#28 / Tiered Spells and Consistent Casting

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    • #28 / Tiered Spells and Consistent Casting

      Tiered Spells and Consistent Casting


      The magic phase in its current state features many points of failure:

      • Spell generation (an unlucky roll on random spell generation can completely negate your strategy. While this can currently be mitigated by purchasing extra spells, there are still times where you just do not roll the spell that you need, which leaves a bad feeling for the affected player. No player should randomly be at a disadvantage before the game even starts)
      • Dice generation (If you roll low magic flux, or if your opponent rolls a high magic flux, then you are at a huge disadvantage due to luck, rather than any strategic decision that either players made)
      • Spell casting (if you roll low once, you lose your bonus and your opponent effectively gains additional Disrupt dice. A single low roll can mean the end of your entire magic phase)
      • Disrupt rolls (if your opponent is lucky, then it does not matter how much strategy you put into your magic phase. Again, luck can completely negate your phase)
      • Damage ranges (for many spells, there is a range of hits (d6 hits, for example). You can spend your entire magic phase, doing your best to beat all of the other failure points, and still roll low on the damage range, wasting the spell. Nothing feels worse than miscasting on a maximum power pyroclastic flow and rolling triple 1s)
      Any one of these points of failure can make your magic phase feel wasted, as any of them can completely negate the effectiveness of the phase. Conversely, if absolutely everything goes your way, it feels bad because it isn’t anything you did. You did not earn it, you just got lucky. How many times have you found yourself apologizing for having a good magic phase? I know it happens to me a lot, and that feeling is what I want to change.

      This new phase does many things: it reduces the number of failure points, making magic more worthwhile. It introduces the concept of reduced effectiveness, rather than complete Disrupting, which reduces the 'all or nothing“ feeling of the phase. It makes more sense from a logical perspective: If I throw 5 dice worth of power into a spell, risking blowing up my own head ala Scanners, why is the effect the exact same as if I throw 2 dice worth of power into a spell? Finally, it gives you a reason to risk throwing 5 dice at a spell, making the phase more exciting.

      Quick overview of changes:

      • Wizards no longer channel for extra dice. Instead, each wizard may choose to reroll a single (non 6) dice during each magic phase.
      • Wizard apprentices can choose a single spell during list building (masters can choose 2). All other are randomized.
      • All armies have a single race specific spell that a wizard can trade one of their random spells for.
      • Dice are now generated as follows: 2 dice +1 dice per 1500 points in the army. Wizard masters generate 2 dice on casting, 1 on Disrupting, wizard apprentices generate 1 dice on casting, 0.5 dice on Disrupting (rounded down).
      • Spells no longer have a minimum casting value.
      • Spells have tiers of effect based on the number of dice used.
      • Successful Disrupts reduce the teir of the spell by one.
      • Magic resistence treats the spell’s tier as though 1 fewer dice was used.
      • Miscast stays the same as v1.3
      Fluff discussions will be made in italics to help differentiate them from rules and mechanics discussions.

      I will add a link to the full document here once I figure out how best to do it.

      Edit: Here you go! Tiered Magic Phase Proposal.docx
    • 1) Wizards


      The wizard casting bonus stays the same as v1.3 (+2 for master, +1 for apprentice)


      Channel is changed to rerolling a single dice per magic phase for the wizard casting – Gives apprentices a reason to be taken, as there is now a tradeoff between the higher casting value and the possibility of a second channel reroll. Cannot reroll a roll of 6.


      The decision of when to channel can be done in two ways, with two different possibilities: 1) if you must choose to channel BEFORE throwing the dice, it adds more randomness to the phase, making the decision to channel based on how important the spell is to cast. The downside is that this may lead to bad feelings due to „wasted“ channels if the channel did not help or if the spell cast was uncontested. 2) if you must choose to channel AFTER throwing the dice, it adds more consistency to the phase, making the decision to channel an educated risk. The downside to this is that it removes some randomness (for those that view randomness as a desirable factor in this phase).


      My preference is for channeling to be reactive, chosen after the dice are thrown.


      Wizards have been studying magic for years. While magic is still somewhat capricious, every wizard has knows a trick or two to help make better use of the background magic to strengthen their spells and counterspells. Some wizards, like HBE mages, use the magic present on the battlefield efficiently, creating stronger effects with less effort. Others, like the SA Cuatl, are so powerful and focused that they can draw in and use far more magic than others. Still others, like the OK shaman, use talismans and small sacrifices to provide for more control. All of these tactics are part of a wizard’s bag of tricks to help them enforce their will upon the battlefield.
    • 2) Spell Generation / Selection


      Wizard apprentices can choose a single specific spell (two specific spells for masters) during list creation. All additional spells known are randomized as in v1.3.


      In addition, each race will have an race specific spell. No matter which path you choose, you can always choose to exchange one of your randomly selected spells for the race specific spell. These race specific spells add flavor to each of the armies, without greatly increasing the amount of information players need to know to play the game.


