Spells are divided into two types.
• Learned Spells: The most common type, these are cast using the full power of the Veil.
• Bound Spells: Bound into an object or creature and more stable than Learned spells, since they are cast using only parts of the Veil. These are cast by all manner of creatures, as well as some Wizards.
Most spells belong to a specific Path of Magic (see the Arcane Compendium), or are an Hereditary spell unique to each Army Book.
h2 class='ruleTitle'>Casting and DispellingEach of Active Player's models with one or more spells can attempt to cast each spell up to once per Magic Phase. (Remember that Shaken models cannot cast spells.) The sequence for casting a spell is as follows:
Well no, I’m not a magician myself; I am a scholar, and one of the finest minds in Avras, I’ll have you know! And I have read all there is to know about magic, including the drivel that Heisermann calls his magnum opus.
Any true wizard will tell you that magic comes at a cost; too much of the stuff is lethal. It’s a mutagenic poison, after all. A withering, corrupting substance. And those with the proper training can feel the limits of what their body can tolerate instinctively – they cannot use more than is good for them any more than you could stop breathing.
1012Casting Roll - Active Player
1 - Caster and target: Declare which model is casting what spell, and choose target(s) for the spell. See Spell Types in the Arcane Compendium for details.
2 - Spend Magic Dice to cast: Declare how many Magic Dice are spent on the Casting Roll (between 2 - 5 Magic Dice can be used)
3 - Roll Dice: Roll the Magic Dice used for the Casting Roll, and add the results together. If the total is equal to or above the spell’s Casting Value, the casting is successful. Otherwise, the Casting Roll failed, go directly to step 7.
• Fizzle: If one or more ‘1’ was rolled, and the Casting Roll was not successful, each dice that rolled a ‘1’ is added back to the Magic Dice pool.
• Miscast: If three or more Magic Dice, or two Magic Dice if using only two dice, used for the Casting Roll gave an identical result, and the Casting Roll is successful, and the spell is not dispelled, the Caster suffers a Miscast. Consult the Miscast Table for further instructions.
1012Dispelling Roll - Reactive Player
4 - Spend Magic Dice to dispel: The Reactive Player may try to Dispel the Spell. If not, go directly to step 6. If the Reactive Player chooses to try the dispelling, declare how many Magic Dice are spent on the Dispelling Roll. Note that there are no limits to how many or how few Magic Dice the Reactive Player may use for this.
5 - Dispelling Roll: Roll the Magic Dice used for the Dispelling Roll, and add the results together. If the total is equal to or above the Casting Roll, the dispel is successful, proceed to step 7. Otherwise, the Dispelling Roll failed, proceed to step 6.
• Fizzle: If one or more ‘1’ was rolled, and the Dispelling Roll was not successful, each dice that rolled a ‘1’ is added back to the Magic Dice pool.
1012Resolving the spell effect
6 - Apply spell Effects: If the Casting Roll was successful, and the spell was not not dispelled, it is successfully cast. Apply the spell Effects.
Spell effects are never affected by any effects affecting the Caster, including Magic Items, Model Rules, other Spell effects, or similar abilities, unless specifically stated otherwise.
7 - Next Casting: Afterward, the Active Player may attempt to cast other spells, provided there are enough Magic Dice left.
h2 class='ruleTitle'>Casting Multiple Instances of the same SpellEach Caster can only try to cast each of its Learned Spells once per Magic Phase, and it may try to cast a Bound Spell once for each time it has it. If multiple Casters knows the same Spell, all of them may try to cast their instance(s) of the Spell.
When making an attempt to cast a Learned Spell where a version of the same spell (either Bound or Learned) has already been attempted (successfully or not), then the Casting Roll reduced by 3. This is reduced by another 3 for each additional attempt in the same phase. For example, if 2 instances of a spell have been attempted, the Casting Roll is reduced by 6.
If instead attempting to cast a Bound Spell, the Casting Roll is only reduced by 1, instead of by 3, for each time a version of the same spell has already been tried.
Remember that Replicable Spells ignore this modifier but still count as a casting.
h2 class='ruleTitle'>Bound SpellsCasting and Dispelling Bound Spells follow the normal procedure for Casting a Learned Spell, with the following exceptions:
• When trying to cast a Bound Spell one Magic Die is a D6, the rest are D3. For example, if Casting a Bound Spell with 3 Magic Dice, roll 1D6 and 2D3.
• A rolled D3 can never fizzle.
• Bound Spells have their own Casting Values, defined in the brackets following Bound Spell.
• Bound Spells can never Miscast.
When Casting a Bound Spell version of a Learned Spell that was already cast in the same Magic Phase, the Casting Roll is decreased only by 1 (instead of by 3).
Note: When Casting a Learned Spell version of a Bound Spell that was already cast in the same Magic Phase, the Casting Roll is decreased by 3, as usual. This is ignored if the Bound Spell is Replicable.
Bound Spells are designed to offer low-resource and low-risk casting opportunities to the players. They typically require fewer dice for casting and never cause Miscasts. However, they are also easier to dispel. As a result, Bound Spells are the perfect tool when the opponent is out of Magic Dice for dispelling.
When casting Bound Spells, it is important to clearly differentiate between the D6 and D3 dice. Announce to the opponent how you roll your dice, and either roll them separately, use differently coloured dice, or use dedicated D3-only dice.