Wargame Mechanics Index

Magic & supernatural

Spells, runes, divine intervention.

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How games do it 2 games

2special

Wizards are powerful fighters who can cast fire balls.

How it works

Wizards move 20" mounted or 12" on foot, are worth 20 points in melee with an impetus bonus of 2, cannot be killed by missile fire and are immune to morale. Those with magic powers cast a fire ball once every other turn at up to 24"; a dragon hit by one is driven away.

Wizards in possession of magic powers can cast a fire ball once every other turn.
Download · p. 15 Quote verified
1special

Optional spells and enchanted items for Norse-myth games.

How it works

One Magical figure per warband rolls 2d6 for two spells (Curse, Destiny, Madness, Blessing, Blood Lust, Heal), cast in the Missile phase up to 12" ignoring cover by rolling under Morale, once per turn. Leaders, Heroes and Magical figures may carry one random Enchanted Item, dropped on death and claimable by others.

The Magical character may attempt to cast one spell per turn, rolling their Morale rating or less for success.
Myth & Magic · p. 2 Quote verified