      Every wizard has a favorite spell. From Harry Dresden’s Fuego to Harry Potter’s Expelliarmus, no wizard leaves home without their favorite spell in their back pocket. It is completely ridiculous to think that a general would bring any weapon, mundane or magical, to a contest of literal life and death without at least having some idea of what it can do. With this setup, every wizard can step onto the battlefield with at least one spell of your choosing, making list building more tactical, and less luck based.


      Every race has their own magical history. Goblins have long used magic to trick those that are more powerful than them, while ogres use magic as brute force intimidation. Racial signature spells helps bring some of that history to bear on the battle field. Even casters using the same spell path can find they have a vastly different feel when in play due to their divergent magical history.
    • 3) Magic Resource Generation


      Magic dice are now generated using the following setup: 2 dice + 1 dice per 1500 points in the army. Each wizard master generates 2 dice during their magic phase and 1 dice during their opponent’s phase. Each wizard apprentice generates 1 dice during their magic phase and 0.5 dice (rounded down) during their opponent’s phase (meaning that 1 apprentice will not generate a dice during their opponent’s phase, but 2 apprentices will generate 1 dice during their opponent’s phase)


      This lets magic scale according to the size of the army, and lets you get more dice by investing more into the magic phase. For armies with magic as a strength, extra dice can be generated through items or abilities.


      The advantage to this is that it removes a point of failure from the magic phase. You know how many dice you will have, and can purchase spells and wizards according to what you want your army to do. In addition, since the gains per wizard are not huge, a massive investment in magic will not let any one player completely dominate the phase, though it will give them an advantage.


      Magic is present everywhere. However, the fear and agitation exuded by those anticipating an upcoming battle thins the veil, drawing more power into our world. The more soldiers that are present, the greater the thinning effect on the veil. This weakening of the veil persists throughout the battle as the fear and agitation is replaced by recently departed souls crossing over. A wizard doesn’t care what the cause is. She only cares that there is more power for her to use.
    • 4) Casting Spells


      Spells no longer have a minimum casting value. All spells now have three tiers, with increasing power and effects as you throw more dice (and thus more power) into your spells. This means that all spells will work so long as you put power into it. Each spell can be cast once per turn.


      The tier of the spells are determined by the number of dice used to cast the spell. 1-2 dice gives a tier one spell, 3-4 dice gives a tier two spell, and 5 dice gives a tier three spell.


      Looking ahead to disrupts and miscasts, this setup gives players a reason to use more dice, as well as an incentive to risk the miscast. Since spells are not fully binary anymore (explained further when discussing disrupting), you can now throw three dice at a spell and be guaranteed at least a minor spell effect, making the magic phase feel more worthwhile no matter how poorly you are rolling on any particular day, and thus removing another point of failure.


      Wizards have been practicing magic for years, sometimes decades or centuries. Using magic to them is as easy as breathing is for us. As such, it should not be a matter of "Can I cast it?“ It should always be a matter of "How much power do I want to put into it?“ However, magic is not without its perils. The more power you put into it, the more dangerous it becomes.
    • 5) Disrupting Spells


      I have changed the name from "dispelling“ to "disrupting“, as there is now variance in how the spell is resolved.


      When disrupting, you are trying to match or beat your opponent’s casting roll, much the same as in v1.3. However, instead of a successful disrupt completely stopping the spell, turning all magic into an all or nothing affair, a successful disrupt now reduces the tier of the spell by one (so a 5 dice tier 3 spell becomes a tier 2 spell, a 3 or 4 dice tier 2 spell becomes a tier 1 spell, and the 1-2 dice tier 1 spell is completely countered.)


      This is the reason why the dice generated is kept close between caster and disrupter (though still with an advantage toward the caster): since spells are now more likely to go off in one way or another, it is important for the disrupter to know that they are going to have enough resources to have a good chance of reducing their effectiveness.


      The advantage to this casting/disrupting setup is that an investment into the magic phase is no longer wasted due to bad luck (which removes another point of failure.)


      Spells have an inertia to them. When there is that much power flowing, you cannot just put up a wall and expect to stop it. Instead, you have to deflect it, reducing its power. Stopping a train takes miles of track. Derailing a train takes a penny.
    • 6) Spell Casting Sequence


      The magic phase proceeds in the following sequence:

