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== Stationary Casting ==
A caster must remain completely focused on their spell, and must chant as required. 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, until the chant is complete.


If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, pushed or displaced), the spell immediately fails.
Spellcasting is a core feature of Wizards and Warlords, influencing combat, support, and many aspects of play.


The caster must immediately stop chanting, and the spell attempt is wasted. If the spell has a per round casting limit, this attempt still counts toward that limit even though the spell was not successfully cast.
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|magic]].


Most magic spells (see [[Spell Interruptions]]) have additional consequences when a spell is interrupted.
== 1. The Basics ==
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section.


== Chanting & Spell Timing ==
=== 1.1. Common Spells and Calls ===
All spells must be cast using a slow-count chant.
==== 1.1.1. Healing Spells ====
* '''[[Magic#Heal|Heal]]''' - Restores 2 HP.
* '''[[Magic#Full_Heal|Full Heal]]''' - Restores all HP.
* '''[[Magic#Mass_Heal|Mass Heal]]''' - Restores all HP of up to 5 adjacent players.
* '''[[Magic#Resurrection|Resurrection]]''' - Revives a [[Combat and Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).


The caster must say the spell’s name between each number (e.g., “1 Heal, 2 Heal, 3 Heal”).
==== 1.1.2. Battle Calls ====
* '''"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.


This chant lets others recognize the spell and respond appropriately.
=== 1.2. Recognising Magical Buffs ===
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.


== Spell Round Definition ==
* '''[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]''' - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.
For spells with a per round limit, they may be cast up to the amount allowed by the spell each round until that limit is reached.
* '''[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]''' - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.
** '''[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]''' and '''[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]''' function identically but may only be cast on two-handed weapons.
* '''[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]''' - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons and Equipment#Siege_Weapons|siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.


During weekly games, a round starts when a game or encounter begins and ends when the game is called or reset.
=== 1.3. Blessed and Enchanted Equipment ===
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.


For longer format games, there will be set reset times when spell limits refresh. These reset points will be clearly defined in the Player Handbook for those events and may vary depending on the event structure.
Once an affected item is carried out of the deployment area or used in combat, the effect becomes bound to that player.


== Spell book Requirement ==
If the player becomes Downed or discards the item, the effect ends.
Every player who wishes to be a caster must carry a physical Spell book during the game.


Spellbooks must accurately list the spells the player has selected for their character.
== 2. Spellcasting Rules ==
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.


A marshal may request to see your Spellbook at any time.
=== 2.1. Stationary Casting ===
While casting a spell, the caster must remain in the same position where they began the spell.


No Spellbook = No Spellcasting, even if your class has spell access.
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.


== Physical Representations & Buff Limits ==
If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted.
Lasting magical effects (e.g., enchanted weapons and shields, mage armour, blessings) must be visibly marked with coloured bands of cloth.


Buffs do not stack:
=== 2.2. Chanting and Spell Timing ===
Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time.


* Only one magical headband effect may be worn at a time.
For example:
* A weapon may have only one magical effect buff active.
* You may use two buffed weapons if each is enchanted separately.


== Buff Spells ==
''"1 Heal, 2 Heal, 3 Heal..."''
A caster may cast a buff spell, such as Arcane Weapon or Blessed Weapon, on as many weapons as their level allows.


They may cast these spells on weapons they are not holding and leave the blessed weapons in their side’s starting area to be collected by other players.
The spell is completed once the full casting time has been reached.


Once a weapon has been picked up and carried out of the starting area, or once it is used in combat, the blessing becomes bound to that user.
=== 2.3. Spellbooks ===
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.


If the user discards the weapon or is killed, the blessing ends.
A Marshal may request to see your Spellbook at any time.


This rule also applies to holy and arcane wards placed on shields.
'''No Spellbook = No Spellcasting''', even if your class has spell access.


== Types of Magic ==
=== 2.4. Physical Representations ===
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons and Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.


=== Divine Magic ===
Players are responsible for providing any physical representations required for the spells they intend to cast.
Used by: Clerics, Druids, Prophets, Bards, Paladins, Barbarians, Savage Archers, Fighters, and Rangers.


Granted by divine or spiritual sources.
=== 2.5. Spell Length ===
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round.


Focused on healing, protection, and guidance.
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing.


=== Arcane Magic ===
=== 2.6. Spell Levels ===
Used by: Wizards, Sorcerers, Battle Mages, Shamans, and Arcane Assassins.
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.


