Magïck Phase
1 – Roll for Winds of Magïck
At the start of each magïck phase, the casting player determines the strength of the Winds of Magïck.
To determine this magïck phase's Winds of Magïck, roll one dice per wïzard on the active player's side. The dice type is determined by each wïzard's Intelligence Characteristic.
INT@1 | INT@2 | INT@3 | INT@4 | INT@5 | INT@6 | INT@7 | INT@8 | INT@9 | INT@10 |
---|
1D2-1 & 1D2-1 | 2D2 | 1D3+1 & 1D3+1 | D4+2 | 1D4+1 & 1D4+1 | 2D6 | 1D6+1 & 1D6+1 | 2D8 | 1D8+1 & 1D8+1 | 2D10 |
The result of each roll is handled as follows:
Casting Limit
The wïzard is using his reservoir of magïck points to cast his spells, but he must manage to create an interference of his personal power with the Winds of Magïck to manifest his spells; as described above, their potency is waxing and waning.
The sum of the two dice is the maximum number of magïck points the wïzard can spend this magïck phase. Place a corresponding number of counters besides the model.
Dispel Potential
When wïzards reach for the Winds of Magïck, this can be felt by other wïzards, who can try to alter the frequencies of the Winds of Magïck ever so slightly to disturb the interference the caster is trying to establish. By its very nature, disrupting magïck energy is far more difficult than casting a spell with one's innate magïck points, so a player's dispel potential will almost always be smaller than his opposite's casting potential. At least in the early stages of a battle.
The higher score of the two dice rolled (including any modifiers) is added to the passive player's »Dispel Pool«. Place an appropriate number of counters in front of the inactive player.
2 – Cast
One wïzard may cast one spell.
Spending Magïck Points
After checking the casting number, the player decides how many magïck points the wïzard spends to cast the spell.
- The maximum number is equal to the result of the Winds of Magïck dice roll for this wïzard
- The maximum number is also limited by the current magïck points total the wïzard still has.
Each magïck point spent is deducted from the counters available to the wïzard as rolled for during
1 – Roll for Winds of Magïck
and provides the player with 1D(avg) for the casting attempt.
Roll Casting dice
These D(avg) are then rolled, and the scores added up. To the total, the magïck level of the casting wïzard is added to get the final casting score. The score is needed during dispelling, so leave the rolled dice with the wïzard for later reference.
Casting Result
Miscast
If the number of D(avg) that score a 2 is higher than the magïck level of the wïzard, a
Miscast happened.
The spell does not take effect, even if the total would be sufficient to cast the spell. The spent magïck points are not regained.
This is a case of
Broken Concentration.
Fail
Casting the spell fails when either
- the casting score is lower than the casting number
- the total of the natural dice scores (before adding the magïck level) is less than 4.
The spell does not take effect, even if the total would be sufficient to cast the spell. The spent magïck points are not regained.
This is a case of
Broken Concentration.
Success
If the casting score is equal to or higher than the casting number, the casting attempt succeeds.
The opposing player may try a Dispel attempt, see
3 – Dispel.
If no dispel is attempted by the opposing player or the dispel attempt fails, the spell takes effect, see
4 – Spell Resolution.
Total Power
If the number of D(avg) that score a 5 is higher than [6 - magïck level of the wïzard], the spell is cast with
Total Power.
3 – Dispel
If the wïzard was able to cast his spell (and it was not cast with Total Power) the opposing player now has a chance to prevent the spell's effects by attempting to dispel it.
Choose Number of Dispel dice
When dispelling, a wïzard can use any number of dispel dice, up to the value of his intelligence Characteristic.
When creating magïckal turmoil, the maximum number of dispel dice is equal to the lowest INT of all the wïzards on the dispelling side, minus 1.
If the dispelling side does not have any wïzards (anymore), causing magïckal turmoil has a maximum of [10 - lowest INT of all the wïzards on the casting side].
Rolling Dispel dice
The number of dice chosen are taken from the player's dispel pool and rolled. The results are added together, and then added to the dispelling wïzard's Magïck level to give a dispel result, exactly as if he were casting a spell.
If magïckal turmoil is created, only the dice scores are added up.
Dispel Result
Fail
Dispelling the spell fails when either
- the dispel result is lower than the spell's casting score (not the spell's casting number, but the actual casting score of the casting wïzard)
- the total of the natural dice scores (before adding the magïck level) is less than 4.
The spell does take effect. The spent points from the dispel pool are not regained.
This is a case of
Broken Concentration for the dispelling wïzard.
A fail when trying to create magïckal turmoil has no further effect except that the dispel fails.
Success
If the dispel result is equal to or higher than the spell's casting result (not the spell's casting number, but the actual casting score), the dispelling attempt succeeds. The spell does not take effect.
Drain magïck
If the number of D(avg) that score a 5 is higher than [7 - magïck level of the wïzard], the dispel causes a
Drain Magïck result.
This result can never occur when trying to cause magïckal turmoil.
4 – Spell Resolution
If the spell was cast successfully and not dispelled, its effects are determined now as described in the spell's description. Additionally, the wizard now deducts the number of spent Winds of Magïck tokens / number of Davg rolled from his magïck points total.