      • Generate dice (as above)
      • State the spell that you wish to cast.
      • State the target of the spell you wish to cast. For spells that include an aura as a high tier effect, you must still name your primary target in case the spell is disrupted.
      • If targeting an opponent’s unit, the opponent must state whether the unit possesses Magic Resistance (described below)
      • Select the tier of spell and the number of dice you wish to use.
      • Roll your dice, making note of the total + your casting bonus.
      • If you choose to channel, reroll one of your non-6 dice at this time. You must keep the results of the second roll.
      • Your opponent may select whether they wish to attempt to disrupt the spell.
      • If they choose to disrupt, they now select the number of dice they wish to use.
      • They roll their dice, making note of the total + their casting bonus.
      • If your opponent chooses to channel, reroll one of the non-6 dice at this time. You must keep the results of the second roll.
      • If the disruption roll matches or is greater than the casting roll, treat the spell as though it were rolled with two fewer dice, thus reducing the tier of the spell. A spell with 0 dice used does not function.
      • Apply the spell effect to the selected target.
      • Continue on to next spell.
      • Repeat until all dice are used or until the casting player no longer wishes to cast spells.
    • 7a) Miscast

      Miscasts operate in a similar fashion to v1.3. Rolling a double 6 results in a bonus dice being added to the spell from your pool (if available) that does not count toward the miscast result. I want to keep this mechanic since the point of this casting system is to make a potential 5 dice cast something that is worth the risk.


      The only difference of note is that a successful disruption of a miscast spell reduces the miscast amount by two dice (so if you miscast on a 5 dice spell, your opponent can take the brunt of the spell in order to watch you explode, or he can disrupt it down to a second tier spell and you only take the equivalent of a 3 dice miscast.


      If you put more power into a spell, you get more powerful spells. Seems reasonable enough. But if you put too much power into a spell, it can come back to bite you. The question every wizard needs to ask themselves is „Do you feel lucky, punk? Huh? Do ya?“ That tier 3 spell looks awfully sweet, but is it worth it?
    • 7b) Bound Spells

      Bound spells do not get a casting bonus. They still have the ability to cast different tiers of spells. If a unit with a bound spell miscasts, the unit faces the following effects depending on the tier of the spell:


      Tier 1: no miscast effect.

      Tier 2: 2d6 hits at strength equal to number of dice used.

      Tier 3: 2d6 hits at strength equal to number of dice used. The spell is lost.


      I want bound spells to face some of the same risk/reward game play, but it is less damaging to make up for the fact that they do not get a casting bonus.
    • 7c) Magic Resistance

      Magic Resistance now has a single effect: it costs one more dice to cast at a certain tier when targeting a resistant unit. If you target a unit with magic resistance, 5 dice is now a tier 2 cast, 3 dice is now a tier 1 cast, and 1 dice fails to cast.


      This new setup makes it harder to cast any form of spell against a resistant unit, and makes the unit untargetable by tier 3 spells (since you have a maximum of 5 dice you can use on any one cast, the 5 dice defaults down to tier 2). This allows magic resistance to be useful against hexes as well as damage spells. If you want to cast a higher tier of spell, you have to risk the higher level miscast.


      In very rare circumstances, a unit can have Magic Resistance (2), which requires two additional dice for any particular tier. This is ONLY to be used for the most magically immune units out there, as it requires risking 5 dice just to get a tier 2 spell.

      There are some targets that absorb magic, slightly deadening the magic in the area around them. If you want to hit them, you have to put a lot more oomph into it. It is like casting through pudding. Difficult, but doable (and typically messy
    • 7d) Scroll and Crown update

      With the new magic setup, the current version of the dispel scroll/crown of scorn needs to be changed. It is 100% autoinclude to have an item that will completely negate a spell, especially in an environment where everything else works by reducing tiers.


      In order to make these two items both a desirable, yet situational pick, the new scroll and crown will have the following rule:


      Scroll: one use only. After a casting roll has been made, but before a disruption roll has been made, a player can choose to use this item to reduce the spell’s tier by one. A normal disruption roll may be taken after using this item.


      The scroll is now a one-time disruption, but instead of just being an alternate dispel source like the current scroll is, this version gives you the choice of using it as just a single disruption, or in combination with your regular disruption to reduce a spell by two tiers.

      Of course, I'd rather get rid of both items altogether and just give this effect to all armies as a single use innate ability.
    • Feel free to move this to bottom of thread.

      Dislike every spell becoming "one less" as you will then just power hard the spells you have chosen.

      Magic still needs a failure to occur

      Hats off to the amount of thought into this, bravo!
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    • 8) Spells


      Since I am proposing a brand new system involving tiered spells, it would be pretty pathetic if I did not have tiered spells to show you.


      I have updated every spell currently in the game to showcase my concept. In addition, I have created examples for the racial spell for OK, ID, and SA (as I know them best). Attributes, trait spells, and 0 spells all have the same rules as in v1.3 in regards to how they work and their selection. In addition, I am keeping the rule of no duplicate spells outside of trait spells. You can choose the spell you want, but we don’t want 6 prophets spamming pyroclastic flow just to get around the „cast a spell once per turn“ limit.


      When reading these spells, information that is present in all tiers of the spell are located at the top next to the name. Information that is specific to a tier is present next to the tier number.

