Site hosted by Angelfire.com: Build your free website today!


Jackson Gamers' Medieval rules for

MAGIC!

If you desire something a bit different in terms of support weapons, give each side a magicain, Wizard, or Priest. At the start of the game, have each side pull from this deck, 7 cards (or the anticipated number of turns +1). Each turn at the start of the game (when we roll dice to see who has the initiative, each side can used their magic-weilder to cast one spell. The side with the initiative goes first, so "conterbattery" spells or prayers against the enemy magician work best if you have the initiative.

Each card has the effect and the number to roll (or NOT to roll) on a D6 to "enable" the magic. Enjoy and feel free to come up with your own, tailored to your army, rules and outlook on life.

Wizard-Fireball spell

Wizard may toss a fireball at any enemy unit that he can see. D6 of casualties if other than knights, ½ D6 for knights. Target unit routs to rear The Fireball burns this turn and next, no one can occupy that position during those turns

Succeeds: On D6 anything but a 5,6

Wizard-Fatigue spell

Wizard may cause one enemy unit that he can see to be so fatigued that it cannot move this turn.

Succeeds: On D6 anything but a 6

Wizard - Apparition

A gigantic apparition of a beast causes D6 number of enemy units to test morale this turn as it charged by enemy mounted knight

Succeeds: On D6 anything but a 5,6. If 6 rolled, apparition causes D6 of your units to rout instead of enemy.

Wizard - Spell of Intervention

Causes enemy ‘s cleric or wizard to add +2 on to his “To succeed” die rolls this turn.

Succeeds: On D6 anything but a 6

Wizard - Spell of Intervention

Causes enemy Wizard to be unable to cast any spell this turn.

Succeeds: On D6 anything but a 6

Wizard - Invisibility spell

One unit may appear to be stationary but it’s move may be carefully noted on paper. It’s real position is revealed at the start of NEXT turn. Of course if some enemy unit stumbles over it, it is placed on the field in it’s real position.

Succeeds: On D6 anything but a 6

Cleric - Strengthening the Faithful

The unit that this prayer affects may move 6” extra this turn and fights (or shoots) +1 to dice for this turn...

Succeeds: On D6 anything but a 6

Cleric - Pillar of Fire

A pillar of fire appears in front of an enemy unit and blocks any movement this turn. NOTE: It also blocks any arrows/bolts from being fired at or from the enemy unit.

Succeeds: On D6 anything but a 5,6. On a 5, ignition fails - no pillar of fire. On a 6, TWO pillars of fire appear, one in front of the enemy unit and one (place by your opponent) in front of one of your units.

Cleric - Protection of the Lord

The unit that this prayer affects will not be affected by arrows or crossbow bolts on this turn.

Succeeds: On D6 anything but a 6

Cleric - Prayer for Rain

A rain shower dampens the bowstrings of all enemy bow/crossbow units this turn, halving all casualties (found fractions UP)

Succeeds: On D6 anything but a 6 NOTE: on a 6 rain dampens BOTH sides’ bow strings.

Cleric - Visitation

The Archangel Michael appears before an enemy unit and routs it immediately with a D6 of casualties for foot and ½ D6 for mounted.

Succeeds: On D6 anything but a 6

Wizard - Sleep Spell

Puts enemy wizard or cleric to sleep for D6 number of turns, including this one. Re-roll 5 or 6.

Succeeds: On D6 all but 5 or 6

Wizard - Hot Hail shower

Affects enemy unit as if fired at by bows - roll 1 D6 for casualties, unit test morale as if under bow fire. Knights test as if yeomen because of the heating up of their armor and the tormenting of their horses.

Succeeds: On D6 all but 5 or 6

Cleric - A Vision

The Blessed Virgin appears to your army and each unit fights +1 or fires +1 this turn.

Succeeds: On D6 all but 4, 5 or 6

Wizard- Windstorm spell

A wind storm blows into the enemy’s faces and reduces all their bow or crossbow range by 4” this turn. It also adds 4” to your bow/crossbow range this turn.

Succeeds: On D6 anything but a 6 NOTE: on a 6 wind blows in YOUR face so reverse effect of above.

Cleric - Touched by the Spirit

Holy spirit causes to enemy wizard to praise the lord for D6 of turns including this one. Cannot speak spells during this time. Re-roll 5 or 6.

Succeeds: On D6 all but 5 or 6

Wizard - Horses spooked

Fantastic apparitions and evil smells cause two enemy mounted units to rout this turn.

Succeeds: On D6 anything but a 5,6

Wizard - Wood Sprites

Wood sprites of female form appear in a woods of your choice on the enemy side of the table. The nearest enemy unit or ALL units within 6” of the woods must move towards or into the woods and spend the turn searching lustily for the beautiful babes.

Succeeds: on D6 roll of 1,2,3,4. On roll of 5 they appear in a woods on YOUR side of the table, chosen by your opponent. Your troops must react as above. On roll of 6 the wood sprites are surpassingly ugly and no one gives them a second glance.

Wizard - Earthquake

Spell causes earth to tremble under the enemy army. All movement by them cut in half this turn. Peasants must test as it charged by Mounted knights - failure equals rout.

Succeeds: on D6 roll of 1,2,3. On roll of 4 ground trembles under YOUR army instead. On roll of 5 ground trembles under BOTH armies. On roll of 6 tremors are so week they are ignored by everyone.

Wizard - Fireballs

One unit is hit with fireballs, They take a D6 of men on fire (1/2 D6 for mounted unit) and rout. In the next rout phase, if they rally, dice for each man on fire (1,2 saved - 3,4,5,6 too badly scorched to fight any more).

Succeeds: On D6 anything but a 5,6. If 6 rolled, wizard ignites himself and must lose a turn putting out flaming clothing and changing his nether garments.

Wizard - Apparition

A gigantic apparition of a beast causes D6 number of enemy units to test morale this turn as it charged by enemy mounted knight

Succeeds: On D6 anything but a 5,6. If 6 rolled, apparition causes D6 of your units to rout instead of enemy.

Cleric - Angelic vision

A gigantic angel causes D6 number of enemy units to be reverently immobile this turn.

Succeeds: On D6 anything but a 5,6. If 6 rolled, angel appears to your army instead of enemy

Cleric - Prayer of Intervention

Causes enemy Wizard to add +2 on to his “To succeed” die rolls this turn.

Succeeds: On D6 anything but a 6

Cleric - Prayer meeting

The entire enemy army will kneel in prayer this turn. It may not move or fire or fight hand-to hand. All units except the enemy wizard or cleric are effected. Your army must honor this “Peace of the Lord” and may not fire at the enemy nor attack them in hand to hand, but you may move freely. Any melees that continued from previous turns will stop and the units of both sides will back up 1”.

NOTE: does not work against Moslems, Pagans, or Heretics.

Succeeds: On D6 anything but a 5,6


Return to the Master Index of Photos and Games

Return to the Jackson Gamers' Homepage



Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!

Thank you for visiting The Jackson Gamers' pages at Angelfire. Please come back and visit again!