Presents:
Alamaze The Choosing
Game 537 Turn 18 Results
Battle For The Realm
This Status Update Reported Faithfully To:
King Zanvar the Overseer
Lord of the Undead Of
The Shadow Lands of the Necromancer
As Avatar For
The Gray Mouser
EARLY SPRING of year 1202
These results produced on 02/08/2017
Commands for turn 19 must be received by 12pm Noon (Eastern US)
Monday, 02/27/2017
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Player: Joe Fabitz Account #: 157
Send any questions on service level to [email protected]
Political Events and Status of the Realm:
Entity Report
Kysmar Grimtongue Count Kysmar Grimtongue report on the mission to rebel the Druid town of
Glaven Glade located in area HF: I was certain my plans would need to take
into account the Druid vice-like grip over Oakendell. Although the people
of Oakendell seemed well disposed toward the Druid rule, I compensated for
this in my plan. There was no apparent organized conservative body in
support of the government. I am honored to report that my secretly executed
plans have prompted the people here to rebel!
Xadar the Thirsty Duke Xadar the Thirsty report on the mission to usurp control of the Druid
town of Oak First located in area GH: I feared my plans would need to take
into account the Druid solid grip over Oakendell. Although the people of
Oakendell seemed almost enthralled with the Druid rule, I measured this
into my plan. There seemed no rebellous political unrest in favor of
changing the local regime. I am honored to report that my well received
speeches have prompted the people here to rebel against their former ruler
and join our kingdom!
Influence King Zanvar the Overseer has granted a new title to Duke Erlog Mulk
resulting in a loss of influence (Influence down 0.3).
Enemy/Ally The Sorcerer King has declared the Pirates King a sworn enemy!
Denigrate The citizens of Northern Mists have learned the wantoness of the Druid
kingdom!
Activities of the Royal Court:
Title Name Base & Mission
King Zanvar the Overseer The Necromancer town at FO in Northern Mists.
Denigrated the Druid kingdom in Northern Mists.
Prince Erlog Mulk The Necromancer town at FO in Northern Mists.
Received a new title by the will of the ruler.
Duke Xadar the Thirsty The Necromancer town at GH in Oakendell.
Succeeded in catalyzing the people here to join our
kingdom.
Count Kysmar Grimtongue The Neutral town at HF in Oakendell.
Succeeded in triggering a rebellion of the local populace.
Baron Atomis Krush The Gnome village at WA in Runnimede.
Awaiting further orders. Our current location is the Gnome
capital.
Governor Zepodius Longears The Necromancer town at FO in Northern Mists.
Awaiting further orders.
Ambassador Rufani the Sly The Necromancer town at FO in Northern Mists.
Awaiting further orders.
Fool Tyroc Blackeyes The Necromancer town at FO in Northern Mists.
Awaiting further orders.
Agent 14 Ophibian Slay The Neutral town at HF in Oakendell.
Attempted a covert mission.
Agent 11 Watcher Comara The Necromancer town at FO in Northern Mists.
Attempted a covert mission.
Fanatic 9 Shyvilia Slodeath The Necromancer town at FO in Northern Mists.
Completed his assigned training.
Agent 2 Dura Nightstalker The Necromancer town at FO in Northern Mists.
Awaiting further orders.
Agent 1 Gavina Deathtouch The Necromancer village at CY in Talking Mountains.
Awaiting further orders.
King Zanvar the Overseer has influence 22.90
Check your kingdom's special orders, but you may generally issue 2 commands above your Influence.
Necromancer Regional Summary:
Regional Reaction Controlling
Region Influence Level Kingdom
Oakendell (1) Minor Tolerant Druid
Northern Mists (2) Control Friendly Necromancer
Talking Mountains (3) Minor Tolerant Warlock
Torvale (4) Unestablished Hostile Sorcerer
Amberland (5) Significant Friendly Sacred Order
Eastern Steppes (6) Unestablished Tolerant Atlantians
Runnimede (7) Minor Suspicious Gnome
Arcania (8) Substantial Friendly Ranger
Synisvania (9) Substantial Suspicious Lizard Men
Southern Sands (10) Unestablished Friendly Nomad
Activities of the High Council
The Issue Decided By The High Council This Past Month Was:
The Nomad Kingdom Put This Motion Before The Esteemed High Council:
In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
Nomad 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 Abstain
Dwarven Nay
Halfling Yea
Nomad Yea
Ranger Abstain
The Motion Passed.
The New Issue Before The Council:
The Ranger Kingdom Put This Motion Before The Esteemed High Council:
In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
Ranger 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
AN AT BL DA DU GN IL NE PI RD SO WA
AN | | | | | | | | | | | | |
AT | | | | E | | | | | | | | |
BL | A | | | | | | E | | A | | E | |
DA | | | | | A | | | | | | | |
DU | | A | | | E | | | | E | | | |
GN | | | | | | | | | | E | | |
IL | E | | | | | | A | | | | | |
NE | | | | | | | | | | | | A |
PI | | | | | | | | | | | | |
RD | | | E | | | E | | | | | | |
SO | A | | | | | | | | E | | | |
WA | | | | | | | | | | | | |
AN AT BL DA DU GN IL NE PI RD SO WA
Military Encounters and Group Readiness:
Reports of our Military engagements:
Reconnaissance of unusual sighting in area KA by a patrol of the 3rd Necromancer:
Taking a smoky bottle from his robe and incanting softly, wizard Malkan the Great
cast the Mirror Image spell that created duplicate images of himself that will allow
him a certain degree of protection while exerting his full power in the upcoming encounter.
A patrol consisting of Commander Darkstorm, wizards Malkan the Great, Ghoul of Moria, and
a dozen or so hand-picked troops moved ahead to investigate the sighting. It had been decided
that the patrol would persevere even if difficulty was encountered, but would withdraw if
the situation grew very perilous. After a lull in the wind, the ship containing the crew
and a handful of armed guards began to drift upon the sea due to the strong current and
the craft traveled some distance from its original path. Suddenly, a huge serpent head arose
from the water and hissed angerly at the crew. Upon seeing this monstrosity, the patrol of
adventurers leaped into action to protect the ship and crew. In the first moments of battle,
4 warriors were slain by the fiendish enemy. The patrol then attacked with fury. The conflict
was hectic, with one powerful snap of the creature's jaws, the serpent crushed the mast of the
ship into two! The crew became desperate, the heroes attacked with greater furiosity than
ever to save the ship or all will be lost. The battle raged on, furiously contested for
what seemed like hours. Two more soldiers lost their lives, but the enemy had been weakened.
Commander Darkstorm demonstrated uncommon valor through out the fray. The battle went on
testing the heroes' endurance and exhausting all in the grueling confrontation. Finally,
due to severe wounds, the massive serpent's head fell upon the ship and moved no more.
The patrol had prevailed! As the serpent's body was split open, a huge diamond is found
worth 32,000 gold!
Battle between the 1st Red Dragon army and the 1st Necromancer army group in the plains of
area FE:
Red Dragon Necromancer
Commanders
Warlord Tyranis Lord Commander Nightstalker
Major General Reaver of Fire Marshal The Slaver
Captain Glaurung General Zacheria Myst
Wizards
Power-2 Great Calamity Power-7 Red Son of Dre
Power-1 Elder Wyrm Power-6 Xax of Darkwood
Power-4 Spectre of Doom
Brigades
2 Red Dragons Elite 6 Necromancer Regular
3 Red Dragons Veteran 5 Wights Veteran
2 Wyverns Veteran 3 Ghouls Regular
7 Zombies Green
8 Skeletons Regular
Combat Factors
Excellent Leaders Good Leaders
Light Attrition
Tactical Selection
Determined Attack Hold At All Costs
Due to the ruthless nature of the Red Dragon, the Necromancer forces became weakened as
they succumbed to their fear of the sight of the dragons. At the first light of dawn, with a
deafening roar, the 1st Red Dragon army rushed to attack the defensive position of the 1st
Necromancer army group under Marshal The Slaver. Across the field, the Necromancer's
forces saw the banner of the Red Dragon's 1st and mightiest group while the 1st Necromancer
proudly led the forces of undead kingdom. As the attackers streaked over the rolling plains,
the first missiles sang out.
