Tuesday 26 February 2013

Generic Fantasy Skirmish: The Arcane Spell List

"A Thaum is the basic unit of magical strength. It has been universally established as the amount of magic needed to create one small white pigeon or three normal sized billiard balls."
     -Terry Pratchett, The Light Fantastic

Magic is a big art of fantasy literature and gaming, so I wanted to expand its role in this conversion. The original list of Psyker Powers for In The Emperor's Name is pretty varied, and all Psykers and Sorcerers and such gain access to the same powers from that list. I wanted something a bit different - a few seperate lists, which help to provide flavour to a particular Warband, and offer some degree of tactical depth in choosing which Casters to field.

The Spell Lists I am planning at the moment are as follows;
  • Arcane - a list for Wizards, Sorcerers, and other more offencively-oriented Casters. Provides a good mix of offence, utility, and battlefield control. Available to most Warbands.
  • Divine - a list for Clerics, and maybe some Priests. Mainly buffing and defence, though there might be a few offencive options in there too.
  • Necromancy - debuffs, some offence, and a few "False Life"-type healing spells. Most associated with the Undead, Dark Warriors, and some Human Warbands.
  • Nature - all battlefield control, with a few good defensive options too. Most associated with the Wood Elf Warbands.
So without further ado, the first draft of the Arcane Spell List:

SpellRangeDurationEffectHeroism To Resist?
InvisibilitySelf2 TurnsThe Caster can become invisible, granting him the Infiltration rule if used at the start of the game, and rendering it impossible to draw Line of Sight to them until the effect ends. This effect is ended prematurely when the target attacks, is hit, or otherwise interacts with an object (opening doors, carrying loot, etc).No
LevitateSelf


InstantThe Caster can rise up to 12" up any structure/object in the Movement Phase in addition to their normal movement.No
Lightning Bolt20“InstantThe Caster may fire a bolt which becomes a 20“ line - all enemies in that line take a hit, and the bolt is treated as a +1 ranged weapon, with Cover applying as normal.No
Magic MissileLoSInstantCounts as a ranged weapon shot at +2.No
Wall of Flame24“


3 TurnsThe Caster can produce a 12“ wall of flames, anywhere within 24“ of the Caster. This acts as Soft Cover, and can be crossed by making a Heroism Roll (failure means taking a hit as per the Flamethrower rules).No

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