Squad spell

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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.