- Archers -
The black hooded archers of the Necromancer force released a volley against the searing Red
Dragon's fire attack. The Red Dragon fiery breath dealt out signficant damage upon the lightly
armored Necromancer forces while the Necromancer's archers inflicted minor damage upon the
tough Red Dragon hide. The Red Dragon's secondary fire attack caused substantial casualties
upon the recurved black bowed archers of the Necromancer force which returned a volley for
light damage.
- Magic -
Red Dragon wizards dismounted scarcely beyond the edge of the battlefield and began an
elaborate incantation. Power-2 wizard Great Calamity began sorcerous incantations in an
unknown tongue. A faintly visible blue shimmering began to surround the dragons as a magical
shield which noticeably lessened the effectiveness of the opposing force. Power-1 wizard Elder
Wyrm slowly spoke in an arcane language, gestures building to a crescendo. With a dazzling
display of images in the air, the leader of the Necromancer force became mezmorized and cannot
move (stunned)! Necromancer conjurers dismounted where the defensive missiles were falling
and began an incomprehensible spell. Red Son of Dre's presence was evident. Sonic blasts shot
forth from him. The powerful Power-7 Lich then muttered a few words in a foreign tongue. A low
rumbling began, which quickly escalated into a full scale earthquake. However, the opposing
draconian force avoided the damage due to their flying ability! As a result, the mages from
both sides ended up not being a significant factor in the battle.
- Artifact -
By raising the Golden Spear of Lerix, Necromancer Lord Commander Nightstalker infused his
troops with boldness while the Red Dragon leaders grew concerned as the magical spear slew
enemy forces. By raising the Morning Star of Torag, Necromancer Lord Commander Nightstalker
caused alarm in the minds of the Red Dragon leaders as the magical mace slaughtered the dragon's
forces. Necromancer Wizard Red Son of Dre revealed the Wand of Lightning that unleashed forked
lightning upon the Red Dragon causing signficant damage.
- Cavalry -
At this point in the battle, neither side could claim a decisive advantage. Warlord Tyranis
beckoned the Red Dragon death-bringing winged attack down upon the menacing dark riders of
the Necromancer. The Red Dragon ranks imposed minor losses upon the Necromancer ranks in
response, the Necromancer inflicted light losses against the enemy.
- Infantry -
Hour after hour passed, yet none could tell which side would first break and which would
triumph. The dragons now landed, shaking the earth, grim determination on the face of each
they met in heated, blood-stained battle. The Red Dragon razor sharp talons confronted the
Necromancer black hearted axemen to determine the outcome of the battle. The Red Dragon
forces imposed substantial casualties upon the Necromancer forces as the Necromancer claimed
noticable losses to their foes.
- Combined -
Many hours had passed, yet none could tell which side would be the victor since both forces
were evenly matched. Despite all that had preceeded at this moment, the battle outcome was
still in doubt. Now the remaining forces of all troops hurled themselves into the thick of
battle to settle matters in decisive fashion. The Red Dragon razor sharp talons challenged the
Necromancer's black booted swordsmen to finish the battle. In the end, the Red Dragon lines
imposed appreciable casualties upon the Necromancer ranks in response, the Necromancer dealt
out significant damage to their foes.
- Conclusion -
Forces on both sides of the battlefield were exhausted and left the battle without either side
withdrawing. Red Dragon casualties were put at 39.58%. Reaver of Fire had shown great valor
and has earned a promotion to Commander. In the martial tradition of the Red Dragon kingdom, a
sharp-thinking champion has distinguished himself in this battle. He is Centurion Draco. All
the Red Dragon wizards survived the fray. Due to experience, victory and valor, a Veteran Red
Dragon brigade has been recognized as Elite! The troops are eager for more victories: morale is
up! Necromancer casualties were put at 52.28%. All Necromancer leaders survived the battle.
Losses suffered in the effort and depression of defeat have greatly diminished morale.
Results of our Military maneuvers:
1st Necromancer A foreign wizard stunned the 1st Necromancer Lord Commander Nightstalker
with dark magic!
2nd Necromancer We recruited Goblins while in the forest of area CP.
2nd Necromancer We recruited Orcs while in the forest of area CP.
2nd Necromancer We recruited Trolls while in the forest of area CP.
3rd Necromancer Our elite ship Black Death performed evasive maneuvers to avoid sea patrols
that may be roaming in the area.
3rd Necromancer Successfully sailed as ordered to area FP.
During movement we passed no population centers.
2nd Necromancer Successfully moved as ordered to area DQ.
During movement we passed a Necromancer town at DQ.
1st Necromancer Group ordered to force march to destination (starting with area CD).
1st Necromancer Successfully moved as ordered to area CD.
During movement we passed a Druid city at CD.
Seapower Sea power in the sea of Terror has been increased (2 fleets) while naval
quality improved.
2nd Necromancer The congenial atmosphere within this friendly region has resulted in a
small increase of the group's morale.
Military Group Status:
===========================================================================================
1st NECROMANCER "Reborn Immortal" Decorations:
Location: CD The Druid city of Lorethane is here in the forest of Oakendell.
Morale: 93% Attrition: 0% Terrain Modifier: 0% Defense: Above Average
Estimated total value in terrain:33,808Estimated value vs. PC:32,384
By phase (excluding tactics, magic, and artifacts):
LR Missile:0SR Missile:2,492Charge:4,459Melee:26,856Storm:12,411
Force composition (Army Group):
Leadership Spell Casters
Lord Commander Nightstalker Power-7 Red Son of Dre (Lich)
Marshal The Slaver Power-6 Xax of Darkwood
General Zacheria Myst Power-4 Spectre of Doom
Artifacts: Golden Spear of Lerix, Morning Star of Torag, Wand of Lightning
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Necromancer Veteran 2 105% 0% Above Average
Wights Elite 1 84% 0% Renowned
Wights Veteran 3 94% 0% Very Good
Ghouls Regular 2 88% 0% Above Average
Zombies Regular 2 85% 0% Below Average
Skeletons Regular 3 98% 0% Below Average
Battles
Leader Decorations Fought Won Sightings
Lord Commander Nightstalker19 15 12
Marshal The Slaver13 11 3
General Zacheria Myst6 5 0
Encounters:
The 2nd Druid {Masked} is in this area.
===========================================================================================
2nd NECROMANCER "Deathseekers" Decorations:
Location: DQ The Necromancer town of Emerald Wood is here in the forest of Northern Mists.
