 964 4,932 Capital, Hidden
Possesses: Temple, Glyph of Concealment, Scrying Mirror
8 SO Keldimar Town 10,095 11,105 26,859 2,945 10,348 NA
4 NG Landis Span Village 2,729 3,548 16,477 2,681 1,226 NA
5 PL Calenron Village 2,973 3,270 15,547 2,009 1,428 NA
4 KA Greenwood Village 2,637 2,901 16,988 2,034 1,354 NA
4 NB Gevi Nabro Village 2,161 2,809 17,501 2,426 1,205 NA
------- ------- -------
129,757 13,059 20,493
======= ======= =======
Our kingdom's capitol is established in the town of Tal Kyrte.
Production and Consumption Ledger for this month:
Description Food Gold
Beginning Amount 33,784 8,828
Add This Period's Production 43,400 30,637
Results Of Trade And Other Sources -42,000 14,000
----------- -----------
Amounts Available After Trading 35,184 53,465
----------- -----------
Less Military Group Consumption -8,500 -8,100
----------- -----------
Available After Group Consumption 26,684 45,365
Amounts Used Executing Orders 0 -39,000
Amounts From Late Sources 0 0
Food Spoilage -5,337 0
=========== ===========
Ending Amounts 21,347 6,365
=========== ===========
Estimated group consumption next month: 11,900 11,500
Estimated food and gold consumption next turn includes reinforcements.
Matters Covert, Esoteric and General:
Entity Result
Agents Our current maximum agent training level is 9.
The global cost of training an agent is 5,000 gold.
Our cost (with traits) of training an agent is 5,000 gold.
Agents may be promoted 3 additional levels with successful missions.
Research Our magical research cost is 11,000 gold per level.
Kidnap An attempt was made to kidnap the Amazons Countess Nim of the Glade: The
target was protected by an agent team on guard in addition to regular
security. Guards were alerted to the presence of foreign agents and
prevented their activity in the area. Marno was promoted as a result of the
successful guard mission. As the foreign agents retreated, guards were
unable to capture them.
Kidnap Governess Sandrana was kidnapped! The perpetrators were very good: security
never detected the presence of enemy agents.
Kidnap An attempt was made to kidnap the Amazons Governor Rorhanz: Normal security
was present, however, no agent on counter espionage was noted in the area.
Security rushed to the scene and prevented enemy agents from their mission.
As the foreign agents retreated, guards were unable to capture them.
1st Amazons The Power-2 wizard Mysteria cast the ward spell.
The wizard feels confident his ward spell will protect Duchess Venusia
well.
2nd Amazons The Power-1 wizard Hag of Agmar cast the raven familiar spell.
We possess the following artifacts:
Short Status Points
Full Name Name Possessor Type Interim/Final
Last Herd of Winged Stallions 23595 2nd Amazons Benevolent 100 / 400
Last Herd of Winged Stallions enable a division sized force (up to 5 brigades) the
power of flight. Any destination within 7 areas (except water) can be reached: use
Order #727, put group id in Column "A" and destination in Column "B". Groups with
flight are not affected by Earthquake, Flash Flood, or Wall of Flame spells and
gain a +20% bonus when attacking a popcenter (over defending walls). Flying groups
also gain +2 to their intercept range (max 5 radius) and receive a L1 recon of
their location.
