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1.12 Magic

Gaining Spells

Wizards start with a number of spells, of their choice, from their list and may choose new spells instead of choosing a skill. If you choose a spell that you already have, you may lower the Difficulty by 1.

  • The number of spells that a Wizard starts with is specified in his rules entry.

Casting Spells

Spells are cast in the Shooting Phase. To cast a spell, the wizard must roll equal to or greater than the spell’s Difficulty on 1D12. If he fails, he cannot cast a spell that turn.

  • If successfully cast, spells automatically hit their target.
  • All spells require Line-of-Sight, except where otherwise noted.
  • Spells can be cast while the Wizard is involved in close combat.
  • Wizards may move and cast spells.
  • Wizards cannot cast spells and fire missile weapons the same turn.
  • Wizards cannot cast spells if they are wearing armour. (Shields are Armour.)
  • Each Wizard may only attempt to cast one spell per turn.

Magic Missile Spells

Some spells are marked with the words ‘Magic Missile’. Such spells are subject to the following rules:

  • Wizard must target the closest enemy, but may ignore enemies knocked down or stunned.
  • When casting from a position elevated 2” or more above ground level he may fire at any visible target unless there is a visible enemy within 3”. (In which case he must target the closest enemy.)
  • Magic Missiles may be cast into close combat involving friendly warriors. If successfully cast, they will automatically hit their intended target.
  • If the wizard is engaged in close combat he must target one of the enemies he is fighting.

Damage

Where spells cause damage, the following rules apply:

  • Spells never cause critical wounds, except where otherwise noted.
  • Enemies always take armour saves as normal unless the spell specifically notes otherwise.
  • If an enemy makes a successful save from the effects of a spell, other warriors may still be affected.

Prayers

Prayers are treated in exactly the same way as spells with the following exceptions:

  • Priests may wear armour and cast prayers.
  • Prayers are not spells; things that protect from or bolster spells do not protect or bolster prayers and vice versa. (Power Scrolls, Talismans, and the ‘Arcane Lore’ skill have no effect on prayers.)