Morale: 110% Attrition: 9.9% Terrain Modifier: 0% Defense: Average
Estimated total value in terrain:20,076Estimated value vs. PC:20,502
By phase (excluding tactics, magic, and artifacts):
LR Missile:0SR Missile:2,002Charge:2,063Melee:16,009Storm:6,935
Force composition (Army):
Leadership Spell Casters
Grand Marshal Feeder of Undead Power-5 Ral Zan Kroy (Wraith)
Captain Major Cora Draco Power-4 Ry Vor
Artifacts: Champion Stallions
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Trolls Regular 1 107% 0% Excellent
Orcs Regular 1 107% 0% Average
Damned Regular 3 114% 33.1% Below Average
Zombies Veteran 1 115% 0% Average
Goblins Regular 4 108% 0% Below Average
Battles
Leader Decorations Fought Won Sightings
Grand Marshal Feeder of Undead0 0 7
Captain Major Cora Draco 0 0 0
===========================================================================================
3rd NECROMANCER "Zombie Constituant" Decorations:
Location: FP in the sea 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
Commander Darkstorm Power-3 Malkan the Great
Power-2 Ghoul of Moria
Artifacts: None
Battles
Leader Decorations Fought Won Sightings
Commander Darkstorm 0 0 1
===========================================================================================
4th NECROMANCER "The Willing" Decorations:
Location: FO The Necromancer town of Kraken Cove is here in the sea 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 (Inactive):
Artifacts: None
===========================================================================================
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 2 12.4 Galleys At port
Foreboding 5 6.5 Small Craft At port
Mystery 0 10.0 Barges At port
Terror 6 15.3 Splendid Triremes Black Death Mercantile
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
Oakendell CD Druid City Lorethane 26,530
Northern Mists DQ Necromancer Town Emerald Wood 9,453
Our groups are opposite the following groups:
Region Area Group I.D. Size Leader
Oakendell CD 2DU {Masked} {Masked}
Our population centers reported the presence of the following groups:
PC Name Area Size Group I.D. Leader
Lore Song AK Patrol 3AN NA
Lore Song AK Army 4AN Captain Major Vengenis
Emerald Wood DQ Army 2NE Grand Marshal Feeder of Undead
Prarie Kaz DR Army 4DA NA
Reports from the countryside produce Regional Intelligence concerning the sighting of the
following foreign military groups:
Region Group Name Group Size
Northern Mists 4th Ancient Ones Army
Northern Mists 4th Dark Elven Army
Northern Mists 3rd Pirates Division
Economic Report and Kingdom Status:
Economic related events in the kingdom:
Trade We traded at open market prices: 66,552 food for 22,184 gold.
Prarie Kaz Our food production has increased due to the magic of the powerful wizard
Malkan!
Trade Our merchant vessels in the sea of Terror successfully traded goods worth
6,000 gold!
Production collected this month:
Base Adjusted
Reg Area Name Type Defense Defense Census Food Gold Other
2 DK Viperhead City 17,398 19,138 52,487 400 23,848 NA
2 CJ Orodreth Town 14,166 15,583 34,500 3,910 10,350 NA
Possesses: Shield of Hector
2 AR Salvation Point Town 9,263 10,189 33,633 3,210 7,685 NA
2 FO Kraken Cove Town 9,018 9,920 36,500 3,894 7,930 Capital
Possesses: Temple, Scrying Mirror
2 DQ Emerald Wood Town 8,594 9,453 26,545 3,401 9,402 NA
2 AK Lore Song Town 8,093 8,902 34,500 3,623 7,855 NA
2 CI Isle Of Loric Town 7,752 8,527 28,947 3,834 10,014 NA
2 EK Ara's Isle Village 2,831 3,114 14,015 28,635 2,880 NA
Possesses: Plow of the Prophet
2 AI Dusi Harbor Village 2,828 3,111 17,352 8,009 2,354 NA
3 CY Challenger Bend Village 2,866 2,866 18,400 8,298 2,368 NA
2 EJ Bear Claw Village 2,562 2,818 18,400 8,095 2,774 NA
2 AJ Crimson Crossing Village 2,534 2,787 15,504 7,456 2,486 NA
2 DR Prarie Kaz Village 2,276 2,504 18,400 12,272 2,910 NA
2 ER Warg Way Village 2,137 2,351 17,711 9,075 2,378 NA
------- ------- -------
366,894 104,112 95,234
======= ======= =======
Our forecast for next month:
Base Adjusted
Reg Area Name Type Defense Defense Census Food Gold Other
2 DK Viperhead City 17,398 19,138 52,487 400 23,848 NA
2 CJ Orodreth Town 14,166 15,583 34,500 3,910 10,350 NA
Possesses: Shield of Hector
2 AR Salvation Point Town 9,263 10,189 33,633 3,210 7,685 NA
2 FO Kraken Cove Town 9,018 9,920 36,500 3,894 7,930 Capital
Possesses: Temple, Scrying Mirror
2 DQ Emerald Wood Town 8,594 9,453 26,545 3,401 9,402 NA
1 GH Oak First Town 9,203 9,203 32,411 3,067 7,994 NA
2 AK Lore Song Town 8,093 8,902 34,500 3,623 7,855 NA
2 CI Isle Of Loric Town 7,752 8,527 28,947 3,834 10,014 NA
2 EK Ara's Isle Village 2,831 3,114 14,015 28,635 2,880 NA
Possesses: Plow of the Prophet
2 AI Dusi Harbor Village 2,828 3,111 17,352 8,009 2,354 NA
3 CY Challenger Bend Village 2,866 2,866 18,400 8,298 2,368 NA
2 EJ Bear Claw Village 2,562 2,818 18,400 8,095 2,774 NA
2 AJ Crimson Crossing Village 2,534 2,787 15,504 7,456 2,486 NA
2 DR Prarie Kaz Village 2,276 2,504 18,400 14,772 2,910 NA
2 ER Warg Way Village 2,137 2,351 17,711 9,075 2,378 NA
------- ------- -------
399,305 109,679 103,228
======= ======= =======
Our kingdom's capitol is established in the town of Kraken Cove.
Production and Consumption Ledger for this month:
Description Food Gold
Beginning Amount 11,930 35,449
Add This Period's Production 104,112 95,234
Results Of Trade And Other Sources -66,552 54,184
----------- -----------
Amounts Available After Trading 49,490 184,867
----------- -----------
Less Military Group Consumption -12,100 -14,800
----------- -----------
Available After Group Consumption 37,390 170,067
Amounts Used Executing Orders -18,000 -126,500
Amounts From Late Sources 0 6,000
Food Spoilage -3,878 0
=========== ===========
Ending Amounts 15,512 49,567
=========== ===========
Estimated group consumption next month: 17,100 19,200
Matters Covert, Esoteric and General:
Entity Result
Agents Our current maximum agent training level is 11.
The global cost of training an agent is 5,000 gold.
Our cost (with traits) of training an agent is 6,000 gold.
Agents may be promoted 3 additional levels with successful missions.
Research Our magical research cost is 8,000 gold per level (for levels 1-5).
To reach 6+ level, cost is (new level + 8) x new level x 1,000 gold.
1st Necromancer The Power-7 wizard Red Son of Dre cast the earthquake spell against the 1st
Red Dragon.
2nd Necromancer Due to the Power-5 Ral Zan Kroy prestige, an innate dire wolf familiar will
provide reconnaissance and counter espionage for the group.
3rd Necromancer The Power-3 wizard Malkan the Great cast the fertile fields spell.
1st Necromancer The Power-4 wizard Spectre of Doom cast the cold darkness (regional) spell
within Oakendell.
The 4th Atlantians was adversely affected by our cold darkness spell!
The 3rd Ranger was adversely affected by our cold darkness spell!
The 2nd Warlock was adversely affected by our cold darkness spell!
2nd Necromancer The Power-3 wizard Ry Vor cast the magic research spell.
The wizard successfully researched a new level of magic!
Ophibian Slay An attempt was made to assassinate the Druid Baron Cathbad in the village
of Oath Be Torn (Area IB): Normal security was present, however, no agent
on counter espionage was noted in the area. Baron Cathbad was assassinated!
The team made good its escape, evading search teams tracking them.
Artifact We used the Scrying Mirror to view area: DK
Watcher Comara The agent detected the following encounters:
While diligent in my efforts, I was unable to discover an unusual sighting
in area BR.
Watcher Comara has discovered something unusual at area CR that should be
investigated.
There is no indication of an unusual sighting in area CQ.
All my efforts and skills yielded no unusual sighting in area BQ.
1st Necromancer Due to the Power-7 Red Son of Dre prestige, an innate true seeing spell is
in effect for our group.
We possess the following artifacts:
Short Status Points
Full Name Name Possessor Type Interim/Final
Champion Stallions 65156 2nd Necromancer Benevolent 25 / 100
The Champion Stallions provide a patrol +7 movement points in addition to any
other bonuses and +5 to morale of group in possession.