Scrying Mirror 47448 Town Of Tal Kyrte Special 0 / 0
Acts as a Palantir artifact, L1 recon, use Order #972, put the short name in
Column "A", area to be viewed in Column "B", no range limit
Valyrian Steel 10141 1st Amazons Special 0 / 0
Gives a party +12 points to their group strength value when investigating Unusual
Encounters
Spies on reconnaissance discovered the following information:
*** Groups: ***
Group
I.D. Brigs Reg Area Leaders Wizards
2AM 0 2 DQ General The Spear Hag of Agmar (Power-1)
General Windrider NA
Centurion Daughter of Sun NA
3AM 1 4 OC Captain Major Mare of Torvale Aryia (Power-1)
NA NA
NA NA
4AM 1 4 QA NA NA
NA NA
NA NA
1AM 3 4 QC Marshal Foxrunner Mysteria (Power-2)
Commander Lioness Phoebie Night (Adept)
Captain Major Evor Starburst NA
*** Population Centers: ***
Reg Area Banner Name Type Defense Census Food Gold Other
4 QC Underworld Meridon City 24,201 63,250 -4,590 24,031 NA
5 NK Neutral Avalon City 19,858 60,378 -5,100 23,312 NA
4 QA Amazons Tal Kyrte Town 11,385 36,385 3,854 9,864 Capital Hidden Temple Glyph of Concealment
*** Emissaries: ***
Kng Rank Name Area Pop-Name Other
AM Governess Phantom of Plains NK Avalon Awaiting further orders.
SA Duke Sandros the Scarred NK Avalon Succeeded in triggering a rebellion of the local populace.
SA Count Ivanhoe NK Avalon Using considerable effort to stir unrest.
AM Queen Tylia Windwalker QA Tal Kyrte Awaiting further orders.
AM Fool Memistoph QA Tal Kyrte Has successfully entertained the court: influence up.
AM Agent 7 Alana the Wolf QA Tal Kyrte Completed his assigned training.
AM Agent 5 Marno QA Tal Kyrte Awaiting further orders.
AM Agent 2 Falcon QA Tal Kyrte Awaiting further orders.
AM Fanatic 2 David QA Tal Kyrte Awaiting further orders.
AM High Priestess Quenia QA Tal Kyrte Awaiting further orders.
AM Duchess Venusia QC Meridon Succeeded in catalyzing the people here to join our kingdom.
AM Countess Nim of the Glade QC Meridon Using considerable effort to stir unrest.
AM Governor Rorhanz QC Meridon Using considerable effort to stir unrest.
UN Duke Wang Zhi QC Meridon Succeeded in catalyzing the people here to join our kingdom.
*** Artifacts: ***
Area Possessor Full Name Short Name
DQ 2nd Amazons Last Herd of Winged Stallions 23595
QA Town Of Tal Kyrte Scrying Mirror 47448
QC 1st Amazons Valyrian Steel 10141
*** Encounters: ***
Area Description
DQ Something of interest was discovered that requires further investigation.
OC Something of interest was discovered that requires further investigation.
Additional intelligence for your eyes only:
Entity Result
Trackers Searching the area DQ more carefully has revealed that
this encounter is of Fine difficulty.
Trackers Searching the area OC more carefully has revealed that
this encounter is of Enigma difficulty.
In Memorium Emissaries No Longer at Court
Title Name Turn Lost
Governess Sandrana 4
Our Early Strategic Objectives for this Contest:
Control a region worth 2 points.
Own 2 or more artifacts worth 1 point.
Field 6 or more Generals or better military leaders worth 1 point.
We are pursuing a MINOR ESO!
On turns 10 through 15, if our kingdom has achieved the above requirements to
total 3 achievement points, we may claim awards worth 3 points!
This campaign has NORMAL victory conditions.
Therefore a kingdom can win via Rex (control 4+ regions), Usurper (control 3+
and substantial or better in 2+ regions), or by Lion's Share (most status points
at the end of the game).
We issued the following commands for the turn just completed:
Order A B C D E F G H I J Gold
------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
91 1AM PH 0
150 1AM 2 0
200 F 42000 0
301 1AM MY AM VE 0
315 RO 2,000
315 SA 0
315 NI 4,000
330 VE 5,000
710 1AM LB MC NC OC PC QC 0
710 4AM RC RB QA 0
720 2AM HM GN GO GP FQ EQ DQ 0
720 3AM KE LE MD NC OC 0
748 M 10000 2 QA PA 20,000
888 2AM HA NK 0
We also executed the following Standing Orders:
Order A B C D E F G H I J Gold
------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
483 ME 3,000
500 AL 5,000
Power-0 Spells for the Amazons
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Self Invisible Spell #: 91
This spell allows the spellcaster to become invisible, thereby protecting himself
from the hazards of battle. The protection lasts throughout the turn for all battles
against groups and/or popcenters.