      Alchemy:
      Display Spoiler
      A: 18” hex: target becomes flammable

      0: Quicksilver lash – 24” hex, missile, damage: instant

      • Target suffers a single hit with metalshifting
      • Target suffers D3+1 hits with metalshifting
      • Target suffers 2D3+2 hits with metalshifting

      1: Word of Iron – 24” augment: lasts one turn

      • Target gains +1 to its armor save
      • Target gains +2 to its armor save
      • Target gains +3 to its armor save

      2: Molten Copper – 24” hex, missile, damage: instant

      • Target suffers 2D6 strength 2 hits with AP(3) and flaming attacks
      • Target suffers 3D6 strength 2 hits with AP(3) and flaming attacks
      • Target suffers 4D6 strength 2 hits with AP(3) and flaming attacks

      3: Silver Spike – 36” hex, missile, damage: instant

      • Target suffers one hit with strength 2[5], AP(3), multiple wounds (d3) and penetrating
      • Target suffers one hit with strength 3[6]. AP(6), multiple wounds (d3) and penetrating
      • Target suffers one hit with strength 6, AP(6), multiple wounds (d3) and penetrating

      4: Corruption of Tin – 36“ hex: permanent

      • Target suffers -1 to its armor save
      • Up to two targets suffer -1 to its armor save
      • Up to three targets suffer -1 to its armor save

      5: Transmutation to Lead – 36“ hex

      • Lasts until end of current player turn. Target does not get strength bonus from weapons, -1 strength when shooting
      • Lasts one turn. Target does not get strength bonus from weapons, -1 strength when shooting
      • Remains in play. Target does not get strength bonus from weapons, -2 strength when shooting

      6: Glory of Gold – 18” augment

      • Lasts until end of current player turn. Target gains magical attacks, flaming attacks, AP(+1)
      • Lasts one turn. Target gains magical attacks, flaming attacks, AP(+1)
      • Lasts one turn. Target gains magical attacks, flaming attacks, divine attacks, AP(+2)


      Cosmology:
      Display Spoiler
      Duality: When casting, declare which version of the spell you are using. If you have the Cosmos counter, increase your casting roll by 1 when casting a cosmos version, and vice versa.
      0: Altered Sight – 24“ range. Cosmos – Augment, Chaos - Hex
      Cosmos 1) Lasts until end of current player turn. Target gains +1 WS and +1 BS
      2) Lasts one turn. Target gains +1 WS and +1 BS
      3) Lasts one turn. Target gains +3 WS and +2 BS
      Chaos 1) Lasts until end of current player turn. Target suffers -1 WS to a minimum of 1 and -1 BS
      2) Lasts one turn. Target suffers -1 WS to a minimum of 1 and -1 BS
      3) Lasts one turn. Target suffers -3 WS to a minimum of 1 and -2 BS
      1: Touch the Heart – 18“ range. Cosmos – focused augment, Chaos – focused hex direct damage
      Cosmos 1) Target recovers 1 wound
      2) Target recovers 2 wounds
      3) Target raises 2 wounds
      Chaos 1) Target suffers 1 hit that automatically wounds with AP(6)
      2) Target suffers 2 hits that automatically wound with AP(6)
      3) Target suffers 2 hits that automatically wound. No saves may be made against these hits.
      2: Mind Games – 18“ range. Cosmos – Augment, Chaos – Hex
      Cosmos 1) Lasts one turn. Target gains +1 leadership.
      2) Remains in play. Target gains +1 leadership.
      3) Permanent. Target gains +2 leadership.
      Chaos 1) Lasts one turn. Target suffers -1 leadership
      2) Remains in play. Target suffers -1 leadership
      3) Permanent. Target suffers -2 leadership
      3: Truth of Time – 18“ range. Cosmos – Augment, Chaos – Hex. Lasts one turn.
      Cosmos 1) When rolling for charge, flee, pursuit or overrun, roll an additional d3
      2) When rolling for charge, flee, pursuit or overrun, roll an additional d6
      3) When rolling for charge, flee, pursuit or overrun, roll an additional 2d6
      Chaos 1) When rolling for charge, flee, pursuit or overrun, subtract 1d3 from the distance
      2) When rolling for charge, flee, pursuit or overrun, subtract 1d6 from the distance
      3) When rolling for charge, flee, pursuit or overrun, subtract 2d6 from the distance
      4: Ice and Fire – 18“ range. Hex, missile, damage. Instant.
      Cosmos 1) Target suffers 1d6 S3 hits with flaming attacks and divine attacks
      2) Target suffers 2d6 S3 hits with flaming attacks and divine attacks
      3) Target suffers 4d6 S3 hits with flaming attacks and divine attacks
      Chaos 1) Target suffers 1d6 S3 hits with AP(3)
      2) Target suffers 2d6 S3 hits with AP(3)
      3) Target suffers 4d6 S3 hits with AP (3)
      5: Perception of Strength – 18“ range. Cosmos – Augment, Chaos – Hex
      Cosmos 1) Lasts until end of current player turn. Target gains +1 strength
      2) Lasts one turn. Target gains +1 strength
      3) Lasts one turn. Target gains +3 strength
      Chaos 1) Lasts until end of current player turn. Target suffers -1 strength
      2) Lasts one turn. Target suffers -1 strength
      3) Lasts one turn. Target suffers -3 strength
      6: Unity in Divergence – 18“ range. Cosmos – Augment, Chaos – hex, direct, damage
      Cosmos 1) Lasts until end of current player turn. Target unit gains ward save (5+)
      2) Lasts one turn. Target unit gains ward save (5+)
      3) Lasts one turn. Target unit gains ward save (4+)
      Chaos 1) Instant. Each model in target unit suffers a strength 2 hit
      2) Instant. Each model in target unit suffers a strength 3 hit
      3) Remains in play. At the end of each player’s magic phase, each model in the unit suffers a strength 3 hit.


