Spells

Attributes

Spells are cast using the magic results during a magic action and can affect the game in different ways, from increasing roll results, to inflicting damage, to summoning dragons!

Each spell has a number of attributes which are detailed below. Spells are resolved one at a time in the order cast.

Color

There are six spell colors; Black, Blue, Green, Red, Yellow and Elemental. The following rules apply to the colors of magic:

  • Spells of a single color (Black, Blue, Green, Red, and Yellow) may only be cast using magic results of that color.
  • Elemental Spells may only be cast using magic results of any single color.
  • Ivory magic results may only be used to cast Elemental spells.
Casting Costs

This is the number of magic results required to cast a spell. Any number of spells can be cast up to the number of magic results generated by the army. Unused magic results are lost at the end of the army’s action.

Some spells may be cast via the 'Cantrip' SAI as well as during a normal magic action. When this SAI is rolled, the number of Cantrip results may be spent as magic results only on spells marked as able to be cast using Cantrip in the spell lists below. Normal restrictions for element and species still apply to casting these spells.

Species

This indicates the species requirement of the spells. Some spells may only be cast using magic results generated by units from a specific species. Any spell marked 'any' may be cast using magic from any species that can cast elemental spells.

Target

Every spell has a specified target: army, unit(s), terrain, Dead Unit Area (DUA), or Buried Unit Area (BUA). Spells that target a terrain affect all armies at that terrain. Spells that target an army are fixed at that army location. If the army moves, the spells do not move with the army. Individual units that are targeted by a spell will be affected by that spell even if they move to another army.

Most spells require the casting army to be located at a terrain, however a limited number of spells may be cast from the Reserve Area. Those spells which can be cast from reserves are marked as such in the spell lists below.

Duration

Some spells have instantaneous effects. Most have effects which last until the beginning of your next turn.

If the army is destroyed (all of its units are killed) or otherwise no longer exists at a terrain or Reserves Area at the end of any turn step, any spells affecting that army end. If a unit is killed any spells affecting it end.

Effect

Each spell has a different effect on the game state. Effects that modify a particular type of roll follow the usual process explained in the Die Roll Resolution section.

Many spell effects are cumulative; this means that multiple castings of that spell may be combined to create a single spell with a stronger effect. To make understanding this easier, any aspects of a spell that have a cumulative effect are highlighted in the text for that spell, like this – one. When a spell is cast in this way, multiply the highlighted effect(s) by the number of combined castings. For example, if you were to combine three castings of Wind Walk, then the spell would add twelve results, rather than four.

Any spell that has a cumulative effect may instead be cast multiple separate times (unless otherwise stated), with a different target each time. For example, if you were to cast Palsy three times (costing a total of six magic results), you may subtract three results from any one target, one result from each of three targets, or two from one target and one from another.


