Spellcasting

Arcane Spellcasting

The ability to cast spells is rare and feared, for immediately obvious and understandable reasons. Nonetheless, the Warband that can boast a spellcaster is one with an incredible advantage on their side.

This section details the anatomy of a spell and furthermore, how to use these spells.

A note: Arcane Casters cannot cast spells whilst wearing light armour or heavy armour unless they have a talent, or the armour has a quality, that permits them to do so.

Spell Dice

All casters possess and use Spell Dice to cast their spells. These represent the reserves of magical energy the caster has drawn out of the Winds of Magic.

At the start of an encounter, a caster possesses a number of Spell Dice equal to their Spellcasting level. They regain one Spell Die at the start of each turn.

Anatomy of a Spell

All spells possess the following fields below, which contain all one needs to know about how to use the spell and what it does.

The fields are as follows: Name, Phase, Modifier, Targets, Range and Effect.

  • Name. The name of the spell.
  • Phase. This is the Combat Phase in which the spell may be used. The various phases are Utility, Movement, Ranged, Melee, Passive and Non-Combat.
    • Passive Spells do not need to be cast. So long as they are memorised, they always take effect at the will of the caster, in or out of combat. They cannot be dispelled.
    • Non-Combat spells may not be used in combat.
  • Modifier. Certain spells are easier or harder to cast than others. The Modifier thus adds a bonus or penalty to your Spellcasting test.
  • Targets. This lists the type of target (and how many) the spell may affect.
  • Range. This lists the maximum range for the spell, outside of which the spell may not be cast.
  • Effect. The meat of the spell, this lists what exactly the spell does. If it is an attack spell, it also lists the type of attack (Magic Missile, Bombardment, Direct, Wind and Vortex).

Attack Spell Types

Attack spells are used to attack enemies. They are either Ranged or Melee, and act much like an attack of that type, with their own profiles. However, all attack spells belong to one of six types, which determines how it behaves: Melee-Cast, Magic Missile, Bombardment, Direct, Wind and Vortex. Spells do not require rolling to hit, as the activation test is treated as sufficient. Spells of this type may be defended against with a Defense test and Ward save as normal.

Melee-Cast spells leap from the caster's hands to a short range away, essentially acting as a Melee Attack. They receive modifiers to the Spellcasting test as though they were a Melee Attack.

Magic Missile spells create a projectile that travels through space between the caster and the target. Intermitting objects can block it etc. They receive modifiers to the Spellcasting test as though they were a Ranged Attack.

Bombardment spells attack the target from the sky, showering it with attacks. This spell affects an area, striking all within.

Direct spells directly attack a target and are not blocked by obstacles, so long as the caster can see the target.

Wind spells travel in a straight line from their point of casting, hitting everything in their path for a designated distance.

Vortex spells are cast on a point in range, affecting everything around them. They Remain in Play after they are cast, and travel in a random direction, hitting everything in their path.

Casting Spells

Casting a Spell requires the caster to first, have the spell memorised. Then they must, during the proper phase, declare the spell and select a target (as appropriate). Casting the spell requires a Spellcasting test, but it also requires the caster to spend Spell Dice to cast it.

When a caster casts a Spell, they spend a Spell Die in order to do so. However, they may spend more than one Die as part of a spell. They make a Spellcasting test with each and every dice- in essence, for every Spell Die they spend, they get one chance to activate the spell each. If any of the Spell Dice past the Spellcasting test, the spell is activated. Furthermore, many spells produce stronger results if extra Spell Dice are spent on them. In essence, since harder spells have harsher modifiers, casters have to draw on more of their power to cast them. Powerful casters, however, are far more efficient at wielding the Winds of Magic- and thus end up needing to spend less Spell Dice to cast a spell.

There are risks- and rewards- to using many Spell Dice, however. If any Spell Dice returns a result of 1, then the Spell is cast with Irresistable Force, and may not be dispelled (see below). If, however, a Spell Dice returns a result of 10, then the Spell is Miscast. Not only does it fail, but it also produces a dangerous result for the caster (and those around them!), as per the Miscast Chart below.

If a spell gains both an Irresistable Force and a Miscast, then the spell is cast with Irresistable Force- but you must roll on the Miscast Table regardless.

A caster must determine how many Spell Dice they are spending before they roll any tests. They may not attempt to cast a Spell that, after modifiers, has a success threshold of 2 or lower.

