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Magic

Chapter 9

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In this section we will introduce the masters of the Magical arts and how to wield these powerful forces.

Spellcasting

The casting of Spells is governed by a unique Spellcasting Action.

A Spellcasting Action can only be performed by a Character with the (X) or (X) Special Rules, although some rules may allow a Regiment to do so as well, where X represents the spellcaster's magical competence, or magical aptitude. Magic is usually the domain of Characters, but occasionally a Regiment has access to one or more Spells. Regardless of whether a Character or Regiment is performing it, all Spellcasting Actions follow the same rules. We will discuss this in more detail later; first let's take a look at the Spells themselves.

Spells

The number of Spells available to any given or is detailed on their Army List Entry. Purchasing upgrades that give access to additional Spells does not grant additional raw power โ€“ only a wider variety. All Spells available, as well as their effects are detailed in that Faction's Army List.

A Spell's profile has the following components.

Range: The maximum Range of the Spell, in inches. If the Range of the Spell is given as "Self ", the Spell can only Target the Regiment the spellcaster is currently attached to and will often have an effect on the whole Regiment.

Attunement: Represents the difficulty of casting a Spell. A Spell with a lower Attunement value is harder to cast.

Scaling: Certain Spells are marked as "Scaling". These Spells are harder to cast when affecting a larger number of Stands.

Effect: These are the effects that result from a successfully cast Spell.

Name: Sample Spell

Range: 16ห

Attunement: 3

Effect: Inflicts one Hit per success on Target Enemy Regiment. These Hits have the (2) Special Rule.

Name: Sample Spell

Range: Self

Attunement: 3 (Scaling)

Effect: When an Enemy Regiment performs a Volley Action against this Regiment, it treats its (X) value as if it was half, rounding up, until the end of the Round.

To perform a Spellcasting Action, the spellcaster must have one or more Spells, and the (X) or (X) Special Rule. The Action is resolved as follows:

Select one of the available Spells to cast and the Regiment you wish to Target. Spells that cause Hits require the Character to draw Line of Sight to its Target, while all other Spells do not.

In either case, choose a Target within Range of the Spell. If the Spellcaster or the Regiment they are attached to is in Contact with an Enemy Regiment, that Regiment is the only Regiment they may Target with Spells that cause Hits and the Spellcaster counts as having Line of Sight to them.

Spells with a Range of "Self " can only Target the Spellcaster's own Regiment. A Regiment or Character cannot be Targeted by the same Spell more than once per Round. Spells that cause Hits are an exception to this rule.

A spellcaster rolls a number of dice equal to the X value, as shown by the (X) or (X) Special Rules. Each result equal to or lower than the Spell's Attunement is a success.

You must score at least two successes, for the Spell to be resolved, unless stated otherwise. However, some Spells are harder to cast, as determined by Scaling.

If a spellcaster or the Target of their Spells is within 10ห of an Enemy Regiment or Character with the (X) or (X) Special Rule, while performing a Spellcasting Action, they suffer a -1 penalty to the Spell's Attunement value, representing the disruptive efforts of their opponent.

A spellcaster is defined as any Stand with the (X) or (X) Special Rule.

Example: A Hundred Kingdoms' Chapter Mage attempts to cast the Call Fog Spell on their own Regiment. They cast the Spell with 5 dice. However, a Dweghom Tempered Sorcerer is within 8ห of the Chapter Mage's Stand. As a result, successes are now scored on a 2 or under as Attunement has suffered a -1 penalty.

Not all Spells are equal. Some โ€“ usually those that conjure esoteric effects rather than inflict damage โ€“ are harder to cast if more Stands are present in the Target Regiment. This is represented by the Scaling attribute, listed beneath a Spell's Attunement.

If a Spell has the "Scaling" attribute, it might require more than two successes to be cast. To determine this, total the number of Stands in the Target Regiment and consult the following table.

StandsAdditional Successes Needed
1โ€“3 Stands0
4โ€“6 Stands1
7โ€“9 Stands2
10+ Stands3

Furthermore, when targeting a Monster Regiment with a "Scaling" Spell, the spellcaster requires 1 additional success.

If your spellcaster does not score the total required number of successes, the Spellcasting Action fails and the Action ends. Otherwise, proceed to resolve the effects of the Spell as well as any subsequent steps.

Assuming you have scored the total required number of successes, resolve the effects of the Spell as it is described under the "Effect" of the Spell. If the Spell inflicts Hits, your opponent now makes any Defense Rolls, Removes Casualties and Tests Morale (see pages 46 and 60). Spells cast from the Target's flank or rear do not benefit from the " and Rear Attacks" rules.

Unless otherwise stated, Spells normally last until the end of the Round. If a spellcaster is removed for any reason before it is able to Activate again, the effect of any Spell that was Cast by that spellcaster remains in play until the end of the Round.

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