Golden Spear of Lerix 79004 1st Necromancer Weapon 25 / 100
The Golden Spear of Lerix adds 10% to the group's combat value and increases the
chance of killing enemy leaders and wizards. The risk of death for the possessor
is reduced and that leader has a greater chance of being promoted while using this
artifact.
Mist Talisman 23535 King Zanvar the Oversee Wizard 25 / 100
Magically hides emissary (political or agent) to be immune to a wizard's Locate
Character spell or a High Priestess Divine Artifact Location divination. Also, a
L10 or higher agent is necessary to detect, bribe, recon, or perform a mission
(including attempting to steal an artifact) from a figure in posession of this
relic.
Morning Star of Torag 47629 1st Necromancer Weapon 50 / 200
The Morning Star of Torag adds 15% to the group's combat value and increases the
chance of killing enemy leaders and wizards. The risk of death for the possessor
is reduced and that leader has a greater chance of being promoted while using this
artifact. The Morning Star also aids the group while investigating unusual
encounters (by 15 points). Since this relic is a magical weapon-classed artifact,
if in the hands of an agent, it will enable the agent to inflict lethal damage
against an undead leader (nazgul) or wizard (wraith/lich) when performing an
assassination attempt.
Plow of the Prophet 55331 Town Of Ara's Isle Benevolent 25 / 100
Plow of the Prophet will triple the food production of the population center it is
residing within.
Ring of Protection 96287 Prince Erlog Mulk Benevolent 25 / 100
A Ring of Protection will give it's wearer a 20% protection to assassination and a
50% protection to spells! This ring can be used effectively by emissaries only and
it's resistance to magic will affect possible positive spells as well.
Scrying Mirror 49558 Town Of Kraken Cove Covert 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.
Shield of Hector 20924 Town Of Orodreth Benevolent 25 / 100
The Shield of Hector will protect your group's highest ranking leader from the
dangers of normal battle, although not from assassins nor various magics.
Wand of Lightning 45814 1st Necromancer Wizard 25 / 100
The Wand of Lightning is a wizardly artifact that, when in a group containing a
power-2 or higher wizard, allows that wizard to cast a power-2 lightning strike in
combat against other groups without requiring an order (automatically cast)!
Spies on reconnaissance discovered the following information:
*** Groups: ***
Group
I.D. Brigs Reg Area Leaders Wizards
2DU 7 1 CD General Velia Eagle Eye Constance (Power-2)
Centurion Evan Wolfeyes Blue Tongue (Power-1)
NA Merlin the Elder (Power-1)
1NE 13 1 CD Lord Commander Nightstalker Red Son of Dre (Power-7 Lich)
Marshal The Slaver Xax of Darkwood (Power-6)
General Zacheria Myst Spectre of Doom (Power-4)
2NE 10 2 DQ Grand Marshal Feeder of Undead Ral Zan Kroy (Power-5 Wraith)
Captain Major Cora Draco Ry Vor (Power-4)
NA NA
*** Population Centers: ***
Reg Area Banner Name Type Defense Census Food Gold Other
1 CD Druid Lorethane City 26,530 57,265 -2,600 21,652 NA
2 DK Necromance Viperhead City 19,138 52,487 400 23,848 NA
2 DQ Necromance Emerald Wo Town 9,453 26,545 3,401 9,402 NA
*** Emissaries: ***
Kng Rank Name Area Pop-Name Other
DU Ambassador Egbannis Merex CD Lorethane Awaiting further orders.
*** Artifacts: ***
Area Possessor Full Name Short Name
CD 1st Necromancer Golden Spear of Lerix 79004
CD 1st Necromancer Morning Star of Torag 47629
CD 1st Necromancer Wand of Lightning 45814
DQ 2nd Necromancer Champion Stallions 65156
Our Early Strategic Objectives for this Contest:
Control a region worth 2 points.
Have 3+ Dukes (not King/Queen/Regent/Consul/Demon Prince) worth 1 point.
Own 2 or more artifacts worth 1 point.
Have at least 3 Wizards, power 4 or higher worth 1 point.
We are pursuing a MAJOR ESO!
On turns 10 through 15, if our kingdom has achieved the above requirements to
total 5 achievement points, we may claim awards worth 5 points!
This campaign is REX only!
Therefore a kingdom can only win via Rex (control 4+ regions) or by Lion's Share
(most status points at 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
------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
105 1NE RE 1RD 0
120 1NE 1RD 3 0
200 F 66552 0
320 KY 4,000
330 XA 5,000
390 ER 5,000
475 ZA 2 DU 10,000
500 SH 4,500
565 2NE GO 4,000
565 2NE TR 12,000
565 2NE OR 6,000
602 3NE MA 0
710 3NE EQ FP 0
720 2NE DQ 0
720 1NE EE DD CD 0
748 T 16000 2 FO FP 32,000
781 1NE SP 0
799 2NE RY 32,000
940 OP IB CA DU 6,500
978 WA BR CR CQ BQ 5,500
We also executed the following Standing Orders:
Order A B C D E F G H I J Gold
------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
711 T FO FP FP EP EO DP DO 0
972 49558 DK 0
Power-0 Spells for the Necromancer
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. This spell will prevent the wizard from dying in
combat.
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. This spell may
only be cast at the wizard's natural level (not boosted by artifacts).
Power-1 Spells for the Necromancer
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. It acts as
a counterspell to Stun Leader and Kill Leader/Wizard spells. It will not protect the
group's figures from dying in combat (in those cases, cast Self Invisible, Guarded
Attack, or Shield which reduces the chance of dying). 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 by the same opposing group unless dispelled.
Put group ID of the opposing target group in Column "C".
Name: Stun Leader Spell #: 95
The wizard casting this spell seeks to render the opposing commander (highest ranking
only) ineffective for the duration of a battle. Multiple castings of this spell will
not affect the other leaders in the group. 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". This spell may be countered by the Protect Heroes and Wizards
spell.
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. Not only does this spell reduce the loss of troops in
battle, it also reduces the chances of the group's leaders and wizards from dying in
combat. This is a singular spell so only one may be cast from a group to the same
target (pc or group).
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 125%, damage is 150% vs. armies, and 200% 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. This is a
singular spell so only one may be cast from a group to the same target (pc or group).
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. This is a singular spell so only
one may be cast from a group to the same target (pc or group).
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. This is a singular spell so only one may
be cast from a group to the same target (pc or group).
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: 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 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: 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: 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: 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. This spell may only be cast
at the wizard's natural level (not boosted by artifacts).
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 Necromancer
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: Wind Storm Spell #: 89
The conjurer calls to the heavens and a gale force wind sweeps across the
battlefield, disrupting missile phases in that enemy long and short range archery is
reduced 50% while friendly is only reduced 12.5%. This spell may be cast against
population centers.
Name: Dispel Magic Spell #: 92
This spell is directed against a group containing spellcasters in the same area as
the casting wizard's group. This spell has a 100% chance of dispelling a battle spell
of an equal or lessor level wizard, less 25% per level disparity when attempting to
dispel incantations of a higher level spellcaster. You may optionally list in Column
D the lowest spell # you wish to dispel (eg- "98"). Your group need not engage in
combat to use this spell. Put group ID of target group in Column "C".
Name: Kill Leader/Wizard Spell #: 96
The wizard casting this spell seeks to slay a particular opposing hero or
spellcaster. The base chance of success is 50% * difference in level of ability
(general considered equal to a power-2 wizard for this purpose). eg: A power-1 wizard
has a 16.3% {50%*(1/3)} of slaying a marshal and a power-6 has a 75% chance of
killing a power-4, and a power-3 has a 30% chance of killing a power-5. Put the group
ID of the target group in Column "C", place "W" or "L" (for wizard or leader) in
Column "D", place "H" or "L" (high or low) in Column "E". Your group need not have
combat for this spell; but must be in the same location as the group containing the
figure you desire to slay. Group casting this spell must contain at least one brigade
of troops. This spell may be countered by the Protect Heroes and Wizards spell. This
spell may kill undead figures (wraith, lich, nazgul).
