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Spells

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Spells

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A Stand that can use the Spellcasting Action has access to spells.

The precise number of spells a Stand has depends on how many you purchased when you created your Army List. Purchasing additional spells or miracles for your Stand does not grant additional raw power – only wider variety. The spells available to a Stand, and their effects, are detailed in that Faction’s Army List.

Spell Profiles

Much like a Stand, a spell has a Characteristics profile, detailing what it does. A spell’s profile has the following components.

Range: The maximum Range of the spell, in inches. If the range is given as ‘Self ’, the spell can only target the caster (although it will often have a benefit on his entire Regiment).

Casting Difficulty: Represents the difficulty of casting the spell. A spell with a lower Casting Rate is harder to cast.

Scaling: Certain spells are marked as scaling. These spells are harder to cast when affecting a large number of troops.

Effect: These are the effects that result from a successfully cast spell.

Name : Fire Dart
Range : 16" Casting Difficulty : 3
Effect : Inflicts one Hit per success. Hits have the Cleave 2 special rule.
Name : Call Fog
Range : Self Casting Difficulty : 3
Effect : All Stands in the caster’s Regiment count as Obscured against all Volley Actions until the Character Acts again.

Spellcasting (In or Out of Combat Action)

To take a Spellcasting Action, the Stand must have one or more spells, and the Wizard X or Priest X special rule. The Action is resolved as follows:

Choose Spell & Target

Select one of the Stand’s spells to cast, and the Regiment you wish to Target. Unlike a Volley Action, a Spellcasting Action does not require Line of Sight. Providing the Regiment is within Range, you may choose it as a target. Spells with a ‘Self ’ Range can only Target the caster’s own Stand.

Roll For Success

A spellcaster rolls a number of dice equal to their Magic Level. Each result equal to or lower than the spell’s Casting Difficulty is a success. Normally, if you score at least one success, the spell is resolved. However, some spells are harder to cast, as determined by Scaling.

Enemy Interference

If you are targeting a Regiment within 8" of an enemy caster, or your caster is within 8" of an enemy caster while casting, he casts the spell with one less die, which represents the disruptive efforts of their opponent. A caster is defined as any Stand with the Wizard (X) or Priest (X) Special Rule. E.g. a Mage from the Hundred Kingdoms attempts to cast a Call Fog spell on his own Regiment. He would normally cast the spell with 4 dice. However, a Dweghom Sorcerer is within 8” of his stand. As a result, he casts the spell with only 3 dice.

Scaling

Not all spells are equal. Some – usually those that conjure esoteric effects rather than inflict damage – are harder to cast if more Stands are present in the target Regiment. This is represented by the Scaling attribute, listed beneath a Spell’s Casting Difficulty.

If a Spell has the Scaling attribute, it might require more than one success to be cast. To determine this, total the number of Stands in the target Regiment, and consult the following table.

Stands Additional Successes Needed
1–3 Stands 0
4-6 Stands +1
7-9 Stands +2
10+ Stands +3

If your Spellcaster does not score the required number of successes, the Spellcasting fails and the Action ends. Otherwise, proceed to Resolve Spell

Resolve Spell

Assuming you have scored the required number of successes, follow the instruc- tions listed in the effect. If the spell inflicts Hits, your opponent now makes any Injury Rolls, Removes Casualties and Tests Morale (see page 172 and page 176).


SOURCES

Source Materials

  1. Companion Rules v.103: P. 198-199