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Magic Rules

Any units with the Magic Initiate or Magic Adept may attempt to cast spells in the magic phase.
Any unit with either of these rules may choose one spell lore before the battle to know spells from.
A Magic Initiate knows that lore's Initiate Spell, whilst a Magic Adept knows that lore's Initiate Spell and 2 other spells of their choice from that lore.
To attempt to cast a spell, make a casting roll. This is 2 dice, added together with any modifiers applied. If this result matches or beats the Casting Value of any spells this caster knows then it may cast it.

 



Staffs:
If a unit is equipped with a staff it will gain a bonus to casting as follows:
Aetherstave: This unit gains +2 to casting rolls if it chooses the Lore of Storm.
Icestave: This unit gains +2 to casting rolls if it chooses the Lore of Ice.
Nightstave: This unit gains +2 to casting rolls if it chooses the Lore of Shadow.
Lifestave: This unit gains +2 to casting rolls if it chooses the Lore of Life.
Bloodstave: This unit gains +2 to casting rolls if it chooses the Lore of Blood.
Bonestave: This unit gains +2 to casting rolls if it chooses the Lore of Death.
Spiritstave: This unit gains +2 to casting rolls if it chooses the Lore of Spirits.
Starstave: This unit gains +2 to casting rolls if it chooses the Lore of Stars.
     

Magic trinkets:
If a unit is equipped with a magic trinket it will gain a bonus as follows:
Aetherwand: This unit may re-roll one dice when making a casting attempt for a spell as long as it then chooses to cast a spell from the Lore of Storm.
Shadowtome: This unit always knows the Lore of Shadow Initiate Spell in addition to any others it knows.
Corpsetome: This unit always knows the Lore of Death Initiate Spell in addition to any others it knows.
Corpsewand: This unit may re-roll once dice when making a casting attempt for a spell as long as it then chooses to cast a spell from the Lore of Death.
Sanguine Tome: This unit always knows the Lore of Blood Initiate Spell in addition to any others it knows.
 

Magic special rules:
Arcane Master: During deployment this unit may choose to gain either Loremaster or Dispeller for the duration of the battle.
Chanter: At the start of the magic phase, a unit with chanter may elect to not attempt to cast any spells, in which case friendly units within 6" of that unit gain +2 to casting rolls.
Dispeller: If an enemy model successfully casts a spell while within 18" of a unit with this rule, then you may make a casting roll. If this roll is higher than the enemy's roll then the spell is not cast. This unit may gain a benefit from any equipment they have to this casting roll as if you were attempting to cast the same spell.
Loremaster: This unit may attempt to cast a second spell in each magic phase. This attempt suffers a -2 penalty to the casting roll, and may be the same spell as cast earlier in the phase.
Summon: If a spell summons a unit, then you may set up that unit within 9" of the caster, and more than 3" from any enemy models. After the unit has been set up, each turn afterwards the caster must use one of it's casting attempts to roll over a 6, or the summoned unit is immediately removed. The summoned unit is also removed if the caster is killed.
Summoner: This unit may re-roll the casting attempt required by the Summon rule.


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