Name: Guarded Attack Spell #: 101
This is a sophisticated spell in which the spellcaster becomes invisible, thereby
protecting himself from the hazards of battle, and sends forth powerful sonic blasts
into the enemy lines, inflicting casualties in proportion to the spellcasters power:
300 points per level. 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 or in an unusual sighting, leave Column "C" blank. When used in an
unusual sighting it reduces the wizard's effectiveness by 50%. This spell will
prevent the wizard from dying in combat.
Name: Firestrike Spell #: 103
The firestrike is a powerful offensive battle spell. The spell sends rolling waves of
magically hot flames sizzling into enemy lines. The base power of the attack is
dependent upon spellcaster power: 700 points per level. Against divisions, the damage
is 125%, damage is 150% vs. armies, and 200% 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. This is a singular spell so only
one may be cast from a group to the same target (pc or group).
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 (Intrinsic) 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: Sleep Spell #: 305
This spell places the target emissary in a magically deep sleep, similar to a coma.
The emissary remains in such a state for one month (the game turn) during which time
he obviously can perform no activity. A slept emissary is more susceptible to
kidnapping and assassination attempts. There are various types of magic that can
effect the success of this spell. This spell requires the caster to know the
target's name (and so emissary abb.), his kingdom, and his location. Place the
kingdom abbreviation to which the emissary belongs in "C", the emissary abbreviation
in "D", and the location in "E". Maximum range of this spell is 10 areas.
Name: Strengthen Walls Spell #: 601
This incantation allows a mage to increase the existing defenses of the population
center in the same area as his group by 2,000, permanently. The population center
need not be controlled by the spellcaster's kingdom. No Columns beyond Column "B"
need be completed. Note: As this spell is after production the results be be
reflected on the next result.
Name: Fertile Fields Spell #: 602
By casting this spell a mage increases the food production of the population center
his group is in by 2,500, permanently. The population center need not be controlled
by the spellcaster's kingdom. No Columns beyond Column "B" need be completed. Note:
As this spell is after production the increase will be reflected on the next result.
Name: Dispel Storm at Sea Spell #: 661
This spell is very similar to the dispel magic spell, however instead of dispelling
battle spells, it works against the Storm at Sea spell. The same chance of success as
exists in Dispel Magic apply here (100% chance of dispelling versus equal or lesser
level wizard, less 25% per level disparity when attempting to dispel incantation of a
higher level spellcaster). The spellcaster must be within 3 areas of any area
comprising that sea. Specify the first letter of the sea to be effected in Column
"C", and an area of the sea within 3 areas of the wizard in Column "D". If multiple
storms are present on the sea, one will be randomly dispelled.
Name: Ship of Mist Spell #: 708
By casting this spell, the wizard creates a fleet of mist-made ships, enough to
transport one brigade per power-level magically over any sea. movement is at the
normal rate for the kingdom. In addition, the group is not subject to interdiction by
sea patrol or the spell Storm at Sea (but still may encounter a Kraken). However, the
group may not end its movement in a sea area. Movement can not be increased by any
method. Use in place of a normal movement order, not in addition to. Complete Columns
"C" on to indicate intended movement area by area.
Name: Lesser Masking Spell #: 821
By using this spell the wizard through use of mist, smoke, and illusion obscures the
size of his smaller sized (up to 5 brigades) group. Foreign groups (and possibly
agents) will be unable to determine the group size or strength. If used in a group
larger than division sized there will be no effect. A successful casting will result
in the group size will be reported as "masked". No Columns beyond Column "B" need be
completed.
Name: Teleport Self Spell #: 830
By using this spell the wizard can teleport himself in to another group of his
kingdom, regardless of distance from his present location. The receiving group must
be of his own kingdom, and cannot already contain three wizards. Place the receiving
group's ID in Column "C". There are no distance or area restrictions with this spell.
Name: Invisible Patrol Spell #: 843
This spell allows the wizard's patrol sized group (0 brigades) to become invisible
and so undetected by groups and agents alike. This is of course an excellent way to
avoid combat or surprise an unsuspecting foe. Spell lasts for that month (game turn)
cast. No Columns beyond Column "B" need be completed.
Name: Locate Character or Group Spell #: 855
This spell allows the spellcaster to learn, through deep trance-induced meditations,
the location of a specific group or emissary of any kingdom. certain magic may
interfere with this process (such as a Ward spell) but normally it is quite
effective. Place "G" or"E" (group or emissary) in Column "C", the group ID or
emissary abb. in Column "D", and the kingdom abb.of the group or emissary in Column
"E". This spell is only valid on turn 5 or later.
Power-3 Spells for the Necromancer
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: Presence (Intrinsic) Spell #: 0
This is not a spell, but rather a bonus which accrues to all third level spellcasters
and above, significantly increasing their combat abilities. This bonus increases in
proportion to the wizard's power. Wizards of this power and beyond can cast any of
their available spells which may aid their group's offensive and defensive
capabilities or assist their kingdom in other ways. {A power-4 presence is roughly
equal to a power-2 Lightning Strike and Shield.}
Name: Instant Self Teleport Spell #: 88
This spell allows a high level wizard to teleport himself to another group of his
kingdom before a battle ensues, thus allowing his powers of presence to favorably
effect an eminent combat with the new group or avoid the perils of combat with his
existing group. The spellcaster may not cast another spell in conjunction with this
spell, however. Place the group ID of the group in your kingdom the wizard will
teleport to in Column "C". There is no distance or area restrictions with this spell,
however the target group cannot already contain 3 wizards.
Name: Flash Flood Spell #: 90
The wizard glowers intently at the nearby river and suddenly a flash flood consumes
the battlefield. Reduces the Charge phase for the enemy by 75% while friendly is only
reduced 37.5%. Not possible in mountains or desert. Flying groups (like dragons) are
immune to the effects of this spell. This spell has no effect against population
centers.
Name: Wall of Flame Spell #: 98
By casting this spell the wizard creates a 20' deep, 20' high and very long wall of
flame between his group and a potentially hostile group in the same area. This wall
of flame prevents attacks from all but the most determined attackers (TAC 3).
Determined attackers will suffer significant damage crossing the wall. Missile damage
is still possible however with a wall of fire if either side attacks on a TAC 3. A
wall of fire will only prevent combat (and no damage to either side) if neither
issued a TAC 3 attack order. If the wizard's group that cast this spell is issued a
determined attack then they will receive damage from their own wizard's magic as they
cross the battlefield. If both groups cast a wall of fire then forces from both sides
will take damage from each spell if they cross the area. Multiple castings of this
spell are possible (to deter being dispelled), but the effects are not cumulative and
only one wall per side is effective. If a wall of fire prevents combat then both
groups will be considered to have retreated from battle if they were not issued an
attack order at TAC 3 (and that's 3, not a higher TAC from one of the newer
maneuvers). This is a defensive spell and is not effective against flying groups
(like dragons). Put the target group ID in "C".
Name: Command Tornado Spell #: 104
The command tornado is a terrifying offensive battle spell. The spell summons forth a
large tornado from the heavens to rip through enemy ranks. The base power of the
attack is dependent upon spellcaster power: 900 points per level. Against divisions,
the damage is 125%, damage is 150% vs. armies, and 200% 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. This is a
singular spell so only one may be cast from a group to the same target (pc or group).
Name: Chaos Spell #: 106
The wizard casts a spell which creates distracting, hypnotic patterns, illusions and
confusing sounds which cause enemy troops to ignore many commands of their leaders.
