Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
spells [2018/07/16 13:58] adminspells [2021/04/09 07:45] (current) – external edit 127.0.0.1
Line 11: Line 11:
 There are six spell colors; Black, Blue, Green, Red, Yellow and Elemental. The following rules apply to the colors of magic: There are six spell colors; Black, Blue, Green, Red, Yellow and Elemental. The following rules apply to the colors of magic:
  
-  * Single color spells (Black, Blue, Green, Red and Yellow) may only be cast using magic results of that color. +  * Spells of a single color (Black, Blue, Green, Redand Yellow) may only be cast using magic results of that color. 
-  * Ivory magic may only be used to cast Elemental spells+  * Elemental Spells may only be cast using magic results of any single color
-  * Some Elemental spells have different requirements for the color of magic used, see the spell descriptions for details. If the description does not state otherwise, any color(s) of magic may be used to cast an elemental spell+  * Ivory magic results may only be used to cast Elemental spells.
  
 == Casting Costs == == Casting Costs ==
Line 19: Line 19:
 This is the number of magic results required to cast a spell. Any number of spells can be cast up to the number of magic results generated by the army. Unused magic results are lost at the end of the army’s action. This is the number of magic results required to cast a spell. Any number of spells can be cast up to the number of magic results generated by the army. Unused magic results are lost at the end of the army’s action.
  
-Some spells may be cast via the [[sai_cantrip|Cantrip SAI]] as well as during a normal magic action. When this SAI is rolled, the number of Cantrip results may be spent as magic results on spells marked as able to be cast using Cantrip in the spell lists below. Normal restrictions for color and race still apply to casting these spells.+Some spells may be cast via the [[sai_cantrip|'CantripSAI]] as well as during a normal magic action. When this SAI is rolled, the number of Cantrip results may be spent as magic results only on spells marked as able to be cast using Cantrip in the spell lists below. Normal restrictions for element and species still apply to casting these spells.
  
-== Race ==+== Species ==
  
-This indicates the racial requirement of the spells. Some spells may only be cast using magic results generated by units from a specific race. Any spell marked **//Any//** may be cast using magic from any race.+This indicates the species requirement of the spells. Some spells may only be cast using magic results generated by units from a specific species. Any spell marked 'any' may be cast using magic from any species that can cast elemental spells.
  
 == Target == == Target ==
  
-Every spell has a specified target: army, unit(s), terrain, #@DUA@#, or #@BUA@#. Spells that target a terrain affect all armies at that terrain. Individual units that are targeted by a spell will be affected by that spell even if they move to another army.+Every spell has a specified target: army, unit(s), [[terrains|terrain]], #@DUA@#, or #@BUA@#. Spells that target a [[terrains|terrain]] affect all armies at that [[terrains|terrain]]. Spells that target an army are fixed at that army location. If the army moves, the spells do not move with the army. Individual units that are targeted by a spell will be affected by that spell even if they move to another army.
  
-Most spells require the casting army to be located at a terrain, however a limited number of spells may be cast from the Reserve Area. Those spells which can be cast from reserves are marked as such in the spell lists below.+Most spells require the casting army to be located at a [[terrains|terrain]], however a limited number of spells may be cast from the Reserve Area. Those spells which can be cast from reserves are marked as such in the spell lists below.
  
 == Duration == == Duration ==
  
-Most spells occur immediately, however certain spells have a duration effect which lasts until the beginning of your next turn.+Some spells have instantaneous effects. Most have effects which last until the beginning of your next turn.
  
-If the army is destroyed (all of its units are killed) or otherwise no longer exists at a terrain or Reserves Area at the end of any turn step, any spells affecting that army end. If a unit is killed any spells affecting it end.+If the army is destroyed (all of its units are killed) or otherwise no longer exists at a [[terrains|terrain]] or Reserves Area at the end of any turn step, any spells affecting that army end. If a unit is killed any spells affecting it end.
  
 == Effect == == Effect ==
  
-Each spell has a different effect on the game state. Effects that modify a particular type of roll follow the usual process explained under ‘Die Roll Resolution’ (page 28). Many spell effects are cumulative; this means that multiple castings of that spell may be ‘stacked’ to create a single spell with a stronger effect. To make understanding this easier, any aspect(s) of a spell that has a cumulative effect is highlighted in the text for that spell, like this – <wrap em>one</wrap>. For each casting of the spell, increase the highlighted effect(s) by the amount stated. For example, if you were to cast Wind Walk three times (costing a total of twelve magic results), then the spell would add twelve results, rather than four.+Each spell has a different effect on the game state. Effects that modify a particular type of roll follow the usual process explained in the [[rulesreference#die_roll_resolution|Die Roll Resolution]] section.
  
-Any spell that has a cumulative effect may instead be cast multiple separate times (unless otherwise stated), with a different target each time. For example, if you were to cast Palsy three times (costing a total of six magic results), you may subtract three results from any one target, one result from each of three targets, or two from one target and one from another.+Many spell effects are cumulative; this means that multiple castings of that spell may be combined to create a single spell with a stronger effect. To make understanding this easier, any aspects of a spell that have a cumulative effect are highlighted in the text for that spell, like this – <wrap em>one</wrap>. When a spell is cast in this way, multiply the highlighted effect(s) by the number of combined castings. For example, if you were to combine three castings of [[spell_blue_windwalk|Wind Walk]], then the spell would add twelve results, rather than four. 
 + 
 +Any spell that has a cumulative effect may instead be cast multiple separate times (unless otherwise stated), with a different target each time. For example, if you were to cast [[spell_black_palsy|Palsy]] three times (costing a total of six magic results), you may subtract three results from any one target, one result from each of three targets, or two from one target and one from another.
  
 ---- ----