Spells are cast during the Magic Phase. Most spells belong to a specific Path of Magic.
Spell Properties
All spells are defined by the following 6 properties (see figure figure/spell_properties):
1 - Spell Classification
Spells are classified into the different categories Learned Spells, Attribute Spells, and Hereditary Spells by letters or numbers.
2 - Spell Name
Use the spell name to state which spell you intend to cast.
3 - Casting Value
The Casting Value is the minimum value you need to reach to succeed a Casting Attempt. Spells may have different Casting Values available (see Boosted Spells).
4 - Type
The spell type describes how the spell's targets have to be chosen.
5 - Duration
The duration of a spell determines how long the effects of the spell are applied.
6 - Effect
The effect of a spell defines what happens to the target of the spell when the spell is successfully cast. Spell effects are never affected by any effects affecting the Caster, including Special Items, Model Rules, other spell effects, or similar abilities, unless specifically stated otherwise.Spell Classification
All spells are part of one or more of the following categories:
Learned Spells
All spells labelled with a number are Learned Spells, which are the main spells of a Path. They are usually numbered from 1 to 6, which is relevant for the Spell Selection rules.
Each player may only attempt to cast each Learned Spell once per Magic Phase, even if it is known by different Wizards (unless the spell is Replicable, see below).
Hereditary Spells
Most Army Books contain a Hereditary Spell, which is labelled H instead of a number. Hereditary Spells follow all the rules for Learned Spells.
Attribute Spells
Attribute Spells are labelled A. All Wizards that know at least one spell from a Path of Magic automatically know the Attribute Spell from that Path if there is any.
Path Attribute Spells are special spells that cannot be cast independently. Instead, the Caster may cast the Attribute Spell automatically each time it successfully casts a non-Attribute Spell from the corresponding Path. This means that an Attribute Spell can be cast more than once by the same Caster, and also by different Casters during a Magic Phase. Attribute Spells cannot be dispelled.
Replicable Spells
Some Learned Spells are Replicable Spells and are labelled rep. The player may attempt to cast Replicable Spells multiple times in the same Magic Phase, but each Wizard may only make a single attempt.
Bound Spells
Some spells are classified as Bound Spells, which follow different rules than the above (see the main Rulebook).
Some spells are classified as Bound Spells, which follow different rules than the above (see Bound Spells).
Bound Spells can also be cast by models that are not Wizards, but possessing a Bound Spell does not make a model a Wizard. A Bound Spell is a spell that is usually contained in a magical artefact of some sort. Bound Spells cannot be used to cast Boosted versions of the spell they contain. A Bound Spell containing a spell from a Path with an Attribute also automatically contains the Path Attribute Spell.
Power Level
All Bound Spells have two Power Levels, given as values in brackets (usually Power Level (4/8)). The first value is the Bound Spell's primary Power Level. This is used when the Bound Spell is cast with 2 Magic Dice. The second value is the Bound Spell's secondary Power Level, and is used when the Bound Spell is cast with 3 Magic Dice.
Casting a Bound Spell
Casting a Bound Spell ignores the normal Casting Attempt rules and instead follows a different procedure. Each of the Active Player's non-Fleeing models with Bound Spells may attempt to cast each of its Bound Spells up to one time per Magic Phase. This model is referred to as the Caster. Bound Spells can be cast even if the same spell has already been cast earlier in the same Magic Phase. Casting a Bound Spell does not prevent the casting of the same spell later in the same Magic Phase, even as non-Bound Spell.
Bound Spell Casting Attempt
1 - The Active Player declares which model will cast which Bound Spell, and whether they will use 2 or 3 Magic Dice. If applicable, the Active Player also declares the targets of the spell. The spell is always cast with the basic version as Bound Spells cannot be Boosted.
2 - The Active Player removes the chosen number of Magic Dice (2 or 3) from their Magic Dice pool (do not roll them).
3 - The Casting Attempt is always passed.
Note that Bound Spells that contain a spell from a Path with an Attribute automatically also contain the Path Attribute Spell, and that unless specifically stated otherwise Casting Modifiers are not applied to the casting roll of a Bound Spell.
Bound Spell Dispelling Attempt
Dispelling a Bound Spell works exactly like dispelling a Learned Spell. If 2 Magic Dice were removed, the casting roll is equal to the Bound Spell's primary Power Level. If 3 Magic Dice were removed, the casting roll is equal to the Bound Spell's secondary Power Level.
Spell Types
The spell type describes which targets can be chosen for the spell. Unless specifically stated otherwise, a spell may only have a single target and the target must be a single unit. If a spell has more than one type, apply all the restrictions of each type.
For example, if a spell has the types Direct, Hex, and Range 12", the target must be in the Caster's Front Arc, be an enemy unit, and be within 12" of the Caster.
Augment
The spell may only target friendly units (or friendly models inside units if Focused).
Aura
This spell has an area of effect. Its effects are applied to all possible targets, according to the rest of the spell types, within X" of the Caster. For example, a spell with Augment, Aura, and Range 12" targets all friendly units within 12" of the Caster.
Caster
The spell targets only the model casting the spell (unless Focused, all model parts are affected).
Caster's Unit
The spell targets only the Caster's unit.
Damage
The spell may only target units and/or models not currently Engaged in Combat.
Direct
The spell may only target units and/or models in the Caster's Front Arc.
Focused
The spell may only target single models (including a Character inside a unit). If the target is a Multipart Model (such as a chariot with riders and pulling beasts, or a knight and its mount), only one model part may be targeted.
Ground
The spell doesn't target units or models. Instead, the target is a point on the Battlefield.
Hex
The spell may only target enemy units (or enemy models inside units if Focused).
Missile
The spell may only target units and/or models within the Caster's Line of Sight. It cannot be cast if the Caster (or its unit) is Engaged in Combat.
Range X"
The spell has a maximum casting range. Only targets within X" can be chosen. This casting range is always indicated in the corresponding column in the spell's profile (see figure figure/spell_properties). Note that any effects that alter a spell's range do not affect any other distance specifications that may be part of the spell's effect.
Universal
The spell may target both friendly and enemy units (or models inside units if Focused).Spell Duration
The spell duration specifies how long the effects of the spell are applied. A spell duration can either be Instant, One Turn, or Permanent as described below. Spell duration is not affected by the Caster being removed as a casualty or leaving the Battlefield, unless specifically stated otherwise.
Instant
The effect of the spell has no lasting duration: effects are applied when the spell is cast. Afterwards the spell ends automatically.
One Turn
The effect of the spell lasts until the start of the Caster's next Magic Phase. If an affected unit is divided into several units (the most common example being a Character leaving its unit), each of the units formed this way keeps being affected by the spell effects. Characters that join a unit affected by One Turn spells are not affected by these spells, and likewise, units joined by Characters affected by One Turn spells are not affected either.
Permanent
The effect of the spell lasts until the end of the game or until a designated ending condition is met (as detailed in the spell effect). The spell can only be removed by the method described in the spell. If an affected unit is divided into several units, follow the same restrictions as for One Turn spells.