Magic

A Magic user can attempt to cast a spell as an action, and can also attempt to counter-spell an opposing magic users spell casting. In order to counter-spell, the magic user must have line of sight to either the spell caster, or the spell’s target. To resolve a magic casting using the following sequence.

  1. Choose Spell - Select a spell from the magic users available list of spell.
  2. Choose Target - Pick a target for the spell. The target must be in line of sight and range of the caster.
  3. Allocate Casting Dice - A spell automatically generates a single casting die, but the magic user can choose to use any stored power to boost their spell casting. Each power token spent in this way generates one additional casting die.
  4. Allocate Counter Dice - A counter-spell automatically generates a single counter die, but the magic user can choose to use any stored power to boost their counter-spell. Each power token spent in this way generates one additional counter die.
  5. Roll Casting Die - The spell caster rolls all casting dice
  6. Roll Counter Dice - The counter-spell caster rolls all counter die. A counter die that equals or exceeds the value of a casting die will cancel that die.
  7. Calculate Spell Effectiveness - Each un-cancelled casting die which equals or exceeds the spells difficulty rating, modified by the targets Magic Resistance (MR), counts as a level of power in the cast spell. If the spell has power 0, the casting fails.
  8. Resolve Spell Effects - Follow the description of the spell effects from the magic list in order to resolve the effects of the spell.
Example

A wizard chooses to cast a difficulty 4 spell against a unit with Magic Resistance 1, using 2 stored power tokens to boost the casting. An opposing mage will attempt to counter-spell without spending any power tokens. The casting wizard rolls 3 dice, scoring a 5, 6 and 8. The counter-spell mage rolls a single die, scoring a 6 - which is enough to cancel the casting wizards 6. The casting wizard is left with a 5 and an 8, which are both greater or equal to the spell’s modified difficulty (Difficulty 4 + Magic Resistance 1). Therefore, the spell is cast with a power level of 2.

Available Spells

Magic Missile - Difficulty 6

Roll 1D10 against target’s armour value for each hit to inflict a wound.

Healing - Difficulty 7

Restores HP to a unit, models removed this turn can be revived. No model may have more than its starting HP value

Energy - Difficulty 5

Removes fatigue counters from the target unit.

Drain Energy - Difficulty 5

Adds fatigue counters to the target unit.

Combat Prowess - Difficulty 7

Increases the number of combat dice generated by the unit for all combats fought this turn

Unnatural Speed -Difficulty 7

Increases the units movement value until the end of the turn