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Casting Limits: Spell Users
can cast a number of spells equal to their unit level. Afterwards
the Spell Users are too fatigued to continue spell casting.
A spell user unit cannot cast spells higher than their level.
Spell Effects: Most spell effects
are subject to the DM's decision, but some spell effects
are straight-forward:
- Elemental Attack Spells:
Elemental attack spells use the appropriate attack table;
roll (Caster-Level) d4 instead of the usual d20 Luck Roll
and cross-reference the result with the armor type worn
by the target unit. A unit of 7th level Spell Casters
casting a Fire Ball, would roll 7d4 to determine the casualties
caused by the spell.
- Healing Spells: depending
on Healing Spell cast, the unit is either relieved of
a number of casualties equal to the spell level of the
Healing Spell. A Healing (3-30) spell cast from the Concussion's
Ways list would restore 4 casualties.
- Haste: the unit gains an
additional attack per level of haste. Additionally the
rank of the Haste Spell (eg. Haste III) is added to the
unit's AC.
- Bladeturn: adds +20 to
the unit's AC for melee attacks.
- Deflections: adds +20 to
the unit's AC for missile attacks.
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