The effect is that the enemy will be unable to effectively withdraw at their defined
retreat level. If the opposing group contains a warlord, this spell will be
ineffective. If the opposing group contains a marshal, the spell's effect will be
reduced. Your group must battle the target group for the spell to be effective and
lasts for the duration of this single battle. It is possible that the spell caster's
group might retreat should it suffer enough damage to reach it's retreat factor. Put
group ID of target group in Column "C".
Name: Raise Zombies Spell #: 112
The spell has the caster prepare a dark conjuring that raises the enemy dead from a
group battle as zombies (ZO). A battle spell that happens after the battle, creating
a zombie brigade for each destroyed enemy brigade if the caster's group does not
already have more than 5 zombie brigades, and any new zombie brigades created by this
spell cannot bring the group total over 5 zombie brigades. Zombie brigades consume
300 food and 300 gold. This spell may only be cast for a group vs. group battle (not
pc), specify opposing group for the spell to act upon. Zombie brigades thereafter may
create new zombie brigades automatically by consuming the dead on the battlefield.
Maximum 15 zombie brigades per group.
Name: Ward Population Center Spell #: 130
This spell works against one destroy or damage population center spell. Spells
directed against the warded pc will be ineffective (no damage caused). Range is
within the spellcaster's region. Put the target location in Column "C". no other
Columns need be completed.
Name: Dispel Dome of Invulnerability Spell #: 136
When the spellcaster is in the same region he can, with great effort, cast this
intricate repelling spell that will negate one dome of invulnerability. A mage
commanding this spell will dispel the dome's protection and allow the population
center to be attacked by military force. The pc can be controlled by any kingdom. Put
the PC location in Column "C".
Name: Mirror Image Spell #: 138
In an unusual sighting, the caster creates two mirror images of himself, confounding
the guardian and providing him good protection. This is a spell available for Unusual
Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal
chance of death.
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. This effect lasts
until end of turn. It is important to note that the intrinsic version triggers at the
spell's normal execution level (order 211) and does not get reapplied if the wizard
is transferred into another group (i.e. the former group has the intrinsic dire wolf
benefit, not the new group). This is a singular spell so only one may be cast for the
group and only if a wizard is not present that is high enough in level to trigger the
intrinsic version of the dire wolf spell.
Name: Conceal Emissary Spell #: 349
The caster creates a sorcery that so disguises the emissary of his kingdom that on
relocating, he will not be detected except by extraordinary measures. Emissary is not
detected by PC on relocation or by agent recon below L10. The emissary's starting
location must be no more than 3 areas from the casting wizard. This spell cannot be
cast before turn 4.
Name: Hidden Ore Spell #: 603
When located in the same area as a population center, by casting this spell a mage
can uncover hidden ore reserves in that area. Gold production of the population
center will increase by 2500 gold permanently. No Columns beyond Column "B" need be
completed. Note: As this spell is after production, the increase will be reflected on
the next result.
Name: Raise Population Center Census Spell #: 610
When located in the same area as a population center, by casting this spell a mage
increases the census by 2,500 permanently. The population center need not be
controlled by the spellcaster's kingdom. No Columns beyond Column "B" need be
completed.
Name: Storm at Sea Spell #: 660
A spell that cancels sea movement in the 7 contiguous areas identified all within 8
of the Spellcaster. If a group using sea movement would have entered an area under
Storm at Sea, it does not move in the water and remains at its current location. Does
not stop a patrol with an Elite Ship from moving at sea. Has no effect on Ships of
Mist sea travel, Dragon, or other flying group movement. Only one storm may be cast
upon the sea.
Name: Protection from Regional Effect Spell #: 778
This spell offers the group containing the spellcaster the means to be protected from
the effects of a non-allied wizard's regional effect spell. This peculiar spell will
protect the group from a single regional effect spell only; there is no way to
specify a particular regional spell. No Columns beyond Column "B" need be completed.
Name: Dispel Regional Effect Spell #: 779
This spell is very similar to the dispel magic spell, however instead of dispelling
battle spells, it works against regional effect spells (#781-788). This spell has a
100% chance of dispelling a regional spell of an equal or lessor level wizard, less
25% per level of disparity when attempting to dispel incantations of a higher level
spellcaster. No Columns beyond Column "B" need be completed.
Name: Heal Spell #: 815
The wizard dedicates his time and magical energy to imbue additional food rations for
his group with restorative powers. By consuming this magical food, attrition is
reduced in chosen brigade types. The wizard can direct to reduce attrition to up two
brigade types, reducing the first brigade type (including experience) by 15% divided
by the number of brigades of that type, reduces 9% attrition for a second brigade
type and experience divided by the number of brigades of that type.
Name: Greater Masking Spell #: 822
By using this spell the wizard through use of mist, smoke, and illusion obscures the
size of his group. Foreign groups (and possibly agents) will be unable to determine
the group size or strength. Group size will be reported as "masked". No Columns
beyond Column "B" need be completed.
Name: Teleport Patrol Spell #: 836
This spell allows the wizard to teleport his patrol sized group (0 brigades) to any
area in Alamaze, without range restriction. Use in place of a movement order. You may
not designate a sea terrain area as the destination. Specify the destination area in
Column "C". If this group has been issued an order-745 (rest group) it is unable to
move (be teleported) as it should have received the benefits of the rest order.
Name: Invisible Brigade Spell #: 845
This spell allows the wizard's brigade sized (up to 2 brigades) group to become
invisible and so undetected by groups and agents alike. This is of course an
excellent way to avoid combat or surprise an unsuspecting foe. Spell lasts for that
month (game turn) cast. No Columns beyond Column "B" need be completed.
Name: Summon Skeletons Spell #: 861
This spell may be cast in any terrain other than the sea. The spell caster through
this spell summons a skeleton brigade (SK) per two wizard levels (rounded down) so a
pwr-7 wizard will create 3 skeleton brigades to arise from their ancient battle
burial grounds and animate. They count as a brigade type. Skeleton brigades consume 0
food and 300 gold. Maximum 10 skeleton brigades per group.
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.
Name: Imp Familiar Spell #: 933
In his dimly lighted laboratory, the caster summons a mischievous Imp for the current
turn. The Imp can carry out Assassination as an L7 agent. Range 8. Not detected as to
kingdom whether successful or unsuccessful.
Name: True Seeing Spell #: 966
This special sorcery cleanses all illusion from the caster's area, allowing the
wizard's group to see everything in his group's area as it is: invisible groups,
hidden capitals, masked groups, illusionary groups, concealed emissaries will all be
seen plainly and accurately. There is no increased benefit for multiple castings of
this spell (or intrinsic version).
Power-4 Spells for the Necromancer
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: Destroy Undead Spell #: 87
The clerical spell caster destroys 1 brigade per power level above P2 targeting
skeletons first, then zombies, then ghouls prior to combat beginning. The wizard's
group must have combat with the target group, although the spell results are put in
effect before the combat begins. This spell has no effect on undead figures (wraith,
lich, nazgul).
Name: Instant Summon Phantoms Spell #: 93
The summoner calls upon the nether region to lend its fighting spirits to battle.
This is a pre-battle group spell that summons a brigade per two wizard levels
(rounded up) so a pwr-7 wizard will create 4 phantom brigades for the duration of the
turn or until killed in battle. Maximum 5 phantom brigades per group and may be
summoned in any terrain. They do not consume food or gold. All phantom brigades are
destroyed at the end of turn.
Name: Earthquake Spell #: 105
The awesome earthquake spell causes the earth to swell and rip apart, swallowing
whole regiments of an enemy. This spell is not effective against dragons! The base
power of the attack is dependent upon the spellcasters power: 1100 points per level.
Against divisions, the damage is 125%, damage is 150% vs. armies, and 200% 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.
This is a singular spell so only one may be cast from a group to the same target (pc
or group).
