Difference between revisions of "Squad spell"
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MysticJoJo (talk | contribs) (Created page with "== Using Spells == == Spells by Element == === Earth Spells === {| class="wikitable" |- !colspan="2" | Fissure |- | Element || Earth |- | Cost || 1 MP |- | Range || 12" |- |...") |
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== Using Spells == | == Using Spells == | ||
| + | Typically, spells are cast by expending a squad's action and the spell's cost in MP. The target of a spell must be at least partially visible to a unit in the casting squad, and within the spell's range. Many spells grant a number of keyword tokens. Like other tokens granted by abilities, these tokens are removed, one per type, at the start of each round, and tokens of the same type but a different bonus do not stack, with only the highest among them being counted. | ||
| + | |||
| + | A spell which in its description describes itself as an attack spell is rolled as the given die type, and the defending squad rolls a single die of their defense stat. If the caster's result is higher, the spell's other effects occur. | ||
== Spells by Element == | == Spells by Element == | ||
Latest revision as of 13:29, 9 November 2023
Contents
Using Spells
Typically, spells are cast by expending a squad's action and the spell's cost in MP. The target of a spell must be at least partially visible to a unit in the casting squad, and within the spell's range. Many spells grant a number of keyword tokens. Like other tokens granted by abilities, these tokens are removed, one per type, at the start of each round, and tokens of the same type but a different bonus do not stack, with only the highest among them being counted.
A spell which in its description describes itself as an attack spell is rolled as the given die type, and the defending squad rolls a single die of their defense stat. If the caster's result is higher, the spell's other effects occur.
Spells by Element
Earth Spells
| Fissure | |
|---|---|
| Element | Earth |
| Cost | 1 MP |
| Range | 12" |
| Effect | Create an area of 2"x 12" difficult terrain that lasts 1d4 rounds. |
| Rock Armor | |
|---|---|
| Element | Earth |
| Cost | 1 MP |
| Range | 4" |
| Effect | Target squad gains 1d4+1 Armored +3 tokens. |
Air Spells
| Updraft | |
|---|---|
| Element | Air |
| Cost | 1 MP |
| Range | 6" |
| Effect | Target squad gains 1d4+1 Flight tokens. |
| Lightning Bolt | |
|---|---|
| Element | Air |
| Cost | 1 MP |
| Range | 12" |
| Effect | d12 Attack spell vs. target squad's Defense. Deals 1d4 wounds on hit, max 2 wounds per unit. |
Fire Spells
| Fireblast | |
|---|---|
| Element | Fire |
| Cost | 1 MP |
| Range | 14" |
| Effect | d8 Attack spell vs. target squad's Defense. Deals 2d4 wounds on hit, max 2 wounds per unit. |
| Burning Weapons | |
|---|---|
| Element | Fire |
| Cost | 1 MP |
| Range | 4 |
| Effect | Target squad gains 1d4+1 Savage tokens. |
Water Spells
| Ice Shard | |
|---|---|
| Element | Water |
| Cost | 1 MP |
| Range | 10" |
| Effect | d10 Attack spell vs. target squad's Defense. Deals d8 wounds on hit to a single unit. |
| Ice Wall | |
|---|---|
| Element | Water |
| Cost | 1 MP |
| Range | 8" |
| Effect | Create a 4"wx4"lx2"h cover 2 obstacle that lasds for 1d4 rounds. |
Light Spells
| Illuminate | |
|---|---|
| Element | Light |
| Cost | 1 MP |
| Range | 4" |
| Effect | The squad gains 1d4+1 Keen tokens. |
| Blind | |
|---|---|
| Element | Light |
| Cost | 1 MP |
| Range | 8" |
| Effect | The squad gains 1d4+1 Blinded tokens. |
Sound Spells
| Silence | |
|---|---|
| Element | Sound |
| Cost | 1 MP |
| Range | 4" |
| Effect | The squad gains 1d4+1 Stealthy tokens. |
| Deafen | |
|---|---|
| Element | Sound |
| Cost | 1 MP |
| Range | 8" |
| Effect | The squad gains 1d4+1 Deafened tokens. |
Purity Spells
| Healing | |
|---|---|
| Element | Purity |
| Cost | 1 MP |
| Range | 10" |
| Effect | Remove 1d4 wounds from target squad. |
| Cleanse | |
|---|---|
| Element | Purity |
| Cost | 1 MP |
| Range | 12" |
| Effect | Remove 1d4 tokens from target squad. |
Entropy Spells
| Entropic Blast | |
|---|---|
| Element | Entropy |
| Cost | 1 MP |
| Range | 12" |
| Effect | d10 Attack spell vs. target squad's Defense. Deals d12-3 wounds on hit divided between 1d4 units. On a negative wounds result, target squad's owner removes that many wounds. |
| Probability Shift | |
|---|---|
| Element | Entropy |
| Cost | 1 MP |
| Range | 6" |
| Effect | Target squad gains 1d4+1 Lucky tokens. |
Mind Spells
| Cloud Judgement | |
|---|---|
| Element | Mind |
| Cost | 1 MP |
| Range | 8" |
| Effect | Target squad gains 1d4+1 Enraged tokens. |
| Readiness | |
|---|---|
| Element | Mind |
| Cost | 1 MP |
| Range | 4" |
| Effect | The squad gains 1d4+1 Attentive tokens. |
Body Spells
| Steelskin | |
|---|---|
| Element | Body |
| Cost | 1 MP |
| Range | 2" |
| Effect | Target squad gains 1d4+1 Burly tokens and 1d4+1 Armored +2 tokens. |
| Weaken | |
|---|---|
| Element | Body |
| Cost | 1 MP |
| Range | 6" |
| Effect | Target squad gains 1d4+1 Brittle +2 tokens. |