Drawn from natural forces, universal energy, or raw magical power.
For example, '''Arcane Weapon Lv 1''' allows 1 active Arcane Weapon, while '''Arcane Weapon Lv. 3''' allows 3 active Arcane Weapons.


Focused on offense, control, and manipulation.
The exact benefits of each level are listed in the spell's description in [[Magic|Magic]].


== Spell Interruptions ==
== 3. Spell Interruptions ==
A spell is interrupted if the caster:


=== Divine Magic ===
* Moves from their casting position.
If interrupted:
** 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.


* The spell fails.
When a spell is interrupted:
* An interrupted spell counts towards a spells per round casting limit.
* The caster takes 1 HP of backlash damage, in addition to any physical damage (see below). This represents the caster being deeply focused on channelling divine power into the spell, with the sudden severing of their connection to their deity causing a psychic shock.
 
Voluntarily stopping a spell also causes 1 HP of backlash damage.
 
If struck while casting:
 
* Apply full normal damage from the attack plus 1 HP backlash.
 
There are two exceptions to this rule: Resurrection and Heal. If either of these spells are interrupted, no backlash damage is taken. If the caster is physically struck while casting, only the normal damage from the attack applies.
 
=== Arcane Magic ===
Arcane magic follows the same structure but with harsher consequences
 
If interrupted:


* The spell fails.
* The spell fails.
* An interrupted spell counts towards a spells per round casting limit.
* The spell attempt is wasted.
* The caster takes 2 HP of backlash damage, in addition to any physical damage. This reflects the caster channelling raw elemental power, with that unstable energy escaping through them before it can be shaped into a controlled spell.
* The caster must stop chanting immediately.
* The attempt still counts towards any per-round casting limit.


Voluntarily stopping a spell also causes 2 HP of backlash damage.
=== 3.1. Interruption Backlash ===
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.


If struck while casting:
The type of magic being cast determines the amount of backlash damage received:


* Apply full normal damage from the attack plus 2 HP backlash.
{| class="wikitable wizlords-magic-table wizlords-reward-table"
! Magic Type
! Backlash Damage
|-
| [[File:ArcaneIcon.png|40x40px|link=Magic#Arcane_Magic]] [[Magic#Arcane_Magic|Arcane Magic]]
| 2 HP
|-
| [[File:DivineIcon.png|40x40px|link=Magic#Divine_Magic]] [[Magic#Divine_Magic|Divine Magic]]
| 1 HP
|}


Arcane magic is riskier and more volatile than Divine magic, but is faster and often more powerful.
'''The caster takes this damage in addition to any damage that caused the interruption.'''


== Spell Types ==
The Divine spells [[Magic#Heal|Heal]] and [[Magic#Resurrection|Resurrection]] are exceptions and do not cause backlash damage when interrupted.


=== Progressive Spells (Scaling Power) ===
== Where To Next? ==
These spells grow more powerful as additional points are invested.
* [[Terrain and Hazards]] ← Next Step
* [[Magic]]
* [[Game Special Rules]]


Each level must be unlocked in order, starting from Level 1.
<div class="wizlords-navbox-divider"></div>
 
A caster may only use the highest level of the spell they have unlocked.
 
Example – Arcane Bolt
 
* Level 1: Costs 1 Spell Point
* Level 2: Costs +1 Point (Total 2 Points)
* Level 3: Costs +1 Point (Total 3 Points)
 
To cast Arcane Bolt at Level 3, the player must spend 3 Spell Points on it.
 
=== Fixed-Cost Spells (Prerequisite Required) ===
These spells have a fixed cost and do not scale.
 
Some require a lower powered spell to be learned first.
 
Example – Full Heal
 
* Prerequisite: Must know "Heal"
 
== Spell Selection Rules ==
Players may mix and match Progressive and Fixed-Cost spells freely.
 
All prerequisites must be met.
 
The total cost of selected spells must not exceed the character’s available Spell Points.
 
Chosen spells must be recorded in a player’s spell book.
 
 
{| class="wikitable" style="margin:auto; text-align:center;"
|+ CONTINUE READING
|-
! Previous !! Current !! Next
|-
| [[Weapons and Equipment]] || [[Spellcasting Rules]] || [[Game Special Rules]]
|}


== See Also ==
{{Player Guide}}
* [[Main_Page | Home]]
* [[Combat Rules | The Rules]]

Latest revision as of 08:27, 16 July 2026

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

[edit]

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

[edit]

1.1.1. Healing Spells

[edit]
  • 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

[edit]
  • "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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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?

[edit]