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Created page with "<div class="toc-page"> __TOC__ == Stationary Casting == A caster must remain completely focused on their spell, and must chant as required. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell, until the chant is complete. If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, pushed or displac..."
 
 
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== Stationary Casting ==
A caster must remain completely focused on their spell, and must chant as required. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell, until the chant is complete.


If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, pushed or displaced), the spell immediately fails.
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.


The caster must immediately stop chanting, and the spell attempt is wasted. If the spell has a per round casting limit, this attempt still counts toward that limit even though the spell was not successfully cast.
This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]].


Most magic spells (see [[Spell Interruptions]]) have additional consequences when a spell is interrupted.
== 1. The Basics ==
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.


== Chanting & Spell Timing ==
=== 1.1. Common Spells and Calls ===
All spells must be cast using a slow-count chant.
==== Healing Spells ====
Healers must clearly tell the player which spell they are using, with an understandable call such as "Heal, 2 HP!" or "Full Heal!".


The caster must say the spell’s name between each number (e.g., “1 Heal, 2 Heal, 3 Heal”).
* '''[[Magic#Heal|Heal]]''' - Restores 2 HP.
* '''[[Magic#Full_Heal|Full Heal]]''' - Restores all HP.
* '''[[Magic#Mass_Heal|Mass Heal]]''' - Restores all HP of up to 5 adjacent players.
* '''[[Magic#Resurrection|Resurrection]]''' - Revives a [[Combat & Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).


This chant lets others recognize the spell and respond appropriately.
==== Battle Calls ====
* '''"Force"''' - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.
* '''"Bind"''' - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.
* '''"Immobilise"''' - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.
* '''"Taunt"''' - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted.
** ''This spell only will affect you if you are playing a summon or NPC.''
* '''"Nullify"''' - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.


== Spell Round Definition ==
=== 1.2. Recognising Magical Buffs ===
For spells with a per round limit, they may be cast up to the amount allowed by the spell each round until that limit is reached.
<templatestyles src="Template:Race intro/styles.css" />
<div class="wizlords-race-intro-examples wizlords-example-gallery">
<div class="wizlords-race-intro-example-images wizlords-example-images-three">
<div class="wizlords-race-intro-example-image">[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]</div>
<div class="wizlords-race-intro-example-image">[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]</div>
<div class="wizlords-race-intro-example-image">[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]</div>
</div>
<div class="wizlords-race-intro-caption">Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.</div>
</div>


During weekly games, a round starts when a game or encounter begins and ends when the game is called or reset.
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.


For longer format games, there will be set reset times when spell limits refresh. These reset points will be clearly defined in the Player Handbook for those events and may vary depending on the event structure.
* '''[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]''' - Grants +2 HP and immunity to Bind effects.
** Represented by a purple or white headband.
* '''[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]''' - The weapon deals 2 HP damage to any location struck and counts as magical.  
** '''[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]''' and '''[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]''' function identically but may only be cast on two-handed weapons.
** Represented by a purple or white weapon sock.
* '''[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]''' - The shield blocks magical damage and the wielder is immune to Bind effects.
**If struck by [[Weapons & Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps.
**Represented by a purple or white shield cover or wrap.


== Spell book Requirement ==
<div class="wizlords-image-clear"></div>
Every player who wishes to be a caster must carry a physical Spell book during the game.


Spellbooks must accurately list the spells the player has selected for their character.
=== 1.3. Blessed and Enchanted Equipment ===
Weapons and shields affected by '''Arcane Weapon''', '''Blessed Weapon''', '''Arcane Ward''', or '''Holy Ward''' may be cast on an item and left in a side's deployment zone.


A marshal may request to see your Spellbook at any time.
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.


No Spellbook = No Spellcasting, even if your class has spell access.
If the player becomes Downed or discards the item, the effect ends.


== Physical Representations & Buff Limits ==
== 2. Spellcasting Rules ==
Lasting magical effects (e.g., enchanted weapons and shields, mage armour, blessings) must be visibly marked with coloured bands of cloth.
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.


Buffs do not stack:
=== 2.1. Stationary Casting ===
While casting a spell, the caster must remain in the same position where they began the spell.


* Only one magical headband effect may be worn at a time.
The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.
* A weapon may have only one magical effect buff active.
* You may use two buffed weapons if each is enchanted separately.


== Buff Spells ==
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.
A caster may cast a buff spell, such as Arcane Weapon or Blessed Weapon, on as many weapons as their level allows.


