Magic Phase

(Rule)
Description: In the Magic Phase, your Wizards will summon the magic swirling across the battlefield and use it to cast spells that blast the enemy or bolster your own forces – while your opponent tries to stop you.
In the Magic Phase, your Wizards will summon the magic swirling across the battlefield and use it to cast spells that blast the enemy or bolster your own forces – while your opponent tries to stop you. Wizards are trained in one of the ten Paths of magic; their powers are limited by their own skill and by the availability of nearby magic, represented as Magic Dice. This store of power can be increased by channelling additional magic through the Veil – but be careful, for if you use too much magic to cast a spell, you run the risk of losing control!

The Magic Phase is divided into the following steps:

1 - Draw Flux Card
2 - Siphon the Veil
3 - Store Magic Dice
4 - Apply Excess Magic
5 - Casting and Dispelling: The Active Player casts a spell with one of their models and the Reactive Player may attempt to Dispel it
& Repeat step 5 for each spell you want to cast, or until out of Magic Dice.




/section{magic_dice_and_flux_cards}/section{siphon_the_veil}/section{storing_magic}/section{excess_magic}/section{spells}/section{miscast_table}