This document summarizes the rules for casting magic spells in a fantasy wargame. It outlines:
1) How wizards generate power dice to cast spells and opposing players generate dispel dice to counter spells. The number is based on the wizard's level and other factors.
2) The process for casting spells which involves rolling power dice and comparing to a spell's casting value. Miscasts can occur on certain rolls and have random effects.
3) How opposing players can attempt to dispel spells after they are cast by rolling dispel dice and comparing.
4) What happens after casting - the spell either succeeds and has its effect, or fails and is dispelled. Wizards can then
This document summarizes the rules for casting magic spells in a fantasy wargame. It outlines:
1) How wizards generate power dice to cast spells and opposing players generate dispel dice to counter spells. The number is based on the wizard's level and other factors.
2) The process for casting spells which involves rolling power dice and comparing to a spell's casting value. Miscasts can occur on certain rolls and have random effects.
3) How opposing players can attempt to dispel spells after they are cast by rolling dispel dice and comparing.
4) What happens after casting - the spell either succeeds and has its effect, or fails and is dispelled. Wizards can then
many Dispel dice as you wish up to the maximum number you
have. If you wish to use any magic items to boost the dispel you MAGIC SEQUENCE must declare this before rolling the dice. If the number rolled is 1. Generate Power and Dispel dice equal to or greater than the score rolled by the casting player, then the spell is dispelled. If two or more 1s are rolled then the 2. Cast spells dispel fails automatically regardless of the actual score rolled. 3. Attempt to dispel 4. Spell succeeds or fails 4. Spell succeeds or fails Apply the effects of the spell as described in the Magic section. 5. Cast again. Repeat steps 2–4 6. Dispel any spells in play 5. Cast again If you have more spells to cast and any Power dice left, you may cast again.
6. Dispel spells in play
1. Generate Power and Dispel dice Once all spells have been cast, both players may attempt to Power Dice dispel any spell cast in a previous turn. The opposing player This is summarised as follows: may attempt to do so first. To dispel a spell already in play the dice only have to equal or beat the casting value of the spell. The Basic number of dice: 2 dice casting player may then attempt to dispel spells in play counting For each Level 1 Wizard: +1 dice any remaining Power dice as Dispel dice and following the For each Level 2 Wizard: +2 dice above procedure. Spells originally cast with Irresistible Force For each Level 3 Wizard: +3 dice can be dispelled as normal. For each Level 4 Wizard: +4 dice Fleeing or dead Wizards do not generate Power dice. MISCAST TABLE Add any bonus dice provided by magic items, spells, etc. Roll 2D6 as your opponent cackles maniacally Dispel dice The opposing player generates two Dispel dice (four in the case 2D6 Result of a Dwarf army) plus a number of extra dice depending on the 2 Models in base contact, friend or foe, suffer number and level of Wizards, Runesmiths or Runelords in his one Strength 10 hit, as does the casting Wizard. army. This is summarised as follows: 3 The caster is blasted D6" in a random direction Each Runesmith or Runelord: +1 dice (use the Artillery dice to determine the direction) For each Level 1 Wizard: +1 dice and cannot cast further spells until he rolls a 6 on a D6 at the start of his Magic phase. If blasted For each Level 2 Wizard: +1 dice into another model he stops and both take one For each Level 3 Wizard: +2 dice Strength 10 hit. If blasted into a wall, wood, or For each Level 4 Wizard: +2 dice solid object, the caster takes one Strength 10 hit. Fleeing or dead Wizards do not generate Dispel dice. 4 The opposing player may immediately cast any one of his own spells of the same casting Add any bonus dice provided by magic items, spells, etc. difficulty rating or less. No casting roll is required – the spell is automatically cast – but it can be 2. Cast spells dispelled by the player whose turn it is by using A Wizard may attempt to cast each of his spells once. Nominate Power dice in the same way as Dispel dice. A which spell is to be cast and the target of the spell. Roll as many player needs to beat the basic casting value of the Power dice as you wish up to the maximum allowed by the spell to dispel it. Wizard’s level. If you roll equal to or better than the spell’s 5 The caster cannot shoot or attack this turn, is hit casting value the spell is cast. Expended dice are removed from automatically in close combat and cannot cast the casting player’s pile whether the spell was cast or not. A any magic this turn or in his next turn, but is total score of 1 or 2 is always a failure, regardless of modifiers. otherwise unaffected. Maximum Power dice rolled for a single spell 6-7 The