      Divination
      Display Spoiler
      A: 18” augment: cold blooded

      0: Scrying – lasts one turn

      • 18”. Target gains distracting and hard target
      • 18“ plus 6” aura. Target gains distracting and hard target, as do those in 6“ aura
      • 18” aura. Target gains distracting and hard target.

      1: Fate’s Judgment: hex, missile, damage: instant

      • Target suffers D3 hits that wound automatically with no ward or regen saves
      • Target suffers D6 hits that wound automatically with no ward or regen saves
      • Target suffers 2D6 hits that wound automatically with no ward or regen saves

      2: Know Thy Enemy: augment: lasts one turn

      • 18”. The target gains +2 WS and +2 Init
      • 18“ plus 6” Aura. The target gains +2 WS and +2 Init, as do those in 6“ aura
      • 18” Aura. The target gains +2 WS and +2 Init

      3: The Stars Align: augment: lasts one turn

      • 18”. The target gains divine attacks, and must reroll to-hit rolls of 1 with close combat and shooting attacks
      • 18”. The target gains divine attacks, and must reroll failed to-hit rolls with close combat and shooting attacks
      • 18” aura. The target gains divine attacks, and must reroll failed to-hit rolls with close combat attacks.

      4: Look to the West: 18” augment: lasts one turn

      • Target gains Immune to Psychology
      • Target gains Stubborn and Immune to Psychology
      • Target gains Unbreakable

      5: Unerring Strike: 18” hex, missile, damage: Instant

      • Target suffers 1D6 hits that wound on 4+, have AP(2) and divine attacks
      • Target suffers 2D6 hits that wound on 4+, have AP(2) and divine attacks
      • Target suffers 4D6 hits that wound on 4+, have AP(2) and divine attacks

      6: Portent of Doom: 18” hex: lasts one turn. Use phase and action chart from v1.3 for reference

      • Choose a single phase. Roll a single d6 plus an extra d6 for each character in the unit. On any roll of six, target cannot perform during that phase.
      • At the start of the 4 phases, roll a d6 plus an extra d6 for each character in the unit. On any roll of six, target cannot perform during that phase.
      • At the start of the 4 phases, roll 2d6 plus an extra 2d6 for each character in the unit. On any roll of six, target cannot perform during that phase.


      Druidism
      Display Spoiler
      Maintain the same augmentation effect for this path.

      A: 12“ range, target recovers [raises] 1 wound.

      T: Oaken Throne: Caster

      • Lasts one turn. If in play, affected caster‘s druidism spells use their augmented versions
      • Remains in play. If in play, affected caster’s druidism spells use their augmented versions
      • Permanent. Affected caster’s druidism spells use their augmented versions

      1: Master of Earth: 18“ range, hex, direct, damage. Range from caster or impassable terrain

      • Target suffers d6 strength 4[5] hits
      • Target suffers 2d6 strength 4[5] hits
      • Target suffers 4d6 strength 4[5] hits

      2: Healing Waters: 12“ range, augment. Range from caster or water terrain

      • Lasts until end of current player turn. Target gains regeneration 5+[4+]
      • Lasts one turn. Target gains regeneration 5+[4+]
      • Permanent. Target gains regeneration 5+[4+]

      3: Entwining Roots: 12“ range, hex. Range from caster or forest terrain

      • Lasts one turn. Target suffers -1[-2] WS and BS, to a minimum of 1
      • Lasts one turn. Target suffers -2[-3] WS and BS, to a minimum of 1
      • Permanent. Target suffers -2[-3] WS and BS, to a minimum of 1

      4: Spirits of the Wood: 12“ range, universal.

      • Lasts until end of current player turn. Target considered to be in a forest [friendly unit gains strider (forest)
      • Lasts one turn. Target considered to be in a forest [friendly unit gains strider (forest)
      • Lasts one turn. Target considered to be in a forest [friendly unit gains strider (forest). Any dangerous terrain tests are taken on both a 1 and a 2.

