A game phase
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[b]Paths of Magic[/b]
Spells are cast during the Magic Phase. Most spells belong to a specific Path of Magic.
Paths from the Arcane Compendium include:
Alchemy, Cosmology, Divination, Druidism, Evocation, Occultism, Pyromancy, Shamanism, Thaumaturgy, Witchcraft
(Click for a Lexicon Linked version)
Spells are abilities that can be cast during the magic phase.
Models that can cast non-Bound Spells are referred to as Wizards. There are 3 types of Wizards (see “Spell Selection ”, page 36 and “Model Rules ”, page 92 for details on the differences between them):
• Wizard Apprentices
• Wizard Adepts (Channel (1) )
• Wizard Masters (Channel (1) and a +1 Casting Modifier)
Each of your Wizards has to choose an available Path of Magic to select spells from; the chosen Path of Magic has to be written down on your Army List.
Models come in three Heights: Standard, Large and Gigantic.
4.B [b]Line of Sight[/b]
A model can draw Line of Sight to its target (a point, a model, or a Unit Boundary) if you can extend a straight line
from its Front Facing directly to its target, without the line:
• Leaving the model’s Front Arc
• Being interrupted by Opaque Terrain
• Being interrupted by the base of a model that has an equal or bigger Height than both the model and its
target (see “Model Classification ”, page 87 , for more details; Model Rules such as Tall or Skirmisher can affect
(Rule is longer than will fit, Click for complete rule)
A 9th Age rule about order of play
The reactive player is the player whose turn it currently is not.
The active player is the player whose turn it currently is.