They may cast these spells on weapons they are not holding and leave the blessed weapons in their side’s starting area to be collected by other players.
=== 2.2. Chanting and Spell Timing ===
Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time.


Once a weapon has been picked up and carried out of the starting area, or once it is used in combat, the blessing becomes bound to that user.
Examples include:


If the user discards the weapon or is killed, the blessing ends.
* ''"1 Heal, 2 Heal, 3 Heal..."''
* ''"1 Arcane, 2 Arcane, 3 Arcane..."''
* ''"1 Blessed, 2 Blessed, 3 Blessed..."''


This rule also applies to holy and arcane wards placed on shields.
The spell is completed once the full casting time has been reached.


== Types of Magic ==
=== 2.3. Spellbooks ===
<div class="wizlords-photo-box">
<div class="wizlords-photo-image">[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]</div>
<div class="wizlords-photo-caption">An example of what a spellbook can look like.</div>
</div>


=== Divine Magic ===
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.
Used by: Clerics, Druids, Prophets, Bards, Paladins, Barbarians, Savage Archers, Fighters, and Rangers.


Granted by divine or spiritual sources.
A Marshal may request to see your Spellbook at any time.


Focused on healing, protection, and guidance.
'''No Spellbook = No Spellcasting''', even if your class has spell access.


=== Arcane Magic ===
=== 2.4. Physical Representations ===
Used by: Wizards, Sorcerers, Battle Mages, Shamans, and Arcane Assassins.
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons & Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.


Drawn from natural forces, universal energy, or raw magical power.
Players are responsible for providing any physical representations required for the spells they intend to cast.


Focused on offense, control, and manipulation.
=== 2.5. Spell Length ===
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.


== Spell Interruptions ==
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.


=== Divine Magic ===
=== 2.6. Spell Levels ===
If interrupted:
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.


* The spell fails.
For example, '''Arcane Weapon Lv 1''' allows 1 active Arcane Weapon, while '''Arcane Weapon Lv. 3''' allows 3 active Arcane Weapons.
* An interrupted spell counts towards a spells per round casting limit.
* The caster takes 1 HP of backlash damage, in addition to any physical damage (see below). This represents the caster being deeply focused on channelling divine power into the spell, with the sudden severing of their connection to their deity causing a psychic shock.


Voluntarily stopping a spell also causes 1 HP of backlash damage.
The exact benefits of each level are listed in the spell's description in [[Magic|Magic]].


If struck while casting:
== 3. Spell Interruptions ==
A spell is interrupted if the caster:


* Apply full normal damage from the attack plus 1 HP backlash.
* Moves from their casting position.
** e.g. Walking, dodging, repositioning from their beginning position.
* Is forced to move.
** e.g. To block a hit, struck by an opponent, pushed or displaced.
* Is struck before the spell is completed.
* Voluntarily stops casting.


There are two exceptions to this rule: Resurrection and Heal. If either of these spells are interrupted, no backlash damage is taken. If the caster is physically struck while casting, only the normal damage from the attack applies.
When a spell is interrupted:
 
=== Arcane Magic ===
Arcane magic follows the same structure but with harsher consequences
 
If interrupted:


* The caster must stop chanting immediately.
* The spell fails.
* The spell fails.
* An interrupted spell counts towards a spells per round casting limit.
* The caster may take '''Backlash Damage'''.
* The caster takes 2 HP of backlash damage, in addition to any physical damage. This reflects the caster channelling raw elemental power, with that unstable energy escaping through them before it can be shaped into a controlled spell.


Voluntarily stopping a spell also causes 2 HP of backlash damage.
=== 3.1. Backlash Damage===
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.


If struck while casting:
The type of magic being cast determines the amount of backlash damage received:


* Apply full normal damage from the attack plus 2 HP backlash.
{| class="wikitable wizlords-magic-table wizlords-reward-table"
 
! Magic Type
Arcane magic is riskier and more volatile than Divine magic, but is faster and often more powerful.
! Backlash Damage
 
|-
== Spell Types ==
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]
 
| 2 HP
=== Progressive Spells (Scaling Power) ===
|-
These spells grow more powerful as additional points are invested.
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]
 
| 1 HP
Each level must be unlocked in order, starting from Level 1.
|}
 
A caster may only use the highest level of the spell they have unlocked.
 
Example – Arcane Bolt
 
* Level 1: Costs 1 Spell Point
* Level 2: Costs +1 Point (Total 2 Points)
* Level 3: Costs +1 Point (Total 3 Points)


To cast Arcane Bolt at Level 3, the player must spend 3 Spell Points on it.
'''The caster takes this damage in addition to any damage that caused the interruption.'''