      5: Stone Skin: 12“ range. Augment. Range from caster or hill terrain

      • Lasts until end of current player turn. Target gains +2[+3] toughness
      • Lasts one turn. Target gains +2[+3] toughness
      • Permanent. Target gains +2[+3] toughness

      6: Summer Growth: 24“ range. Augment, instant

      • Raise 1[1] wound, regardless of height
      • Raise 5[7] wounds on standard unit, 2[3] on large unit, and 1[1] on gigantic unit
      • Raise 10[12] wounds on standard unit, 5[7] on large unit, and 2[3] on gigantic unit


      Evocation
      Display Spoiler
      T: Evocation of Souls: augment, instant

      • 18”. Use v1.3 rules
      • 18“ plus 6” aura. Use v1.3 rules
      • 18” aura. Use v1.3 rules

      1: Spectral Blades: augment, 18” lasts one turn

      • Reroll failed to-wound rolls in close combat
      • Reroll failed to-wound rolls in close combat and gain lethal strike
      • Reroll failed to-wound rolls in close combat and gain lethal strike, divine attacks, and MW(2)

      2: Danse Macabre: augment, instant

      • 12”. Target may perform 8“ magical move (counts as ethereal during the move)
      • 12” aura. Target may perform 8“ magical move (counts as ethereal during the move)
      • 12” aura. Target may perform 16“ magical move (counts as ethereal during the move)

      3: Ancestral Aid: 12”, augment, lasts one turn

      • Reroll failed to-hit rolls in close combat
      • Reroll failed to-hit rolls in close combat and shooting
      • Reroll failed to-hit rolls in close combat and shooting, gain AP(6)

      4: Touch of the Reaper: 24“ focused, hex, direct, damage, instant

      • Target suffers 1 hit at strength 10 and AP(6). Use leadership instead of toughness when rolling to wound.
      • Target suffers d3 hits at strength 10 and AP(6). Use leadership instead of toughness when rolling to wound.
      • Target suffers d6 hits at strength 10 and AP(6). Use leadership instead of toughness when rolling to wound.

      5: Whispers of the Veil: 24” hex, remains in play

      • Target suffers -1 WS
      • Target suffers -1 leadership and -2 WS
      • Target suffers -2 leadership and -3 WS

      6: Hasten the Hour: 18”, hex, direct, damge, instant

      • Choose 1 target, which suffers 1 hit that wounds automatically with AP (6)
      • Choose 3 targets, which each suffers 1 hit that wounds automatically with AP (6)
      • Choose 6 targets, which each suffers 1 hit that wounds automatically with AP (6)


      Occultism
      Display Spoiler
      amplified rule is the same as v1.3

      0: Pentagram of Pain: 12” aura, universal, instant. Caster’s unit unaffected. [if one or more unsaved wounds caused with this spell, caster recovers 1 wound]

      • D3 strength 4 hits
      • D6 strength 4 hits
      • 3D6 strength 4 hits

      1: Hand of Glory: Caster, lasts one turn [and all models in same unit]

      • 6+ ward, or increase existing ward by 1 (max of 3+)
      • 5+ ward, or increase existing ward by 1 (max of 3+)
      • 4+ ward, or increase existing ward by 1 (max of 3+)

      2: Breath of Corruption: caster, focused, lasts one turn [if used as shooting attack, its range is 18“]

      • Target gains 2d6 breath weapon (toxic attacks)
      • Target gains 3d6 breath weapon (toxic attacks)
      • Target gains 4d6 breath weapon (toxic attacks)

      3: Forbidden Knowledge: caster [reroll a dispel roll each phase]

      • Lasts one turn. Target may reroll casting rolls when casting non-bound spells from this path
      • Remains in play. Target may reroll casting rolls when casting non-bound spells from this path
      • Permanent. Target may reroll casting rolls when casting non-bound spells from this path

      4: The Rot Within: 24” hex, permanent [Caster gains +1 weapon skill]

      • Target suffers -1 WS, to a minimum of 1
      • Target suffers -2 WS, to a minimum of 1
      • Target suffers -3 WS, to a minimum of 1

      5: Marked for Doom: 18” hex, damage, direct, instant [caster may target a character in a unit]

      • Target suffers 1 hit with strength 10
      • Target suffers 1 hit with strength 10 and multiple wounds (d3)
      • Target suffers 1 hit with strength 10 and multiple wounds (2d3)

      6: The Grave Calls: 12” hex, direct, damage, instant

      • Target suffers 1d6 strength 5[6] hits
      • Target suffers 2d6 strength 5[6] hits
      • Target suffers 3d6 strength 5[6] hits


