Cast

The casting player's Wizards may each attempt to cast every spell they know once per Magic phase, provided they have enough power to try. Wizards can't attempt to cast at all while fleeing or off the battlefield.

To cast, a Wizard nominates one of their known spells and declares its target -- check the spell's range first, since you're always allowed to measure before committing to the attempt. Spells also come with their own targeting restrictions, covered below.

Spell Types

Some spells belong to one of five types, each with its own casting restrictions: augment, direct damage, hex, magic missile, and magical vortex. A handful of unique spells have no type at all -- any restrictions that apply are simply written into their own text. Regardless of type, all damage a spell causes counts as non-physical Magical Attacks.

Direct Damage

Direct damage spells are deadly attacks that strike without warning. The target must be an enemy unit, must lie within the Wizard's forward arc, and must be within the spell's range -- but the Wizard doesn't need line of sight to it. A unit already locked in close combat can never be targeted.

Some direct damage spells use a template. The template can't be placed so it touches a friendly unit, or an enemy unit already in close combat (though it may still scatter onto one afterward, depending on the spell). A ranged direct damage spell using a template targets by placing the template over the target unit -- for a small or large round template, only the central hole needs to be within range.

Magic Missiles

Magic missiles are sorcerous projectiles hurled at the enemy. The target must be an enemy unit within the Wizard's forward arc and within the spell's range, and the Wizard DOES need line of sight to it. Magic missiles can't be cast at (or by a Wizard engaged in) close combat, and always hit their target automatically.

Augment Spells

Augment spells strengthen the caster's allies -- wards, blessings, and enhanced fighting prowess. The target must be a friendly unit within the spell's range, but doesn't need to be in the Wizard's forward arc, and the Wizard doesn't need line of sight to it. Unlike most spell types, augment spells CAN target units already engaged in close combat.

If a Wizard casts an augment spell on themself and their unit, then leaves that unit, the spell continues to affect only the Wizard. If they later rejoin that unit (or join another) while the spell is still active, they'll share its benefit with their new unit again.

Hex Spells

Hexes are the mirror of augment spells -- weakening the enemy to make them easier to slay. The target must be an enemy unit within the spell's range, but doesn't need to be in the Wizard's forward arc, and the Wizard doesn't need line of sight to it. Like augments, hexes CAN target units already in close combat.

Bonuses and penalties from hexes, augments, and similar spells are cumulative, though they normally can't push a characteristic above 10 or below 1 unless specifically stated.

Magical Vortexes

Magical vortexes are roiling globes of energy that roam the battlefield causing unusual, often deadly, effects. They have no target as such -- instead they're placed in the caster's forward arc, and can't be placed to affect any model already in close combat at the moment they're cast. Models can never voluntarily move into or through one.

A magical vortex uses one of the round templates, placed in base contact with the caster with its centre inside the caster's forward arc, then moves as its own spell describes. Unlike most templated effects, a vortex remains on the battlefield once cast (unless it moves off it) -- at the end of every subsequent Magic phase, it moves again by the direction and distance the spell states.

If a vortex would end its move on top of a unit, it's instead placed 1" beyond that unit in the direction it was moving (repeating as needed if that's also over a unit) -- any models between where it would have stopped and where it's actually placed are unaffected. A model forced to move into or through a vortex suffers its full effect the instant it makes contact (for a spell affecting every model hit, that's every model whose base passes through it); survivors are placed 1" beyond the template and their move ends there.

Magical vortexes are always remains in play spells (see Spell Resolution).

Choose Number of Power Dice

Once the Wizard, spell, and target are chosen, declare how many dice from the power pool the Wizard will use -- at least one. The maximum any Wizard can commit to a single spell is their Wizard Level + 2, so a Level 3 Wizard could use up to 5 dice.

Casting Value

The chosen dice are taken from the power pool and rolled, their total giving the casting result -- keep them visible, since your opponent may need to see them if they attempt a dispel. To succeed, that total must equal or beat the spell's casting value (each spell has one, 3 or higher; a higher value means a more powerful, harder-to-cast spell). Meeting or beating it casts the spell (though it can still be dispelled); falling short means the casting attempt simply fails.

Casting Bonuses

Many things can add a bonus to a casting attempt, making it easier to succeed and harder to dispel. The most common is the Wizard's own level: a Level 1 or 2 Wizard gets +1, a Level 3 or 4 Wizard gets +2. Further bonuses can come from magic items, special rules, units, or terrain -- but no single casting attempt may ever have more than +5 in total bonuses, regardless of source.

Boosted Spells

Some spells let a Wizard commit extra power for a stronger effect -- greater range, more damage, or a wider area. Where this option exists, the spell's own text states the boosted casting value and what the extra power buys. If your casting roll is high enough to reach the boosted value, you may choose whether to apply the standard or the boosted effect.

Not Enough Power

No matter how powerful a Wizard is, a spell can never be cast if the natural (unmodified) total of the dice rolled is less than 3 -- a natural 1 or 2 always fails, regardless of any bonus from any source. Even the mightiest Wizard needs to coax a minimum of raw power from the Winds of Magic before a spell will work at all.

Broken Concentration

If the natural dice total is 1 or 2, the spell doesn't just fail -- the Wizard's concentration breaks entirely, and they can't attempt to cast any further spells for the rest of the Magic phase.

Ultimate Power

For every natural 6 rolled while casting a spell, roll one additional free power die and add it to the casting total (a 6 on one of these bonus dice doesn't trigger further Ultimate Power dice). These extra dice aren't taken from the power pool, and don't count against the Wizard's usual dice limit for the spell.

Miscasts

If two or more of the dice rolled to cast a spell come up as unmodified 1s, the spell has been Miscast. Only the actual dice values count toward this -- bonuses from special rules or magic items are ignored, and if a die was re-rolled, only the second result matters. Every die rolled counts, whether it came from the power pool, Ultimate Power, or any other bonus source.

Once the spell has been dispelled or resolved, the Wizard rolls a D6 on the Miscast table below. The more power that went into the casting attempt, the more dangerous the result tends to be -- add the total number of dice used (including any from Ultimate Power) to the D6 roll before consulting the table. A Wizard who used 4 dice and rolls a 3 gets a result of 7.

RollResult
2-3Loss of Power. The Wizard dissipates most of the excess energy, left with a splitting headache -- they cannot attempt to cast further spells this phase.
4Lost Concentration. The backlash lets the opposing player immediately cast one of their own spells of the same casting difficulty or less, automatically (no casting roll needed) -- though the player whose turn it is may still dispel it as normal, needing only to beat its basic casting value.
5Magical Feedback. The Wizard and every model on their side within 12" that can channel or generate power/dispel dice suffers a Strength 4 hit. The Wizard cannot attempt to cast further spells this phase.
6Power Drain. The casting player loses D3 dice from their power pool.
7Detonation. The Wizard and all models in base contact with them suffer a Strength 10 hit.
8Amnesia. The Wizard forgets how to cast that spell for the rest of the battle.
9Calamitous Detonation. Centre the small round template on the Wizard -- every model underneath, including the Wizard (no Look Out, Sir! for them), suffers a Strength 10 hit.
10Daemonic Possession. The Wizard suffers a Strength 10 hit and loses a Wizard level along with their highest-level spell. If this reduces them to Level 0, they stop counting as a Wizard entirely, including for any arcane magic items they carry.
11Dimensional Cascade. Centre the large round template on the Wizard -- every model underneath, including the Wizard (no Look Out, Sir! for them), suffers a Strength 10 hit.
12+Damned by Chaos. The Wizard is annihilated and removed as a casualty immediately, regardless of any protective magic item or special rule.

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