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Spellcasting

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Spellcasting

[1]

The casting of spells is governed by a unique Spellcasting Action.

Spellcasting is usable only by Stands with the Wizard (X) or Priest (X) special rules, where the ‘X’ represents the caster’s magical competence, or Magic Level. Magic is usually the domain of Characters, but occasionally a Stand without the Character special rule has access to one or more spells. Regardless of the Stand involved, all Spellcasting Actions follow the same rules. We will discuss this in more detail later, but first let’s take a look at the spells themselves.

Spells

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. Spells that cause Hits require Line of Sight, while all other Spells do not. In either case, choose a Target within Range of the Spell. Additionally, when your Spellcaster is in base contact with an Enemy Regiment, that Regiment is the only Regiment they may target with Spells that cause Hits. 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 instructions listed in the effect. If the spell inflicts Hits, your opponent now makes any Injury Rolls, Removes Casualties and Tests Morale (p 54 and p 58).

Sources

Source Materials

  1. TLAoK Core Rulebook v1.5: P. 80-81



Core Rules Quick Links
Turn Summary | Action List | Wounds | Morale
Command Models | Characters | Spells | Terrain
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