      Pyromancy
      Display Spoiler
      Attribute is the same
      1: pyroclastic flow: 36“ hex, missile, damage. Instant.
      • Target suffers d6 strength 4 hits with flaming attacks
      • Target suffers 2d6 strength 4 hits with flaming attacks
      • Target suffers 3d6 strength 4 hits with flaming attacks
      2: Cascading Fire: augment, remains in play
      • 24”. At Init 0 in each round of combat, deal a strength 4 flaming hit to models in base contact
      • 24“ and 6” aura. At Init 0 in each round of combat, deal a strength 4 flaming hit to models in base contact
      • 24” aura. At Init 0 in each round of combat, deal a strength 4 flaming hit to models in base contact
      3: Scorching Salvo: 24” aura, hex damage, instant
      • Target suffers d3 strength 4 flaming hits
      • Target suffers d6 strength 4 flaming hits
      • Target suffers 2d6 strength 4 flaming hits
      4: Immolation: 18” ground, remains in play. Place a round 3“ diameter market on target point
      • At end of each phase, units in contact suffer area attack (3) with strength 4 and flaming
      • At end of each phase, units in contact suffer area attack (4) with strength 4 and flaming
      • At end of each phase, units in contact suffer area attack (5) with strength 4 and flaming
      5: Flaming Swords: augment, lasts one turn
      • 18”. Close combat and shooting attacks gain +1 to wound, magical attacks and flaming
      • 18“ and 6” aura. Close combat and shooting attacks gain +1 to wound, magical attacks and flaming
      • 18” aura. Close combat and shooting attacks gain +1 to wound, magical attacks and flaming
      6: Enveloping Embers: 24” hex, direct, damage, instant
      • Each model in target unit suffers a strength 2 hit with flaming attacks
      • Each model in target unit suffers a strength 3 hit with flaming attacks
      • Each model in target unit suffers a strength 4 hit with flaming attacks


      Shamanism
      Display Spoiler
      attribute the same

      0: Awaken the beast: 18” augment, lasts one turn

      • Target gains +1 strength
      • Target gains +1 strength and +1 toughness
      • Target gains +2 strength and +2 toughness

      1: Swarm of insects: 48“ hex, missile, damage, permanent

      • Target suffers 5d6 strength 1 hits, causing -1 BS if wounded
      • Target suffers 5d6 strength 1 hits, causing -2 BS if wounded
      • Choose 2 targets within 48”. Targets suffer 5d6 strength 1 hits, causing -3 BS if wounded

      2:Savage fury: 18“ universal, lasts one turn

      • Target gains frenzy
      • Target gains frenzy and -1 leadership on frenzy test
      • +1 frenzy attack, -2 leadership on frenzy test

      3: Pounding Drumbeat: augment, instant

      • 18“. Target performs 2d6 magical move
      • 18“ and 12“ aura. Target performs 2d6 magical move
      • 18” aura. Target performs 2d6 magical move

      4: Chilling Howl: augment, lasts one turn

      • 18“. All to-wound rolls against target from shooting attacks suffer a -1 modifier
      • 18“ and 12“ aura. All to-wound rolls against target from shooting attacks suffer a -1 modifier
      • 18“ aura. All to-wound rolls against target from shooting attacks suffer a -2 modifier

      5: Break the Spirit: 36“ hex, lasts one turn

      • Target suffers -1 to hit.
      • Target suffers -1 to hit and treats all terrain as DT(2)
      • Target suffers -2 to hit and DT(3)

      6: Totemic Summon: ground, instant, 96”

      • Summon totemic beast 1“ from edge. It has S4, T4, no breath weapon
      • Summon totemic beast 1“ from edge. It has S5, T5, S3 breath weapon
      • Summon totemic beast 10“ from edge. It has S5, T5, S4 breath weapon


      Thaumaturgy
      Display Spoiler
      1: Hand of Heaven: 24” hex, missile, damage, instant

      • Target suffers d6 hits with strength d6
      • Target suffers d6+1 hits with strength d6+1
      • Target suffers 2D6+2 hits with strength D6+2

      2: Cleansing Fire: 24“ lasts one turn. Focused augment. May only target characters, champions, and single model units

      • Target gains breath weapon strength d3+1. Roll d3 immediately after casting
      • Target gains breath weapon strength d3+2. Roll d3 immediately after casting
      • Target gains breath weapon strength d3+4. Roll d3 immediately after casting

      3: Trial of Faith: 24“focused, hex, direct, damage, instant

      • Caster and target roll a d6. If caster’s roll is higher, target suffers a number of wounds with AP(6) equal to the difference
      • Caster and target roll d6. If caster’s roll is higher, target suffers a number of wounds with AP(6) and divine attacks equal to the difference
      • Caster and target roll 2d6. If caster’s roll is higher, target suffers a number of wounds with AP(6) and divine attacks equal to the difference

      4: Speaking in Tongues: 24“ hex

      • Lasts until end of current player turn. Target cannot benefit from inspiring presence
      • Lasts one turn. Target cannot benefit from inspiring presence
      • Permanent. Target cannot benefit from inspiring presence or hold your ground

      5: Smite the Unbeliever: hex.

