Magic
This is an outline magic system and very much a work in progress.General magic rules
A mage chooses from the one or more lores as specified in their list.Some units who are not mages as such but capable of magical effects get a specific spell.
Lores can have abilities as well as spells.
Abilities are something the mage can "just do" - this should become clear as you read the lores.
A mage or unit can only successfully cast one spell during an activation. Note that a spell which is dispelled has been cast but the dispeller intercepts it somehow. Thus spells which would have worked but for dispell modifiers count as a spell cast and the mage may cast no more that turn.
Rules are there for flavour as well as just being mechanics so all rules can potentially be modified or ignored by specific lists.
Magic Dice
A Mage or unit capable of casting spells gets an additional stat: magic dice.This is the number of dice they may use to try and cast a spell during a turn.
Spells may be cast during activation or opportunity in a similar manner to missile fire.
Difficulty
Spells have a level of difficulty indicating the target number for success.Easy 0, medium, 1, hard 2, very hard 3. These target numbers are the total number of sixes or double fives the caster must achieve in order to cast the spell successfully. The target number is modified by the following:
- +1 casting during opportunity
- +1 moving
- +1 for each 4 magic resistant units ( or part thereof ) within 10u of the target or spell path.
- +1 if an exceptionally magic resistant unit is within 10u of the target or spell path.
- +1 per dispel success
- +1 (optional) if only just in range
Easy spells still require at least one dice to be allocated to power them even if the target is zero.
Effect
Missile spells add the number of successes over their target number to their damage dice. Any other special effects are noted for each spell.Targetting
Missile spells follow similar rules to missile fire with the exception that a target unit which is immune to non-magical attack may optionally take precedence.Range
Missile spells may be hurled to a range of 50u.There is no penalty for long range.
Touch spells targetting friendly units may be cast on the Magician's unit, one he is attached to, a unit touching either or a unit in the same group as either.
Touch spells targetting enemy can be cast on an enemy unit in combat with any friendly unit the magician is attached to or part of.
Other effects have a range of 20u except where specifically noted.
The spell path starts from the centre front of the caster's unit or the point on his circular base closest to the enemy.
The spell path finishes at centre of the nearest edge of the target unit.
On those rare occasions where there is real doubt as to whether a target is in range then the phasing player may change their mind and do something else instead.
Duration
Missile spells are effectively instant.Other spell effects last until end of turn unless noted.
Dispelling
A mage on opportunity who can see an enemy magician or area of effect and is within 30u of either may use their own magic dice to try and dispel a spell.Casting / Dispel Procedure
- The player controlling a Mage casting a spell states they are casting such and such a spell and the dice they are allocating.
- The Line of sight and range are checked.
- If the range would fail then the phasing player may do something else instead..
- If line of sight fails then the player can change their mind - they are not forced to shoot at something unseen.
- If still casting then that player asks if the opponent wishes to Dispel.
- The player Dispelling then specifies a Mage who will Dispel.
- Range and Line of Sight are checked and if the action proves possible the player allocates dice.
- Both players or just the casting plaeyer roll dice and work out if the spell was successful
Burn out
Magic power is a finite resource to a magician and he can use this up.Each one a magician rolls on his dice whilst attempting to cast a spell reduces their magic dice by one.
This happens whether a spell is successfully cast or not.
At the end of a turn without casting any magic a magician recharges by one dice.
Naturally, a magician cannot recharge above his orginal magic dice stat.
Example Play
Paul and John are playing a game of Fantasy Imp. Paul has a fire magician in a command he has just activated. Across the table John's command of orcs are closing in so Paul decides to try and even the odds.Paul's magician has 4 magic dice and he allocates all of these as the more he throws in the more likely he will get some effect.
That middle unit in John's orcs qualifies to be shot at under the missile rules so the fireball could break a group up.
Angling his group could break the orcs up favourably so he chooses to allow for moving after he fires.
The medium difficulty fireball would normally require a target of one "hit" but since he is to move that goes up to 2.
"Hmm..." thinks Paul. "This doesn't stand as much chance of working as I would like"
John points out he thinks he probably shouldn't have moved if he plans on relying on that magician. Who will shortly be an orc kebab.
Paul rolls his 4 dice and (rather luckily) gets 6, 5, 1, 5
Paul's nage will be one magic dice down next turn - if he's lucky enough to avoid becoming a kebab.
Fireball is only plus one damage so Paul gets to roll only one dice damage against those orcs.