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Alamaze  The  Choosing

Game 537    Turn 18    Results

Battle For The Realm

This Status Update Reported Faithfully To:

King Zanvar the Overseer

Necromancer Image

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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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: ElimTwo Image

     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: 
33,808
Estimated value vs. PC:
32,384

     By phase (excluding tactics, magic, and artifacts):
     LR Missile: 
0
SR Missile:
2,492
Charge:
4,459
Melee:
26,856
Storm:
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 Nightstalker          Gold ImageBlue Image               19         15       12
      Marshal The Slaver                   Silver ImageYellow Image               13         11        3
      General Zacheria Myst                Bronze Image                    6          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: 
20,076
Estimated value vs. PC:
20,502

     By phase (excluding tactics, magic, and artifacts):
     LR Missile: 
0
SR Missile:
2,002
Charge:
2,063
Melee:
16,009
Storm:
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 Undead       Blue Image                    0          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: 
0
Estimated 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: 
0
Estimated 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
     wizardís 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
     wizardís 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
     wizardís 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
     wizardís 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
     wizardís 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
     wizardís 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
     wizardís 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
     wizardís 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).