I've been fleshing out the magic system. Have a look below for a quick summary. Names and descriptions are still quite corny but it should get the general idea across...
Turn sequence
Every time the mage's card comes up:
* Roll for accumulation of magical energy
* Do any one of:
o Start a spell
o Hold a spell that has already been started (not automatic!)
o Finish a spell - this releases the magical energy
If at any point the mage has more energy stored than he can control, things go (badly) wrong
Schools of Magic and Spells
The type of spells a mage can use is determined by the school of magic he is trained to. There are four schools of magic:
* Light magic
* Dark magic
* Element magic
* Spirit magic
Light Magic
This school focuses on the use of magic to protect and aid. Spells either give a near-permanent effect that lasts the entire battle, or an instantaneous effect that does not last. The protective spells tend to be of the permanent type, whereas the aiding spells tend to do so only for a very short while.
A selection of Light spells is listed below:
Shield: Protects an individual or unit against magical effects. This protection lasts until it is used to ward off the effects of a spell
Boost morale: Rally D3 units. Routed troops become shaken, and are not permanently routed?
Heal/Bolster: Remove D6 hits within a formation
Destroy undead: Inflict D6 hits on 1-5 units of undead. Any unit reduced below 50% strength is removed
Light: Illuminate an area of 4"/8"/16" around the mage. Roll D6 for any dark magic cast on/within this area, 4-6: dark magic fails
Dark Magic
This school focuses on the use of magic to corrupt and demoralize. The corruption spells have a gradually increasing effect, whereas the demoralizing spells have a brief instantaneous effect. Furthermore, this school includes the realm of necromancy.
A selection of Dark spells is listed below:
Despair: Cast on a target individual. Each turn roll a D6. On a 5-6, the character loses 1 Charisma. On a result of 1, the spell ends. If Charisma is reduced below 0, the individual loses all hope and defects - remove from battlefield. Or do we want to make them change sides?
Mindrot: Cast on a target individual. Each turn roll a D6. On a 5-6, the character gets a cumulative -1 to his PIP roll (or -1 to magic source roll for mages). On a roll of 1 the spell ends. If the penalty equals the maximum score, the individual falls into a coma, to die within days/weeks.
Weakness: Cast on a target unit. Each turn roll a D6. On a 5-6, the unit gets 1 wound. On a roll of 1 the spell ends. Possibility to target more units in a formation?
Create undead tbd
Doom: Force D6 units in a formation to do a morale check
Element magic
This school focuses on control of the elements. The spells in this school either permanently modify their environment, or they expire slowly over a large number of game turns.
A selection of Element spells is listed below:
Change terrain: This spell changes natural terrain by one stage - Open to Light or vice versa, or Light to Difficult and vice versa. Area is multiples of 1 base (80x40mm) in a continuous area. This spell does not affect structures or fortifications, nor the units within the affected area.
Storm: This spell summons a storm, focused on a target unit or small area. Within the affected area, movement is reduced, and both flying and shooting are impossible. At the end of each turn after the first, roll a D6. On a roll of 5 or 6, the spell ends.
Poor weather: Change the weather in a large area, e.g. rain, mist, etc. All spotting worsened by 1 range band, and all movement reduced by 25%. At the end of each turn after the first, roll a D6. On a roll of 5 or 6, the spell ends.
Earthquake: Cast on a continuous area of multiples of 1 base (80x40mm). Reduces all fortifications by 1 step, and roll for each unit in that area. In the open, suffer one hit on 5-6. In buildings/fortifications, suffer 1 hit on a 3-6.
Explosion: Inflict D3 damage on one unit. If max damage is inflicted, roll for an adjacent unit again, and apply damage to that unit. Repeat until a lower roll is made. A unit can only be hit once.
Conjure elemental: Conjure an elemental that will fight/work for the caster. At the end of each turn after the first, roll a D6. On a roll of 5 or 6, the spell ends. Chance of elemental going rogue rather than disappearing?
Spirit Magic
This school focuses on the use of spirits, forefathers and ghosts to either aid the own troops or to hinder the opponent. They either have an instantaneous effect, or they fade quickly, spirits being fickle and unlikely to be bound for a long time.
A selection of Spirit spells is listed below:
Confusion: Cast on a target unit. That unit does not act during their next activation, and also may not opportunity charge.
Voices: Cast on a target individual. The target individual is distracted by spirit voices and loses his next activation. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Haunt: Cast on x*D3 target units in a formation, that are haunted by a large number of spirits. The affected units suffer a -1 on all morale tests. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Bloodlust: Cast on D3 target units in a formation, that are enraged. The affected units must advance at full speed towards hostile troops within sight, and if in range engage them in close combat. They do get the +1 for hatred. If no enemies are in sight, or they are not reachable due to obstacles, roll a D6. On a 6 the unit must treat the closest friendly troops as hostile. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Summon/Banish spirits: Summons a host of spirits (1 base) that will fight for the caster. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Spirit's Aid: Cast on a friendly unit. Spirits fight with the troops. This gives a +2 to close combat strength. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Spirit feet: Cast on friendly units. Spirits lift the troops and give a 4" bonus to movement. All light terrain may be ignored. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
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