Name: Curse Spell #: 386
This spell is cast on an opposing ruler and has as its intended effect the decrease
of one level in that king's influence. There is no range limitation for the spell,
however any one king/queen/regent/consul can be affected but once per turn by a
curse. Barring a magical ward or other type of magical protection, there is a 75%
chance of the spell succeeding. The effected party will not know who has cast the
curse. Place the kingdom abbreviation to which the king belongs in "C", the king's
abbreviation in "D", and the location in "E".
Name: Cold Darkness (Regional Effect) Spell #: 781
By casting this spell the wizard causes continual, chilling darkness to blot out the
days across all areas of the region in which the spellcaster is located. The effect
is to decrease the morale of all non-allied groups (groups that the wizard's kingdom
has not declared as an ally) in that region 10 points, permanently. A group will be
effected by only one regional effect spell per turn. Each possible target has a 25%
chance of avoiding the effects; patrols are not effected and thus will not be
relected on any report of groups that suffered from this spell. No further Columns
need be completed.
Name: Invisible Division Spell #: 846
This spell allows the wizard's division sized (up to 5 brigades) group to become
invisible and so undetected by groups and agents alike. This is of course an
excellent way to avoid combat or surprise an unsuspecting foe. Spell lasts for that
month (game turn) cast. No Columns beyond Column "B" need be completed.
Name: Teleport Brigade Spell #: 850
This spell allows the wizard to teleport his brigade sized group (no more than 2
brigades) to any area in Alamaze, without range restriction. Use in place of a
movement order. You may not designate a sea terrain area as the destination. Specify
the destination area in Column "C". If this group has been issued an order-745 (rest
group) it is unable to move (be teleported) as it should have received the benefits
of the rest order.
Name: Summon Minotaurs Spell #: 860
Summoning powerful minotaurs (MI) by using strange whistles and shouts, a brigade of
minotaurs appears in the caster's group to serve. Summoning spell allowed only in
forest or mountains. Minotaur brigades consume 2,000 food and 2,000 gold. Maximum 5
minotaur brigades per group.
Name: Summon Ghouls Spell #: 862
This spell may only be cast in a forest or marsh area. The spell caster through this
spell causes large numbers (a brigade's worth) of ghouls (GH) to arise from their
ancient battle burial grounds. They count as a brigade type. Ghoul brigades consume
500 food and 700 gold. Maximum 5 ghoul brigades per group.
Name: Project Image Of Group Spell #: 882
The caster creates an illusion where an imaginary group of his kingdom shows up on
foreign intel in range up to 3 from the casting wizard. Requires an inactive kingdom
group which shows up as the projected group and as masked on intel but is removed at
the end of the turn (after intel results). The inactive group never actually leaves
the capital. A level-1 recon is conducted at the designated area.
Power-5 Spells for the Necromancer
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: Summon Death Spell #: 99
A terrible black magic which calls forth the essence of death and rolls this evil
presence as if in a great green wave toward the enemy, eliminating from 2 - 4
brigades of troops of the enemy (depending on the kingdom) in the same area as the
caster, and lowers morale by 15%, regardless of whether combat is actually fought
with that group. Only troops are effected as figures (leaders and wizards) recognize
the danger and swiftly depart the area affected. Put group ID of target group in
Column "C". Group casting this spell must contain at least one brigade of troops.
This is a singular spell so only one may be cast from a group to the same target.
Name: Meteor Strike Spell #: 155
This powerful spell has the caster call forth from the evening sky a storm of meteors
that blast with force upon the population center in the area of the wizard's group.
The target PC must be in the same area as the wizard's group. The spell permanently
reduces the PC defense by a base of 4,000 plus 3,000 per wizard power level over
power 5. So a power 7 wizard would inflict 10,000 damage directly against the PC
defense. If a PC's defense is reduced to 0, the PC is destroyed, eliminated from the
game, with each emissary located there having a 50% of being killed, or else
relocating to their capital. All prisoners will be automatically killed if the PC was
destroyed. Group casting this spell must contain at least one brigade of troops. This
is a singular spell so only one may be cast from a group to the same target.
Name: Dire Wolf Familiar (Intrinsic) 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. This effect lasts
until end of turn. It is important to note that the intrinsic version triggers at the
spell's normal execution level (order 211) and does not get reapplied if the wizard
is transferred into another group (i.e. the former group has the intrinsic dire wolf
benefit, not the new group). This is a singular spell so only one may be cast for the
group and only if a wizard is not present that is high enough in level to trigger the
intrinsic version of the dire wolf spell.
Name: Infuriate Populace Spell #: 477
This difficult spell attempts to whip the populace in the region of the spellcaster
into great wrath against a particular named kingdom, with the goal of detracting from
that kingdom's regional reaction there. There is a 67% chance of success. Put the
kingdom abbreviation of the target kingdom in Column "C".
Name: Conjure Prestige Spell #: 481
This spell has an effect similar to that of order #480 (King Expand Influence). There
is a 75% chance of success, barring some form of magical protection. If successful
the king/queen/regent will have his/her influence raised one point. Put the target
kingdom abbreviation in Column "C" and the king's abbreviation of the target kingdom
in Column "D".
Name: Summon Kraken Spell #: 659
The wizard calls upon the sea god to unleash his favorite monster: a Kraken. A
fearsome tentacle terror that can rip ships apart as easily as breaking twigs. This
spell is a high percentage sea patrol interdiction to non-allied fleets in an 7
contiguous sea area that does 30 points of damage: so 5 fleets at quality 12 with a
General (+10%) interdicted by a Kraken would suffer 45% losses. Elite Ships are not
susceptible. All the sea areas used (up to 7) must be within 8 areas of the caster.
Not widely available (an Atlantian and Pirate specialty). Only one kraken may be cast
upon the sea.
Name: Unveil Population Centers Spell #: 751
This spell allows a wizard to uncover the location of all towns or villages in the
region he is located in. Put either "C", "T", or "V" in Column C. No other Columns
need be completed. This spell is only valid on turn 4 or later.
Name: Plague (Regional Effect) Spell #: 784
This black magic causes a terrible plague to wipe out 20% of the civilian population
in the region of the spellcaster. All population centers in the region are effected.
There is a 25% chance of this spell failing. Only one plague regional effect spell
can be successful per region, per turn. No other Columns need be completed.
Name: Bounty (Regional Effect) Spell #: 786
This beneficial magic causes food production in the region of the spellcaster to
increase by 20% permanently. All population centers in the region are effected. There
is a 25% chance of this spell failing. Only one regional effect spell can be
successful per region, per turn. No other Columns need be completed.
Name: Raise Regional Census (Regional Effect) Spell #: 788
This benevolent enchantment results in a 20% increase of the civilian population in
the region of the spellcaster. All population centers in the region are effected.
There is a 25% chance of this spell failing. Only one regional census effect spell
can be effective per region, per turn. No other Columns need be completed.
Name: Invisible Army Spell #: 847
This spell allows the wizard's army sized (up to 10 brigades) group to become
invisible and so undetected by groups and agents alike. This is of course an
excellent way to avoid combat or surprise an unsuspecting foe. Army sized groups are
the largest that can be made invisible. Spell lasts for that month (game turn) cast.
No Columns beyond Column "B" need be completed.
Name: Teleport Division Spell #: 851
This spell allows the wizard to teleport his division sized group (no more than 5
brigades) to any area in Alamaze, without range restriction. Use in place of a
movement order. You may not designate a sea terrain area as the destination. Specify
the destination area in Column "C". If this group has been issued an order-745 (rest
group) it is unable to move (be teleported) as it should have received the benefits
of the rest order.
Name: Unveil Group Locations Spell #: 858
This spell allows a wizard to learn the location of all groups of a particular size
in his region. Put either Patrol, Brigade, Division, Army, or Army Group in Column
"C". (put the word exactly, eg, enter Brigade, not Brigades. No other Columns need be
completed. This spell is only valid on turn 4 or later.