Spell Lists

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Decay
Race Goblins Cost 3
Reserves No Cantrip No
Target any opposing army. Subtract two melee results from the target’s rolls until the beginning of your next turn.
Evil Eye
Race Undead Cost 3
Reserves No Cantrip No
Target any opposing army. Subtract two save results from the target’s rolls until the beginning of your next turn.
Magic Drain
Race Frostwings Cost 3
Reserves No Cantrip No
Target any terrain. Subtract two magic results from all army rolls at that terrain until the beginning of your next turn.
Restless Dead
Race Undead Cost 3
Reserves Yes Cantrip Yes
Target any army. Add three maneuver results to the target’s rolls until the beginning of your next turn.
Swamp Fever
Race Swamp Stalkers Cost 3
Reserves No Cantrip No
Target three health-worth of unit(s) in an opposing army. Roll the targets. If they roll an ID result, they are killed. Any units killed by Swamp Fever make a second roll. If they roll an ID result they are buried.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Necromantic Wave
Race Lava Elves Cost 5
Reserves Yes Cantrip No
Target any army. All units in the target army may count magic results as if they were melee or missile results until the beginning of your next turn.
Exhume
Race Undead Cost 5
Reserves No Cantrip No
Target three health-worth of units in an opposing player’s Dead Unit Area (DUA). The targets make a save roll. If the targets do not generate a save result they are buried. You may return units up to the health-worth of units buried in this way, to the casting army from your Dead Unit Area (DUA).
Open Grave
Race Undead Cost 5
Reserves Yes Cantrip No
Target any army. Until the beginning of your next turn, units in the target army that are killed following a save roll by any army-targeting effects (including melee and missile damage) go to their owner's Reserve Area instead of the DUA. If no save roll was possible when units are killed, Open Grave does nothing.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
Blue (Air) Spells
Hailstorm
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Inflict one point of damage on the target.
Blizzard
Race Coral Elves Cost 3
Reserves No Cantrip No
Target any terrain. Subtract three melee results from all army results at that terrain until the beginning of your next turn.
Wilding
Race Feral Cost 3
Reserves Yes Cantrip No
Target any army. The target army may double the melee and save results of any one unit until the beginning of your next turn. Select a unit to double their results after the army makes each roll.
Wind Walk
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn.
Fields of Ice
Race Frostwings Cost 5
Reserves No Cantrip No
Target any terrain. Subtract four maneuver results from all army results at that terrain until the beginning of your next turn. Ties in maneuver rolls at that terrain are won by the counter-maneuvering army while the terrain is under the effect of Fields of Ice.
Mirage
Race Firewalkers Cost 5
Reserves No Cantrip No
Target five health-worth of units at any terrain. The targets make a save roll. Those that do not generate a save result are moved to their Reserve Area.
Lightning Strike
Race Any Cost 6
Reserves No Cantrip No
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action.
Green (Water) Spells
Watery Double
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target’s rolls until the beginning of your next turn.
Accelerated Growth
Race Treefolk Cost 3
Reserves Yes Cantrip Yes
Target your Dead Unit Area (DUA). When a two (or greater) health-worth Treefolk unit is killed, you may instead exchange it with a one health-worth Treefolk unit from your Dead Unit Area (DUA). This effect lasts until the beginning of your next turn.
Flash Flood
Race Any Cost 4
Reserves No Cantrip No
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood.
Deluge
Race Coral Elves Cost 5
Reserves No Cantrip No
Target any terrain. Subtract three maneuver and three missile results from all army rolls at that terrain until the beginning of your next turn.
Mire
Race Swamp Stalkers Cost 5
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any army marching at that terrain must first make a maneuver roll. The marching player then selects health-worth of units equal to the maneuver results generated by this first roll. The army uses only those units, and items they carry, for any rolls in the march for both the maneuver step and the action step.
Tidal Wave
Race Scalders Cost 5
Reserves No Cantrip No
Target any terrain. Each army at that terrain takes four points of damage, and makes a combination save and maneuver roll. The terrain is reduced one step unless an army generates at least four maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Tidal Wave.
Wall of Fog
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn.
Red (Fire) Spells
Ash Storm
Race Any Cost 2
Reserves No Cantrip Yes
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn.
Fearful Flames
Race Lava Elves Cost 3
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target. If the target is killed by Fearful Flames it makes a save roll. If no save result is generated, that unit is buried.
Firebolt
Race Dwarves Cost 3
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target.
Firestorm
Race Scalders Cost 3
Reserves No Cantrip No
Target any terrain. Inflict two points of damage on each army at that terrain.
Flashfire
Race Firewalkers Cost 3
Reserves Yes Cantrip Yes
Target any army. During any non-maneuver army roll, any one unit in the target army may be re-rolled once, ignoring the previous result. The effect lasts until the beginning of your next turn.
Fiery Weapon
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn.
Dancing Lights
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six melee results from the target's rolls until the beginning of your next turn.
Yellow (Earth) Spells
Stone Skin
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target's rolls until the beginning of your next turn.
Path
Race Any Cost 4
Reserves Yes Cantrip No
Target one of your units at a terrain. Move the target to any other terrain where you have an army.
Berserker Rage
Race Feral Cost 5
Reserves Yes Cantrip No
Target an army containing at least one Feral unit. All Feral units in the target army may count save results as if they were melee results during all counter-attacks, until the beginning of your next turn.
Higher Ground
Race Dwarves Cost 5
Reserves No Cantrip No
Target any opposing army. The target subtracts five melee results from their rolls until the beginning of your next turn.
Scent of Fear
Race Goblin Cost 5
Reserves No Cantrip No
Target up to three health-worth of opposing units at any terrain. The target units are moved to their Reserve Area.
Wall of Thorns
Race Treefolk Cost 5
Reserves No Cantrip No
Target any terrain not at it's eighth face. Any army that successfully maneuvers that terrain takes six damage. The army makes a melee roll. Reduce the damage taken by the number of melee results generated. This effect lasts until the beginning of your next turn.
Transmute Rock to Mud
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six maneuver results from the target’s rolls until the beginning of your next turn.
Elemental Spells
Evolve Dragonkin
Race Eldarim Cost 3
Reserves Yes Cantrip No
Target one of your Dragonkin units that matches the color of magic used to cast this spell. The target is promoted one health-worth.
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Esfah's Gift
Race Amazons Cost 3
Reserves Yes Cantrip Yes
Target a minor terrain in your Buried Unit Area (BUA). Move that terrain to your summoning pool.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Rally
Race Amazons Cost 5
Reserves Yes Cantrip No
Target up to three of your Amazon units at a terrain. Move those units to any other terrain where you have at least one Amazon unit.
Rise of the Eldarim
Race Eldarim Cost 5
Reserves Yes Cantrip No
Target any Eldarim unit that matches the color of magic used to cast this spell. The target is promoted one health-worth.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.