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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|magic]]. | |||
== 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. | |||
== | === 1.1. Common Spells and Calls === | ||
==== 1.1.1. Healing Spells ==== | |||
* '''[[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 and Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class). | |||
The caster | ==== 1.1.2. Battle Calls ==== | ||
* '''"Force"''' - Move backwards 5 steps. If this would push you into water, off a cliff, or into an obstacle or terrain, 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. | |||
* '''"Nullify"''' - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects. | |||
=== 1.2. Recognising Magical Buffs === | |||
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play. | |||
* '''[[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. Represented by a purple or white weapon sock. | |||
** '''[[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. | |||
* '''[[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 and Equipment#Siege_Weapons|siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap. | |||
=== 1.3. Blessed and Enchanted Equipment === | |||
Weapons and shields affected by '''Arcane Weapon''', '''Blessed Weapon''', '''Arcane Ward''', or '''Holy Ward''' may be prepared and left in a side's deployment area before combat begins. | |||
Once an affected item is carried out of the deployment area or used in combat, the effect becomes bound to that player. | |||
If the player becomes Downed or discards the item, the effect ends. | |||
== 2. Spellcasting Rules == | |||
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 === | |||
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 === | |||
Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time. | |||
For example: | |||
''"1 Heal, 2 Heal, 3 Heal..."'' | |||
The spell is completed once the full casting time has been reached. | |||
=== 2.3. Spellbooks === | |||
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 === | ||
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons and Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|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 === | |||
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 === | ||
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|Magic]]. | |||
== Spell Interruptions == | == 3. Spell Interruptions == | ||
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 spell fails. | * The spell fails. | ||
* | * The spell attempt is wasted. | ||
* The caster must stop chanting immediately. | |||
* The attempt still counts towards any per-round casting limit. | |||
=== 3.1. Interruption Backlash === | |||
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: | |||
{| class="wikitable wizlords-magic-table wizlords-reward-table" | |||
! Magic Type | |||
! Backlash Damage | |||
|- | |||
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]] | |||
| 2 HP | |||
|- | |||
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]] | |||
| 1 HP | |||
|} | |||
'''The caster takes this damage in addition to any damage that caused the interruption.''' | |||
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted. | |||
== | == Where To Next? == | ||
* [[Terrain and Hazards]] ← Next Step | |||
* [[Magic]] | |||
* [[Game Special Rules]] | |||
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{{Player Guide}} | |||