=== Fixed-Cost Spells (Prerequisite Required) ===
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.
These spells have a fixed cost and do not scale.


Some require a lower powered spell to be learned first.
== Where To Next? ==
* [[Terrain & Hazards]] ← Next Step
* [[Magic]]
* [[Game Special Rules]]


Example – Full Heal
<div class="wizlords-navbox-divider"></div>


* Prerequisite: Must know "Heal"
{{Player Guide}}
 
== Spell Selection Rules ==
Players may mix and match Progressive and Fixed-Cost spells freely.
 
All prerequisites must be met.
 
The total cost of selected spells must not exceed the character’s available Spell Points.
 
Chosen spells must be recorded in a player’s spell book.
 
 
{| class="wikitable" style="margin:auto; text-align:center;"
|+ CONTINUE READING
|-
! Previous !! Current !! Next
|-
| [[Weapons and Equipment]] || [[Spellcasting Rules]] || [[Game Special Rules]]
|}
</div>
== See Also ==
* [[Main_Page | Home]]
* [[Combat Rules | The Rules]]

Latest revision as of 05:25, 6 October 2026

Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.

This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning magic.

1. The Basics

[edit]

The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of class. All players should familiarise themselves with this section.

1.1. Common Spells and Calls

[edit]

Healing Spells

[edit]

Healers must clearly tell the player which spell they are using, with an understandable call such as "Heal, 2 HP!" or "Full Heal!".

  • Heal - Restores 2 HP.
  • Full Heal - Restores all HP.
  • Mass Heal - Restores all HP of up to 5 adjacent players.
  • Resurrection - Revives a Downed character to their base HP (2 HP or 4 HP depending on class).

Battle Calls

[edit]
  • "Force" - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.
  • "Bind" - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.
  • "Immobilise" - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.
  • "Taunt" - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted.
    • This spell only will affect you if you are playing a summon or NPC.
  • "Nullify" - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.

1.2. Recognising Magical Buffs

[edit]

Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.

1.3. Blessed and Enchanted Equipment

[edit]

Weapons and shields affected by Arcane Weapon, Blessed Weapon, Arcane Ward, or Holy Ward may be cast on an item and left in a side's deployment zone.

Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.

If the player becomes Downed or discards the item, the effect ends.

2. Spellcasting Rules

[edit]

The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted.

2.1. Stationary Casting

[edit]

While casting a spell, the caster must remain in the same position where they began the spell.

The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell.

If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.

2.2. Chanting and Spell Timing

[edit]

Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time.

Examples include:

  • "1 Heal, 2 Heal, 3 Heal..."
  • "1 Arcane, 2 Arcane, 3 Arcane..."
  • "1 Blessed, 2 Blessed, 3 Blessed..."

The spell is completed once the full casting time has been reached.

2.3. Spellbooks

[edit]
Temporary placeholder showing what a spellbook can look like.
An example of what a spellbook can look like.

Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.

A Marshal may request to see your Spellbook at any time.

No Spellbook = No Spellcasting, even if your class has spell access.

2.4. Physical Representations

[edit]

Many spells require a physical representation, such as a headband, weapon sock, shield cover, magic bolt, or other prop.

Players are responsible for providing any physical representations required for the spells they intend to cast.

2.5. Spell Length

[edit]

At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.

At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.

2.6. Spell Levels

[edit]

Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round.

For example, Arcane Weapon Lv 1 allows 1 active Arcane Weapon, while Arcane Weapon Lv. 3 allows 3 active Arcane Weapons.

The exact benefits of each level are listed in the spell's description in Magic.

3. Spell Interruptions

[edit]

A spell is interrupted if the caster:

  • Moves from their casting position.
    • e.g. Walking, dodging, repositioning from their beginning position.
  • Is forced to move.
    • e.g. To block a hit, struck by an opponent, pushed or displaced.
  • Is struck before the spell is completed.
  • Voluntarily stops casting.

When a spell is interrupted:

  • The caster must stop chanting immediately.
  • The spell fails.
  • The caster may take Backlash Damage.

3.1. Backlash Damage

[edit]

When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.

The type of magic being cast determines the amount of backlash damage received:

Magic Type Backlash Damage
Arcane Magic 2 HP
Divine Magic 1 HP

The caster takes this damage in addition to any damage that caused the interruption.

The Divine spells Heal and Resurrection are exceptions and do not cause backlash damage when interrupted.

Where To Next?

[edit]