Name: Wizard Assist Encounter Spell #: 139
Specify this order for a wizard only when your group has issued the Investigate
Encounter order (#140) and you desire a wizard to add his full effectiveness to
impact on the outcome. Any wizard thus instructed is fully exposed to the hazards of
battle and risks death.
Name: Rite Of The Magi Spell #: 800
This is the only spell by which an adept may become a power-1 wizard. Unlike magical
research (#799), an adept does not have to be at a kingdom controlled population
center to utilize this order. The cost to the controlling king is shown on the setup
sheet data (eg: if cost shown is 10,000 gold per level, it would cost 10,000 gold to
advance from adept to power-1). Specify group ID in Column "A". If more than one
adept exists in the group, one will be randomly chosen for this spell.
Power-1 Spells for the Amazons
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Protect Heroes and Wizards Spell #: 94
By casting this spell, the wizard seeks to protect all heroes and wizards of his
group from the black magics of a particular opposing group's spellcasters. This spell
is always successful, but is only effective against one group and may only be cast
upon the group in which the wizard is located. It protects all the group's leaders
and wizards, even against multiple attacks unless dispelled. Put group ID of target
group in Column "C".
Name: Stun Leader Spell #: 95
The wizard casting this spell seeks to render the opposing commander ineffective for
the duration of a battle. Your group must engage the target group in combat for this
spell to be effective. Base chance of success is 100% * difference in level of
ability (general considered equal to power-2 wizard for this purpose). eg: A power-1
wizard has a 33% {100%*(1/3)} of stunning a marshal. Put group ID of target group in
Column "C".
Name: Light Of The Evening Star Spell #: 132
Overcoming darkness that torches cannot defeat, the caster creates a magical light to
allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
spell becomes an intrinsic ability of the caster at a higher power level (no need to
cast the spell, triggers automatically). This spell will allow the wizard to
contribute his full level to the encounter with the normal risk of dying.
Name: Create Food Spell #: 208
Wizards in Alamaze can create bountiful quantities of food out of almost any organic
substance. In game terms, a wizard can create food equal to 2000 units * his power
level (eg: a power-3 wizard creates 6000 food) by casting this spell. Food created
is added to available quantities on hand. No Columns beyond Column "B" need be
completed.
Name: Magic Research Spell #: 799
This is the means by which a spellcaster advances his power. The wizard must be
located in a kingdom controlled population center in order to perform his research.
The cost to the controlling king is shown on the setup sheet data (eg: if cost shown
is 10,000 gold per level, it would cost 20,000 gold to advance from power-1 to
power-2). No Columns beyond Column "B" need be completed.
Name: Raven Familiar Spell #: 888
By using this spell a wizard may order his raven familiar to perform a reconnaisance
of an area exactly as a first level agent would. The target area must be within a ten
area range of the spellcaster's group. The results will be reported in the "agents on
reconnaisance" section of the status update. Put target area in Column "C".
Power-2 Spells for the Amazons
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Shield Spell #: 100
This spell causes a glimmering shield of magic to protect the force, and increases
the defensive values of the wizard's group, effectively reducing the casualties it
will suffer from battle with a specific opposing group or a population center. The
amount of benefit received increases with the power level of the spellcaster. Put the
group ID of the opposing target group in Column "C", or if cast against a population
center, leave Column "C" blank.
Name: Lightning Attack Spell #: 102
The lightning attack is the most commonly known offensive battle spell. The spell
sends dozens of lightning bolts screaming through enemy formations. The base power of
the attack is dependent upon spellcaster power: 500 points per level. Against
divisions, the damage is 150%, damage is 200% vs. armies, and 250% vs. army groups.
Against towns, damage is 125%, against cities, damage is 150%. Your group must battle
the target group for the spell to be effective. Put group ID of target group in
Column "C", or if cast against a population center, leave Column "C" blank.
