Spellcasting

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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.

1. The Basics

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The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of class. All players should familiarise themselves with this section.

1.1. Common Spells and Calls

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1.1.1. Healing Spells

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  • Heal - Restores 2 HP.
  • Full Heal - Restores all HP.
  • Mass Heal - Restores all HP of up to 5 adjacent players.
  • Resurrection - Revives a Downed character to their base HP (2 HP or 4 HP depending on class).

1.1.2. Battle Calls

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  • "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

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Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.

1.3. Blessed and Enchanted Equipment

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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

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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

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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

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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

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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

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Many spells require a physical representation, such as a headband, weapon sock, shield cover, 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

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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

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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.

3. Spell Interruptions

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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 attempt is wasted.
  • The caster must stop chanting immediately.
  • The attempt still counts towards any per-round casting limit.

3.1. Interruption Backlash

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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:

Magic Type Backlash Damage
Arcane Magic 2 HP
Divine Magic 1 HP

The caster takes this damage in addition to any damage that caused the interruption.

The Divine spells Heal and Resurrection are exceptions and do not cause backlash damage when interrupted.

Where To Next?

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