Name: Summon Wights Spell #: 863
This spell may only be cast in a mountains area. The spell caster through this spell
causes large numbers (a brigade's worth) of wights (WT) to arise from their ancient
battle burial grounds. They count as a brigade type. Wight brigades consume 500 food
and 1,000 gold. Maximum 5 wight brigades per group.
Name: Summon Rock Golems Spell #: 865
Forging huge golems out of rock and stone, the caster performs this complicate
summoning. The spell is allowed only in mountains. Creates a brigade of Rock Golems
(RG), tough, and good in melee and against PC's. Rock golem brigades consume 500 food
and 2,000 gold. Maximum 5 rock golem brigades per group.
Name: Wraith Form Spell #: 870
This is a very black magic. The spell caster, by using this spell, gives up a human
existance in exchange for immortality. The resulting wraith-mage is nearly
invulnerable in game terms, ie., he cannot be assassinated or slain by normal means
in combat. There is a cost: he may never research his power level further and his
power level will be reduced to a power 5. Once cast the wraith form can never be
reversed. No Columns beyond Column "B" need be completed. The undead wizard may be
killed by assassination with an agent equipped with a magical weapon classed
artifact. A Kill Leaders and Wizard spell may also destroy a wraith. This spell may
only be cast at the wizard's natural level (not boosted by artifacts).
Name: Sacrifice Spell #: 875
This dark magic has the caster restrain two general level leaders or marshal level
leaders (ie, including Commander, etc) for a transformation of power. In this ritual,
a general is sacrificed to make another general in the group a Marshal. Or sacrifice
a Marshal-level to make another Marshal in the group a Warlord. Must name the leaders
(by name not rank) to be both sacrificed and elevated. So the group needs either two
Generals or two Marshals in it, one is sacrificed, the other elevated. At either
rank, it can be any of the three rankings within, for example, can be General, Major
General or Commander.
Name: Transform to Nazgul Spell #: 877
The necro caster takes a willing Grand Marshal or Lord Commander and does a
transmutation to make him an immortal undead Nazgul. The undead leader will not
advance further in rank. A Warlord becomes a Nazgul Lord Commander, a Lord Commander
becomes a Nazgul Grand Marshal, a Grand Marshal becomes a Nazgul Marshal. Like Wraith
Form, the undead leader may be killed by assassination with an agent equipped with a
magical weapon classed artifact. A Kill Leaders and Wizard spell may also destroy a
nazgul.
Name: True Seeing (Intrinsic) Spell #: 966
This special sorcery cleanses all illusion from the caster's area, allowing the
wizard's group to see everything in his group's area as it is: invisible groups,
hidden capitals, masked groups, illusionary groups, concealed emissaries will all be
seen plainly and accurately. There is no increased benefit for multiple castings of
this spell (or intrinsic version).
Power-6 Spells for the Necromancer
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: Dome of Invulnerability Spell #: 135
By using this complex incantation, a powerful mage can cause a magical dome of
protection to protect any population center in the region of the spellcaster from all
military attacks for the duration of that month, similar to the workings of a wall of
flame. The spell has no effect against political actions, parleys, diplomacy spells,
or siege. The population center can be controlled by any kingdom. Put the PC location
in Column "C".
Name: Augment Title Spell #: 308
This is magic to permanently enhance the rank of a political emissary. The target
emissary must belong to the spell caster's kingom and be within the same region as
the casting wizard. The affected emissary may take an action in the same turn that
this spell is successfully cast. If the intended emissary is warded when this spell
is cast then this spell will fail. If the emissary is slept the new title is received
but the emissary will be unable to take an action that turn. This spell can not be
cast upon an emissary of prince, princess, king, queen, or regent rank. The emissary
initials must be placed in Column "C". Note: If the intended emissary has a ring of
protection there is a chance of this spell failing.
Name: Conjure Scandal Spell #: 381
This spell has an effect similar to that of a minor skeleton being revealed against
the target kingdom. There is a 75% chance of success, barring some form of magical
protection. A failure will not be detected, and if successful, the target will not
know the source of the scandal. Put the target kingdom abbreviation in Column "C",
and the king's abb. of the target kingdom in "D".
Name: Charm Region Spell #: 472
This powerful incantation attempts to put a charm on the populace of the entire
region of the spellcaster, with the goal of improving the regional reaction level in
that region by one. There is a 66% chance of success. No further Columns need be
completed.
Name: Enhance King's Aura Spell #: 482
This delicate magic endeavors to increase the natural magnetism and power of the king
by creating subtle, magical enhancements in his aura (increases his influence by 1
point). There is a 100% chance of success, barring some form of magical protection.
This spell may be cast on any king, but the wizard must be in the same area as the
target king. Put the target kingdom abb. in Column "C" (even if your own) and the
king's abbreviation in Column "D".
Name: Demonic Visions (Regional Effect) Spell #: 783
This spell is an incredibly powerful and long lasting illusion causing all
intelligent life to invision graphically their worst nightmares of the creatures of
the night, constantly. The effect is to reduce morale by 10% and increase attrition
by 10% of all non-allied groups (groups that the wizard's kingdom has not declared as
an ally) in the region of the spellcaster. A group wil be effected by only one
regional effect spell per turn; patrols are not effected and thus will not be
relected on any report of groups that suffered from this spell. No further Columns
need be completed. Each possible target has a 25% chance of avoiding the effects.
Name: Famine (Regional Effect) Spell #: 785
This black magic causes famine to destroy 20% of the food production in the region of
the spellcaster. All population centers in the region are effected. There is a 25%
chance of this spell failing. Only one regional effect spell can be cast per region,
per turn. No other Columns need be completed.
Name: Teleport Army Spell #: 852
This spell allows the wizard to teleport his army sized group (no more than 10
brigades) to any area in Alamaze, without range restriction. Use in place of a
movement order. You may not designate a sea terrain area as the destination. Specify
the destination area in Column "C". If this group has been issued an order-745 (rest
group) it is unable to move (be teleported) as it should have received the benefits
of the rest order.
Name: Teleport Army Group Spell #: 853
This spell allows the wizard to teleport his army group sized force (any number of
brigades) to any area in Alamaze, without range restriction. Use in place of a
movement order. You may not designate a sea terrain area as the destination. Specify
the destination area in Column "C". If this group has been issued an order-745 (rest
group) it is unable to move (be teleported) as it should have received the benefits
of the rest order.
Name: Summon Specters Spell #: 864
Calling upon the slain heroes in Hades, the conjurer calls forth a brigade of
Specters (SP). The spell is allowed in any terrain except the sea. Specters can fly,
if all brigades in the group can fly, the group has the Flight ability (+20% morale
vs pc, fly over water without ships, immune to wall of flame, flash flood, and
earthquake battle spells). Specter brigades consume 500 food and 1,000 gold. Maximum
5 specter brigades per group.
Name: Summon Demon Spell #: 941
By using this spell the wizard causes a minor demon to materialize in the target area
and attempt the assassination of a known emissary. He will have the chance of success
of a level 14 agent, however a Ward on the target negates the spell and other types
of magical protection will reduce his chance. The demon is considered as a living
being. Put the area the emissary is in in "C", the emissary abbreviation in "D", and
the kingdom abb. in Column "E". the demon will vanish after the mission, therefore
will never be taken hostage.
Power-7 Spells for the Necromancer
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: Transform to Lich Spell #: 871
Among the darkest of all magics, this necro spell has the caster convert his mortal
coil into a nearly immortal, undead lich. However, the lich can never advance beyond
Power 7. Like Wraith Form, the undead wizard may be killed by assassination with an
agent equipped with a magical weapon classed artifact. A Kill Leaders and Wizard
spell may also destroy a lich. This spell may only be cast at the wizard's natural
level (not boosted by artifacts).