Dispelling Spells

A fellow caster may attempt to dispel a Spell at the moment it is cast, using their own control over the Winds to disrupt it for their enemy. This occurs outside of the order of initiative, happening instantly the spell is cast, so long as the dispelling caster can see the caster. A caster must declare their intent to dispel before the invoking caster rolls their Spell Dice. The dispelling caster then picks out how many Spell Dice they intend to invest in blocking the offending magic.

After the invoking caster makes their Spell tests, they take the single test with the best result. The dispelling caster must beat it in an Opposed test, using their own Spellcasting, rolling once per Spell Dice spent. If the dispeller surpasses the caster's DoS, then the spell is dispelled and nothing happens.

Only one attempt may be made to dispel a Spell at the time of its casting.

A caster may also dispel a Spell that is already in play, ending its effects immediately, during the Utility Phase. To do this, they must pass a Spellcasting test as though they were the one casting the spell. They must expend Spell Dice to do this, and extra Spell Dice permit extra rolls, just like casting a spell. If any of their dice pass the test, the spell is dispelled.

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Miscast Table

Whenever you roll a Miscast, roll a 1d10 on the chart below and follow the effects listed.
Roll Name Effect
1 Arcane Amnesia The caster makes a small but critical mistake in their magical incantation. The spell is successfully cast, and cast as Irresistable Force to boot. However, they instantly forget the spell and may not cast it until it is re-memorised after the encounter.
2 Minor Drain The spell fails, but hungrily drains the caster's reserves before it dissipates. The caster loses one extra Spell Dice than they allocated to the spell. If they have no Dice left, then they take a single Strength 5 hit.
3 Backfire The spell explodes in the caster's face, creating a Strength 4, Blast 2 attack centered on the caster.
4 Major Drain The spell drains the caster, but also saps some of the very Winds of Magic around them as well. The caster loses two extra Spell Dice and cannot gain any more Spell Dice during their next turn. If they have no Dice left, then they take a single Strength 6 hit.
5 Feedback The caster expends much of their energy, trapping the febrile winds within their own body. The caster takes a number of Strength 4 hits equal to the spell's tier.
6 Dead Channel The caster overcompensates- and suddenly their ability to draw more magic is hindered. The caster may no longer regain spent Spell Dice for the duration of the encounter.
7 Magic Strike The spell erupts into a ball of magical lightning and flame around the caster. This creates a Strength 5 Blast 4 attack centered on the caster, with all within the blast radius suffering a number of hits equal to the number of Spell Dice used as part of the attack.
8 Vortex Drain A miniature draining vortex bursts into being around the caster. They lose all Spell Dice and can regain no more. However, all other casters within 20 metres also instantly lose 1 Spell Dice, and add +3 to the result of every Miscast they roll.
9 Haywire Spell The spell catches a life of its own. Once per turn for 1d5 turns, during the start of the Utility Phase, roll 2d10 and compare the result to the Intiative Table. Find the character with the result closest to the roll; the spell is now cast on them as though it were cast with Irresistable Force.
10 Chaos Incursion The fabric of reality rips and warps, and for a moment, the Realms of Chaos break through and devastate the space around the caster. This creates a Strength 10 Blast 5 attack centered on the caster, no defense saves allowed.

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Divine Spells

Divine Spells are the unique purview of Priests, who in turn are a rather unique creation of humans. The Elves are all naturally spiritual and the Dwarfs consider religion an intensely personal thing, and so humans are really the only ones who feel the need to create religious orders. Priests in turn gain the power to use miracles- magic bestowed on them by their Gods- which is safer than the fickle arts of arcane magic.

This section deals with how to cast Divine Spells. Divine Spells are mostly similar to Arcane Spells with some key differences. Their anatomy is identical, so this section won't repeat it.

Priests have no need to memorise their Divine Spells and are considered to always be able to use them, so long as they are within their God's graces.
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Casting Divine Spells

Casting a Divine Spell requires the Priest to, during the proper phase, declare the spell and select a target (as appropriate). Casting the spell requires a Willpower test, applying the modifier from the Spell itself. A pass means the spell succeeds, otherwise it fails.

Priests do not need Spell Dice and do not use them. This means they also cannot Dispel hostile magic. However, their Spells cannot be Dispelled, and their Spells do not Miscast.

Priestly spells are sometimes limited in how many times they can be used per encounter or Chapter.

Priests can wear armour freely without hindering their ability to cast spells, so long as they do not break the stipulations of their faith by doing so.
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