caster cannot cast any more spells in this Level 1 Wizard: 2 dice Magic phase. Level 2 Wizard: 3 dice 8-9 Any remaining Power dice held by the player are Level 3 Wizard: 4 dice removed and the Magic phase ends. Level 4 Wizard: 5 dice 10 The caster is racked by sorcerous power and suffers 1 wound with no saves allowed. Miscasts Rolling two or more 1s means the spell has been Miscast. The 11 The caster’s Magic Level is reduced by -1 and he Wizard must roll 2D6 on the Miscast table. cannot attempt to cast the spell that he has Miscast for the rest of the battle. If the caster’s Irresistible Force Magic Level is reduced to 0 he can cast no further Rolling two or more 6s means the spell has been cast with spells for the rest of the battle, but he still counts Irresistible Force. It is cast successfully and cannot be dispelled as a First Level Wizard for the purposes of by the opposing player. If two or more 6s and two or more 1s calculating the number of Dispel dice only. are rolled, the spell fails and the Wizard must roll 2D6 on the 12 The spell he attempted to cast is successful and Miscast table. counts as having been cast with Irresistible Force, but the caster cannot cast any more spells 3. Attempt to dispel for the duration of the battle, and generates no The opposing player may make one attempt to dispel the Dispel or Power dice. enemy’s spell irrespective of which unit it was cast on. Roll as THE EIGHT LORES OF MAGIC THE LORE OF FIRE THE LORE OF THE HEAVENS Note: All these spells are fire attacks. Spell name Cast on Range Notes
Spell name Cast on Range Notes
1. Second Sign 5+ - Gives player D3 re-rolls for the duration of turn. of Amul 1. Fire Ball 5+ 24" D6 Strength 4 magic missile hits. 2. Portent of Far 6+ 12" Cast on friendly unit. All 1’s rolled to hit or to wound 2. Flaming Sword 6+ - Wizard gains +1 A, +3 S, all attacks hit on a 2+ may be re-rolled that turn. of Rhuin and count as a magic weapon. Remains in play. 3. Forked Lightning 7+ - Cast on any enemy unit on table. Inflicts D6 3. Fiery Blast 8+ 24" 2D6 Strength 4 magic missile hits. Strength 4 hits. 4. Burning Head 9+ 18" Draw a line from caster, all models in direct path 4. Uranon’s 9+ - Cast on any enemy unit on table. Inflicts suffer a Strength 4 hit. Thunder Bolt D6 Strength 4 hits with no armour saves. 5. Conflagration 11+ - Can be cast anywhere on table. D6 Strength 4 hits. 5. Storm of Cronos 9+ 12" All enemy in range and line of sight are affected. of Doom In addition both players roll D6. If caster rolls Each unit takes D6 Strength 4 hits. highest add his roll to the number of hits suffered. Repeat until opponent rolls equal or highest. 6. The Comet 10+ - Place a marker on any fixed point on tabletop. of Casandora Roll D6 at start of each player’s turn, 1-3 nothing 6. Wall of Fire 12+ 24" Can be cast on any visible unit. Each model in the happens but place another marker. On a 4-6 all units front rank suffers an automatic Strength 4 hit. within D6" multiplied by number of markers suffer Remains in play. Any model attempting to move 2D6 Strength 5 hits. See page 148 of the Warhammer through it suffers a further Strength 4 hit. Does not rulebook for full rules. affect line of sight or movement. Remains in play
THE LORE OF METAL THE LORE OF LIGHT
Spell name Cast on Range Notes Spell name Cast on Range Notes 1. Rule of 3+ 24" Affects single model. If armour save is 6+ or if no 1. Pha’s Illumination 5+ - Cast on Wizard. Wizard get 3 Attacks and Burning Iron armour save, suffer 1 S3 hit, 5+ armour save, 1 S4 Strength 5. Cannot use weapons. Remains in play hit or 4+ armour save or better, 1 S5 hit. This is a (see page 149 of the Warhammer rulebook). Fire attack. 2. Shem’s 5+ 24" D6 Strength 4 magic missile hits. Counts as 2. Commandment 6+ 24" Cast on war machine or chariot. Target cannot Burning Gaze Fire attack. of Brass move or shoot until end of its own following turn. Unit can still flee. 3. Urru’s 6+ 18" Cast on enemy unit in Close Combat. WS of target Dazzling Brightness unit characteristic reduced to 1 for that turn’s Close 3. Transmutation 8+ 24" Cast on unit in close combat. Unit suffers a -1 to Combat phase. of Lead hit penalty and -1 to its armour save for the duration of that Close Combat phase. 4. Ulzah’s 7+ - Heals all Wounds on one friendly model. Healing Hand 4. Distillation of 8+ 24" 2D6 Strength 4 magic missile hits. Counts as Molten Silver Fire attack. 5. Karu’s 8+ 12" All units with distance are Immune to Psychology 5. Law of Gold 9+ 24" Affects a single magic item chosen by opponent. Guardian Light and any fleeing units rally. Remains in play. Roll D6: 1-4 item cannot be used until the end of 6. Amshu’s 9+ 24" Enemy unit reduces Movement characteristic by half enemy’ next turn, 5-6 item is useless for the game. Blinding Light and WS and BS are reduced to 1. Lasts one turn. 6. Bane of Forged 11+ 12" Target unit gets no weapon bonuses or Metal penalties. Missile weapons are useless for entire game. Cannot effect war machines.
