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.
Roll Result
2-3 Loss of Power. The Wizard dissipates most of the excess energy, left with a splitting headache -- they cannot attempt to cast further spells this phase.
4 Lost 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.
5 Magical 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.
6 Power Drain. The casting player loses D3 dice from their power pool.
7 Detonation. The Wizard and all models in base contact with them suffer a Strength 10 hit.
8 Amnesia. The Wizard forgets how to cast that spell for the rest of the battle.
9 Calamitous 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.
10 Daemonic 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.
11 Dimensional 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.