Spell Resolution

If the enemy failed (or never attempted) a dispel, the spell is cast successfully and its effect is resolved following the instructions on the spell's own text -- everything you need is there, though many spells that inflict hits or Wounds rely on rules explained in the Shooting chapter. If the casting attempt was Miscast, resolve that as soon as the spell's own effect is finished. A spell that's cast but can't actually reach its target for any reason still counts as cast -- it simply has no effect.

Spells and Panic

Plenty of spells inflict damage, and like shooting attacks, enough of it can force the enemy to flee -- damage from magic can trigger Panic tests exactly as described in the Panic chapter.

Spell Duration

Most spells resolve instantly, their effect worked out once with no further impact until cast again. Some last longer -- for one or more phases or turns.

Remains in Play Spells

A spell marked "remains in play" stays in effect indefinitely once cast. It ends only when its target is slain, the caster is slain (or loses the spell some other way), the caster chooses to end it (only at the start of a Magic phase), or the caster leaves the battlefield. The Wizard can still cast other spells while it's active, just not the same remains-in-play spell again in a later turn -- keeping one running only takes a little concentration.

If not dispelled the moment it's cast, a remains in play spell can still be dispelled in any later Magic phase, using dispel dice as normal (or power dice as if they were dispel dice, on your own turn). Because it no longer carries the energy of its original casting, a later dispel attempt only needs to beat the spell's minimum listed casting value, not the original roll -- so there's no need to track what it was originally cast with. A boosted remains-in-play spell is dispelled against its basic (not boosted) casting value.

Spells Lasting More Than One Turn

Some spells aren't remains in play, but still last one or more turns once cast. Such a spell can't be dispelled after that initial casting, and continues even if its caster is slain or leaves the battlefield, unless its own text says otherwise.

Duplicate Spells

More than one Wizard in an army may end up knowing the same spell. Regardless, a single unit can never be targeted by the same remains-in-play spell, or the same spell lasting more than one turn, more than once in a single Magic phase.

Next Spell

Once a spell is resolved, the casting player may have the same or a different Wizard attempt another. Wizards may cast in any order, and the player is free to switch between them at any point, as long as the current spell has already been fully resolved first.

Unless stated otherwise, each Wizard may only cast each spell once per turn. The Magic phase ends -- moving on to Shooting -- once the casting player has run out of power dice, has no more spells worth casting, or every Wizard's concentration has been broken.


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