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Spells

Each spell has seven attributes: color, casting cost, spell list, target, duration, and effect.
Spells may be cast as many times as desired as long as the spell itself does not have any restrictions.

Color:

There are five colors of magic; Black, Blue, Green, Gold, Red. Elemental Spells exist in all colors. To cast an Elemental Spell
all magic points must come from a single color of magic.
Certain spells are only usable by a specific race. These racial spells are marked with the races name next to each spell.

Casting Cost:

This is the number of magic results (in points) of the color required to cast a spell. Any number of spells can be cast up to
the number of magic results generated by the army. Unused magic points are lost at the end of the armys action. A cost
with X means to select a value of X when casting the spell. Once the value is selected multiply the number by what was
chosen to by X to get the casting cost.

Spell List:

There are two types of spells: basic and racial. Basic are available to all races. Racial are only available to be cast by the
race specified and matching color magic items in the same army.

Target:

Every spell will target some object: army, unit(s), item, terrain, dead unit area, buried area. Spells that target a terrain
affect all armies present at that terrain. Individual units that are targeted by a spell or ability will be affected by that spell
or ability even if they move to another army.
A limited number of spells may be cast from reserves and those spells are marked with reserve after their spell name.
Spells cast from reserves may not target any of the following: terrain dice, summoning pool, spells and other players units,
items, armies, dead unit area, or buried unit area.

Duration:

This is how long a spell lasts. Possible durations are immediate, beginning or end of a particular step. If the army is
destroyed or no longer exists at a terrain at the end of a step any spells affecting that army will end. If the army or
affected unit is destroyed any spell(s) effecting them end. When a player is eliminated from a multi-player game any spells
cast on this players units or armies and by the player expire.

Effect:

Effects that calculate a particular type of roll


follow Calculate Roll Results to determine the
number of results. All spells that affect an
individual unit or army are applied prior to any
save or damage rolls are made. If two or more
armies are present at a terrain struck with a
terrain-targeting spell requiring all armies at the
terrain to roll to prevent the effect then all armies
roll starting with the active player and then going
in turn order from the active player. When an army
making a roll is under the effect of an
army-targeting spell that subtracts or divides
results, the armys controller can choose which
result the spells penalty is applied of those that
are being rolled for. The bonuses or penalties from
spells that target an army or terrain are cumulative.
If an effect does multiple things that would require
an army to roll, the army only rolls once and the
results of that roll are applied to each of the effects
as the affected army wishes.

Spell Anatomy
Title

Spell Tags

Spell Cost/Color

Necromantic Wave - Reserve, Lava Elf


Cost: 4
Target any army. All magic results in the target army may
be counted as melee results until the beginning of your
next turn.
Target

Effect

Duration

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