Name: Fear Spell #: 107
Opponent receives -5% morale reduction per wizard level up to -25% total. PC defense
reduced by the same percentage. Ineffective against kingdoms with Stalwart and
potentially other traits as well as against undead.
Name: Valor Spell #: 108
The wizard casts this spell as battle is about to begin. Invigorating aromas spread
through the ranks, filling the minds of the troops with thoughts of heroism, courage
and determination. Morale is increased by 5% per wizard level up to 25% for the
duration of the combat. Your group must battle the target group or pop center for the
spell to be effective. Put group ID of target group in Column "C", or if cast against
a population center, leave Column "C" blank.
Name: Light Of The Evening Star (Intrinsic) Spell #: 132
Overcoming darkness that torches cannot defeat, the caster creates a magical light to
allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
spell becomes an intrinsic ability of the caster at a higher power level (no need to
cast the spell, triggers automatically). This spell will allow the wizard to
contribute his full level to the encounter with the normal risk of dying.
Name: Bridge Of Mist Spell #: 133
A patrol investigating a sighting will be stymied without a wizard able to cast
Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
overcome obstacles in Superior Class unusual sightings for kingdoms without the
Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
power level (no need to cast the spell, triggers automatically). This spell will
allow the wizard to contribute his full level to the encounter with the normal risk
of dying.
Name: Diplomacy Spell #: 171
A wizard may cast this spell when his group intends to parley with a population
center. The group's effectiveness will be increased in proportion to his power level.
Use this spell instead of order #170 (not in addition to it). By using this spell the
groups leaders appear more charismatic to the center's leaders than they otherwise
would. No Columns beyond Column "B" need be completed. This spell has no effect if
the population center is a capital. Regional reaction, enemy status, previous month's
status quo, and the population center's defenses impact upon the chance of success.
In Second Cycle, this spell, when used in an effort to gain a city must overcome the
same percentage negitive modifier as political actions.
Name: Create Gold Spell #: 209
Wizards can create gold from lesser metals in sizeable quantities, although the
procedure can take several weeks. In game terms, a wizard can create gold equal to
2000 units * his power level (eg: a power-3 wizard creates 6000 gold) by casting
this spell. Gold created is added to available quantities on hand. No Columns beyond
Column "B" need be completed.
Name: Dire Wolf Familiar Spell #: 211
The wizard, attuned with nature, makes a call into the wild. Soon a huge dire wolf
appears and moves to his side. The wolf provides counter espionage to the group as an
L4 agent, and provides recon on the group location as an L4 agent.
Name: Ward Spell #: 301
This spell protects a specific emissary of any kingdom from the black magic of an
opposing spellcaster, and helps guard against foul play of the more earthly variety.
Spells directed against the warded emissary will be ineffective, and other attacks
against him will have a 20% diminished chance of working. A ward spell effectively
hids an emissary from a locate spell. Place the kingdom abbreviation to which the
emissary belongs in Column "C", and the emissary abbreviation in Column "D". Maximum
range of this spell is 10 areas.
Name: Reveal King's Influence Spell #: 370
By using this spell the wizard will learn the influence of any king/queen/regent.
Place the desired kingdom's initials in Column "C" and the king's initials in Column
"D". This spell has an effect similar to that of order #365 (Learn King's Influence).
Name: Speed Spell #: 718
The wizard creates an invigorating aroma which greatly aids the groups movement
capabilities. Movement allowance is increased 2.5 pts. per level of the spellcaster.
(power-2 caster's group could move 25 points.) Use in place of normal movement order.
Limit of 8 areas maximum movement. This spell will not increase sea movement and can
not be used with a forced march. Complete Columns "C" on to indicate intended
movement area by area.
Name: Eagle Familiar Spell #: 887
Calling upon his knowledge of Eagles, the nature-centric caster summons an Eagle that
performs Advanced Recon (4 contiguous areas) as L7 at up to range 10.