THE LORE OF SHADOW THE LORE OF LIFE
Spell name Cast on Range Notes Spell name Cast on Range Notes 1. Steed of Shadows 4+ 12" Cast on single model. May make 20" flying move. 1. Mistress of 6+ - Cast on enemy unit within 12" of a water feature or the Marsh within 6" of the caster. Unit moves at half speed. Lasts 2. Creeping Death 6+ 24" D6 Strength 3 magic missile hits. No armour save. for one turn. 3. Pelt of Midnight 7+ 24" Cast on friendly unit. Shooting directed at unit 2. Father of the Thorn 7+ 24" Unit that is visible and not in combat suffers 2D6 requires 6 to hit. Weapons that use Scatter dice Strength 3 hits. automatically scatter. Remains in play. 3. The Howling Wind 7+ - Cast on Wizard. No shooting with Strength 4 or less 4. Shades of Death 8+ 6" Cast on friendly unit which is not in close combat. can be targeted at units within 12" of caster. All enemy Unit causes fear. Remains in play. unit within 12" move at half rate. Remains in play. 5. Unseen Lurker 10+ 24" Cast on friendly unit which is not in close combat. 4. Master of the Wood 7+ - Cast on enemy unit within 12" of a wooded feature. Unit can make an 8" move. Can be used to charge feature or within 6" of the caster. Unit suffers D6 in which case enemy can only hold their ground. Strength 4 hits, plus a further D6 Strength 4 hits if it 6. Pit of Shades 11+ - Can be cast anywhere. Place 3" template over a single is partially or wholly within a wood. target enemy unit. All models in the unit completely 5. Master of Stone 8+ - Cast on enemy unit within 12" of a rocky feature or under the template are automatically hit, those within 6" of the caster. Unit suffers D6 Strength 5 touched by it are hit on a 4+. Models hit suffer 1 hits, plus a further D6 Strength 5 hits if it is partially Strength 3 hit. Rolls a D6: 1-3 the unit counts as or wholly within the feature. moving but only moves at half speed next turn, on a 6. The Rain Lord 9+ 24" Missile troops must roll 4,5 or 6 to shoot. Black score of 4-6 the unit is unaffected. powder weapons need a 6. Lasts for entire game.
THE LORE OF BEASTS THE LORE OF DEATH
Spell name Cast on Range Notes Spell name Cast on Range Notes 1. The Oxen Stands 5+ - Fleeing friendly unit rallies immediately. 1. Dark Hand 5+ 24" D6 Strength 4 magic missile hits. 2. The Eagle’s Cry 6+ 24" Cast on enemy cavalry, swarm, chariot or of Death monster. Affected unit takes Leadership test. If 2. Death Dealer 5+ 24" Cast on friendly unit which is engaged in close passed, unit suffers -1 Movement penalty, flyers reduced to 12". If failed, unit flees 2D6" directly combat. For duration of that turn casualties may towards its own table edge. make one further Attack with their basic Strength before being removed. 3. The Bear’s Anger 6+ - Cast on Wizard. Gains +3 A, +2 S and +1 T. Remains for one turn. No other weapon may be 3. Steal Soul 8+ 12" Single model loses 1 Wound. No armour saves. In used. Remains in play. addition casting Wizard gains 1 Wound. 4. The Crow’s Feast 7+ 24" 2D6 Strength 3 magic missile hits. 4. Wind of Death 8+ 24" 2D6 Strength 4 magic missile hits. 5. The Beast Cowers 8+ - Cast on enemy cavalry, swarm, chariot or 5. Drain Life 10+ 12" Each unit within range takes D6 Strength 3 hits. monster in close combat. Creatures (not riders) No armour saves. Does not affect Undead or Chaos require 6 to hit. Daemons. 6. The Wolf Hunts 9+ 24" Cast on friendly cavalry, swarm, chariot or 6. Doom and 12+ 24" Target suffers -3 penalty to Leadership tests. Unit monster. Target moves 2D6" towards nearest Darkness! must pass Leadership test at the start of following visible enemy unit. Can be used to charge in turn, otherwise it remains affected. Does not affect which case enemy can only hold their ground. Undead or Chaos Daemons. (see page 151 of the Warhammer rulebook for special rules).