Spells of this kind are only used during the strategic movement phase of an invasion or during raids. They may be used by both the offensive and defensive player in such situations. Each character with knowledge of strategic magic may prepare ONE such spell for use in any strategic situation which arises. Any character who has prepared a strategic spell and is assigned to an army will automatically cast that spell every time it will help your army. A character MUST be in an army to cast these spells successfully.
While characters may only have one strategic spell prepared at any one time, you may change the prepared spell of those characters who know more than one spell from one turn to the next simply by issuing a prepare declaration for the new spell which you wish that character to prepare for the next turn.
A character may be assigned to join an army on the same turn in which that army is engaging in the strategic movement phase of an invasion. In such a case the character will arrive to join the army in time to use strategic magic on that turn and then take part in battle. Characters assigned to join an army on the same turn in which that army is actually engaging in battle will ALWAYS arrive too late to join in the combat. Only characters who are assigned to an army may prepare a strategic spell. However, both a join army command and a "Prepare Strategic Spell" declaration may be ordered for a character on the same turn. At any time that a character is given a command order other than "Join Army," that character's prepared strategic magic spell (if any) is no longer prepared. If a character does not have a strategic spell prepared he will not under any circumstances use strategic magic. Any character assigned to an army who also has a strategic magic spell prepared will use strategic magic as often on the same turn as the character has the opportunity to do so. For example, a wizard on assignment with a defensive imperial army and prepared to use the spell Black Death, could well cast Black Death three times on the same turn - if the wizard's army responded to three different invasions. Each casting would, however, subtract one from the total number of times the wizard is able to cast the spell. (Recall that some spells such as Black Death may only be cast a limited number of times by the same spellcaster.) While all strategic magic spells are useful in an invasion, only Forced March and Far Sight are useful on a raid.
The Black Death - When prepared, the Black Death spell is cast on any enemy army which marches in to invade one of your provinces where the spellcaster is stationed. Casting this spell places extreme strain on the life energy of the spellcaster and thus may only be cast a limited number of times in a spellcaster's lifetime. The Black Death is a form of virulent plague which will slay between 20% and 50% of the enemy troops as they march to meet your forces in battle. The Black Death spell may not be used offensively and only works in defense of provinces under your control. Example:
I DECLARE a (B)lack (D)eath (S)pell for (Character ID)
Far Sight - The Far Sight spell allows the spellcaster to "see" an enemy army at a distance and thus improve his army's ability to outmaneuver them. Far Sight may be used by both the offensive and the defensive kingdom during a raid or invasion. Example:
I DECLARE a (F)ar (S)ight (S)pell for (Character ID)
Force March - The Force March spell adds vigor to tired legs, aiding soldiers to march longer and farther than is normally possible. It is useful in helping an army outmaneuver its opposition in the strategic movement phase of an invasion or during a raid. Example:
I DECLARE a (F)orce (M)arch (S)pell for (Character ID)
Rains - With this spell, a character can control weather so as to call forth great rainstorms at will. The Rains spell, used strategically, will cause rivers to overflow, create floods, and generally inhibit the maneuvers of enemy troops while allowing your troops to move about in clear sunshine. It is useable by both sides during the strategic movement phase of an invasion. Example:
I DECLARE a (R)ains (S)pell (P)repared for (Character ID)
Sun Bane - With this spell a character can control the sun and is able to call forth great blasts of heat and burning. It can be a useful spell to either side during the strategic movement phase of an invasion. The wielder of Sun Bane will attempt to swelter the troops of the enemy as they march, blighting them with extreme heat and sunstroke as they move through dry or arid terrain. Example:
I DECLARE a (S)un (B)ane (S)pell for (Character ID)