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.
|