Friday, 8 July 2011

Earth Spells.

Damage

Protect

Summon

Illusion

Support


Impair


Displace

Water Spells.


Damage

Water Blast

Protect

Summon

Illusion

Support
The Water of Life
Purity

Impair


Displace 
Pillar of Water

Fire Spells.


Damage
Fireball (Person)
Firestorm (Area)
Breath of the Phoenix

Protect
Firewall (Area)
The Burning Shield (Person)
Ring of Fire

Summon
Call of the Firetails (Person)

Illusion

Support

Tears of the Pheonix
Warm

Impair

Displace

To Hit Table


SKILL OF DEFENDER
SKILL OF ATTACKER

1
2
3
4
5
6
7
8
9
10
1
4
4
4
5
5
5
6
6
6
6
2
3
4
4
4
5
5
5
6
6
6
3
3
3
4
4
4
5
5
5
6
6
4
3
3
3
4
4
4
5
5
5
6
5
2
3
3
3
4
4
4
5
5
5
6
2
2
3
3
3
4
4
4
5
5
7
2
2
2
3
3
3
4
4
4
5
8
2
2
2
2
3
3
3
4
4
4
9
2
2
2
2
2
3
3
3
4
4
10
2
2
2
2
2
2
3
3
3
4
To Hit Modifiers:
Extra Small: +2
Small: +1
Large: -1
Extra Large: -2



Magic.


At the beginning of every turn each magic user must roll the appropriate number of dice to determine the strength of the magical energy available to them to draw upon.

Casting Spells

Any magic user not in base to base contact with an enemy may utilise magic in the magic phase. All spells directed against inanimate objects automatically hit the target on a 2+ on a roll of a D6. For all spells that target animate objects the spell caster must compare the Intelligence of the caster against the Willpower of the target on the To Hit Table to get the number that he must roll either equal to or above on a d6 to hit the target.
Once a spell hits a target its effects are worked out according to the effects listed under its description.

Counter Spells

Any magic user hit by a spell may attempt to use a Counter Spell to block the effects.

Ranged Combat.


Rolling to Hit.

A player may engage in ranged combat with any monster that is not in base to base contact with his warrior at the beginning of the combat phase. The attacker must compare the Skill of the attacker against the skill of the defender on the To Hit Table to get the number that he must roll either equal to or above on a d6 to hit the defender.

For Example: A Human Attacker (Weapon Skill 3) is not in base to base combat with a Goblin (Weapon Skill 2) the Attacker must roll a 3 or higher on a D6 to be able to hit the Goblin. The Human Attacker rolls a 4 and hits the Goblin with a single attack.

Rolling for Wounds.

If the attacker hits the defender then the attacker must roll to determine the number of wounds that the attack inflicts upon the defender. The attacker must roll a D6 and add the strength of the attacker and then apply any modifiers that the weapon bestows before removing the defenders toughness and any modifiers the defenders armour bestows. The remaining number is the number of wounds the attack inflicts upon the defender, if the number of wounds inflicted in a turn is greater than the number of wounds that the defender has left then the model is removed from play at the end of that turn.

For Example: A Human attacker (Strength 3) with a Bow (Strength +1) attacks a Goblin (Toughness 2, Wounds 2) with leather armour (Toughness +1). The human attacker rolls a D6 and scores 5 and adds +3 for the attackers Strength and +1 for the Bow to give a total of 9. The Goblin has Toughness 2, and adds +1 for leather armour to give a total of 3. The human attacker removes the Goblin’s modified toughness of 4 from his score of 9 and inflicts 6 wounds.

Melee Combat.


Rolling to Hit.

A player may engage in hand to hand combat with any monster that is in base to base contact with his warrior at the beginning of the combat phase. The attacker must compare the Skill of the attacker against the skill of the defender on the To Hit Table to get the number that he must roll either equal to or above on a d6 to hit the defender.

For Example: A Human Attacker (Weapon Skill 3) is in base to base combat with a Goblin (Weapon Skill 2) the Attacker must roll a 3 or higher on a D6 to be able to hit the Goblin. The Human Attacker rolls a 4 and hits the Goblin with a single attack.

Rolling for Wounds.

If the attacker hits the defender then the attacker must roll to determine the number of wounds that the attack inflicts upon the defender. The attacker must roll a D6 and add the strength of the attacker and then apply any modifiers that the weapon bestows before removing the defenders toughness and any modifiers the defenders armour bestows. The remaining number is the number of wounds the attack inflicts upon the defender, if the number of wounds inflicted in a turn is greater than the number of wounds that the defender has left then the model is removed from play.

For Example: A Human attacker (Strength 3) with a Sword (+2 Strength) attacks a Goblin (Toughness 2) with leather armour (+1) and a small shield (+1). The human attacker rolls a D6 and scores 5 and adds +3 for the attackers Strength and +2 for the Sword to give a total of 10. The Goblin has Toughness 2, and adds +1 for leather armour and +1 for a small shield to give a total of 4. The human attacker removes the Goblin’s modified toughness of 4 from his score of 10 and inflicts 6 wounds.

Multiple Attacks.

At higher levels the player characters and the enemies they encounter will have access to multiple attacks, these attacks may be concentrated upon one enemy or dispersed between enemies. Each attack must be allocated before the attacks are resolved, any unused attacks cannot be reallocated once an attack has been resolved.

For Example: A Human (with 4 Attacks) in base to base contact with two Goblins and an Orc may split his attacks between the three enemies or concentrate on one. The Human attacker decides to allocate an attack to both Goblins and 2 attacks to the Orc. Each attack is resolved separately as normal.