      • Lasts until end of current player turn. Roll a d6. 1-3 = -1 toughness. 4-6 = -1 strength
      • Lasts one turn. Roll a d6. 1-3 = -1 toughness. 4-6 = -1 strength
      • Lasts one turn. Roll 3d6. 1-3 = -1 toughness to a minimum of 1. 4-6 = -1 strength to a minimum of 1

      6: Wrath of God:96“ ground, permanent

      • Place a marker. At the end of each subsequent magic phase, roll a d6. 1-3, add a counter, 4-6 each unit within d6+X suffers d6 strength 4+x hits, where x =counters
      • Place a marker. At the end of each subsequent magic phase, roll a d6. 1-3, add a counter, 4-6 each unit within 2d6+X suffers 2d6 strength 4+x hits, where x =counters
      • Place a marker. At the end of each subsequent magic phase, roll a d6. 1-3, add 2 counters, 4-6 each unit within 2d6+X suffers 2d6 strength 4+x hits, where x =counters


      Witchcraft
      Display Spoiler
      Attribute stays the same

      1: Deceptive glamour: 36“ hex

      • Lasts until end of current player turn. Target suffers -1 to hit
      • Lasts one turn. Target suffers -1 to hit
      • Lasts one turn. Target suffers -2 to hit

      2: Raven’s Wing: 18” augment, instant

      • Target may perform 6“ flying magical move
      • Target may perform 10“ flying magical move
      • Target may perform 16” flying magical move

      3: Twisted Effigy: 24“ hex, lasts one turn

      • All shooting attacks made by target have range halved
      • All shooting attacks and spells from target have range halved
      • Target cannot shoot or cast

      4: Will-o’-the-Wisp: 18” universal, lasts one turn

      • Target gains random movement 2d6
      • Target gains random movement 2d6 and stupidity
      • Permanent. Target gains random movement 2d6 and stupidity

      5: Bewitching Glare: 24” hex

      • Lasts one turn. Target gains stupidity. For each character in the unit, the target suffers -1 leadership
      • Remains in play. Target gains stupidity. For each character in the unit, the target suffers -1 leadership.
      • Permanent. Target gains stupidity. For each character in the unit, the target suffers -1 leadership. Target cannot make use of hold your ground rule.

      6: The Wheel Turns: 24”Universal

      • Lasts until end of current player turn. R&F models hit and wound on 4+
      • Lasts one turn. R&F models hit and wound on 4+
      • Permanent. R&F models hit and wound on 4+


      Sample racial spells
      Display Spoiler
      HBE: Caldecons Shield: Caster, augment

      • Lasts one turn. Subsequent successful spell casts increase ward save of units within 6“ by 1
      • Lasts one turn. Subsequent successful spell casts increase ward save of units within 12“ by 1
      • Remains in play. Subsequent successful spell casts increase ward save of units within 12“ by 1

      ID: Choking Ash: 24“ hex. Lasts one turn

      • Target suffers -1 to hit
      • Target suffers -1 to hit and is flamable
      • Target suffers -1 to hit, is flammable, and has all charge, shooting, and casting ranges halved

      OK: Tribal Pride: 24“ augment. Lasts one turn

      • Target gains ItP
      • Target gains ItP and Stubborn
      • Target is unbreakable

      SA: Ancient Knowledge: Caster, augment

      • Lasts one turn. Target’s spells are cast as though one additional dice was used (this applies to miscast results)
      • Lasts one turn. Target’s spells are cast as though two additional dice were used (this applies to miscast results)
      • Remains in play. Target’s spells are cast as though two additional dice were used.

      I can add more racial spell examples in the future. These are the armies whose army identities I know the best.
    • Bugman wrote:

      Feel free to move this to bottom of thread.

      Dislike every spell becoming "one less" as you will then just power hard the spells you have chosen.

      Magic still needs a failure to occur

      Hats off to the amount of thought into this, bravo!
      i disagree, with miscasts still present throwing everything you have at one spell is a very risky proposition, particularly if it means you risk losing the wizard in question. In addition even if your opponent disrupts your spell you still eat a miscast.

      I personally like the tiered system he proposed since it makes the act of casting less all or nothing. You can low tier a lot of spells or high tier 1 or 2 at great risk to yourself to try and ensure an affect.
      “You can never know everything, and part of what you know is always wrong. Perhaps even the most important part. A portion of wisdom lies in knowing that. A portion of courage lies in going on anyways.” -Lan Mandragoran, EotW

      UD Army Community Support

      Playtester

      Supreme Death Cult Hierarch

      Dovie’andi se tovya sagain.

      The post was edited 1 time, last by Nicreap ().