Magic:
Some units, known as wizards, are able to cast spells. A unit with magical abilities costs 15 points, plus the cost of each spell contained within it (the cost in points to have a spell is equal to the mana cost of the spell), plus 3 if the spells can be cast while using any weapon but a knife or staff, plus 8 if spells can be cast through armor.
A wizard must "charge up" for a certain amount of time in order to cast a spell. During this time, the wizard must remain still and concentrate. Every round it spends in concentration, it receives one mana point. Mana points can be represented as any small, otherwise useless block, and they should encircle the wizard as it concentrates. Once a wizard has enough mana for a spell, it may begin casting. A wizard need not specify what spell it is planning to cast when it begins concentrating. While concentrating, a wizard may not move or attack.
Unless otherwise noted, base range for a spell is 1', and an attack roll must be made to see if the attack hits (penalized if the target is farther away, just like a missile weapon).
Once a wizard casts a spell, all accumulated mana is immediately lost. Mana is lost at a rate of 1 per round if the wizard moves or engages in other activities.
Absorb
Mana: 3
Absorbs the next magic spell cast on the wizard on a roll of 4+ on 1D. It can then cast it back at any target next chance it gets (regardless of known spells, must be used next round or lost, no mana requirement for casting instant spell).
Armor
Mana: 2
Anyone touched gains a +2 to resistance. Lasts for 1 hit, or until all the Armors have been used to absorb damage. Multiple casting cause the power to be enacted for multiple attacks.
Beast Control
Mana: 2 per 1D duration
Wizard gains complete control over 1 enemy (includes monkeys, parrots, sharks, and dragons, but not ghosts, skeletons, or other undead). Roll must be made of 5+ on 1D for spell to succeed. Effectively becomes a member of the wizard's army.
Blast
Mana: 1
Energy bolt strikes 1 target of the wizard's choosing for normal damage
Chaos
Mana: 7
Range 18". Anyone within 1' radius of the spell tries to attack the nearest target with melee weapons for 2 rounds. Anyone struck by someone afflicted with Chaos, even if damage is absorbed by protective devices, suffers the full effects of the spell.
Charm
Mana: 4 per 1D rounds
Wizard gains complete control over 1 enemy. Roll must be made of 5+ on 1D for spell to succeed. Effectively becomes a member of the wizard's army.
Clairvoyance
Mana: 2
Instantly reveals 1 hiding unit of the wizard's choice.
Close
Mana: 1
Closes and magically locks a single door or openable container. Must be broken down or magically Opened.
Create Block
Mana: 3
Conjures a single wall block, which can be immediately mended to a wall with the spell's magic.
Deathmarsh
Mana: 6 per 1D/2 duration
Marsh covers 12"-radius circle up to 3' away. Acidic goo causes normal damage per round that a unit is within. Roll scatter as for a catapult if the attack misses.
Destroy Block
Mana: 4
Wizard's touch causes normal siege damage, or normal damage against living foes.
Fetch
Mana: 3
Teleports 1 non-living object within sight into the wizard's hands. Roll 6+ on 1D if trying to take from a unit or if attached to a wall.
Fireball
Mana: 2
Shoots a ball of fire at a target that causes normal damage. There is a 50% chance that the target catches on fire.
Fly
Mana: 3 per 1D of duration
Allows subject to fly at 9"/round (double movement penalties for bulky weapons and armor). For every block beyond 1 to be allowed to fly the mana is increased by 1. The spell ends if the user lands.
Freeze:
Mana: 5
Immobilizes target in a cube of ice (stun-3) and causes normal damage. Armor does not protect.
Invisibility
Mana: 2 per 1D of duration
Unit touched can use Hide ability, and cannot be detected until they attack.
Lightning Bolt
Mana: 4
Calls down a bolt of energy, causing normal damage. Target must be below the ceiling. Ideal for foes behind obstacles, as there is no penalty to hit. Lightning ignores armor, but not magic bonuses.
Linking
Mana: 5
Used to create a Command Item. When an Enchantment spell is used, the user must normally be in contact with the item to use its power. However, this spell permanently enchants an item that can be touched in its stead.
Maelstrom
Mana: 6
Forms a 2"-radius sphere of wind causing siege damage or normal damage to anyone and anything in the area (use catapult rules to determine where it lands if the attack misses).
Mending
Mana: 2
Can restore a single non-living armor, weapon, block, etc. to full condition.
Reflection
Mana: 3
Gives anyone touched a 5-in-6 chance of deflecting the next missile attack or directed spell back at the target. Roll to hit normally with the reflected attack, but with no combat bonuses/penalties.
Sacrifice
Mana: 0
Kills the caster, but causes +6 siege damage to anyone within a 3" radius.
Shockwave
Mana: 6
A 1', 30
Slam
Mana: 1
Knocks a target back 1D inches and stuns it for 1D rounds
Sleep
Mana: 3
Everyone within a 60-degree arc of the caster out to 1' falls asleep (treat as stun-2).
Summon Elemental
Mana: 5 per 1D rounds
Creates a monster next to the wizard, with 6 resistance, normal damage, Mv 6 Sw 3 that serves with complete loyalty. Wizard chooses type of elemental: air can fly, fire causes -2 damage to anyone within 2" radius at all times but cannot swim, earth causes +1 siege damage, water has attack range of range of 6" and swims 24.
Telekinesis
Mana: 3 per 1D rounds
Allows wizard to move an object along the ground at a rate of 1" per round, 4" if the object has wheels. Subtract 1"/round for every 3 blocks, as long as they are connected (multiple objects cannot be lifted). By adding 1 to the mana, 1 can be added to the movement. The object cannot fly. Instead of a long-term use, a short "thrust" can propel an object with enough force to cause 1D/2 rounds of stunning damage (or real damage, if the object is a weapon).
Teleport
Mana: 7
Causes anyone touched to move instantly up to 5' away (who is stunned for 1 round on a roll of 3 or less on 1D).
Trap
Mana: 5
The wizard creates a magical trap. This can either: cause normal damage to everyone within a 3" radius, hold the victim for 1D rounds, or destroy all of the victim's non-magical items. Once the trap is set off, it disappears.
Wall of Fire
Mana: 1 per block
A number of normal-sized blocks appear, representing fire. They all must touch, but can be arranged as wanted. Causes normal damage to anyone passing through, and can light people on fire, as described under flaming weapons. One block (wizard's choice) burns out every round.
Whack
Mana: 1
Allows a weapon to do +1 damage for one attack if the attack hits. If the attack misses, the spell remains. Cumulative Whacks cause +1 extra points of damage for one attack (they cannot be "saved" from attack to attack).
Wild Surges:
One of the problems with magic is its unpredictability. Whenever an attack roll for a combat spell (or any spell involving a roll) is -5 or less, a wild surge occurs. Roll 2D and compare it to the chart below to see what happens.
1. Everyone within a 2'-radius of the wizard (including the wizard) is struck dead.
2. The wizard accidentally triggers a Suicide spell.
3. Wizard turns into a horse, monkey, or parrot (equal chance of each). Roll 6+ on 1D each round to return to normal shape.
4. Wizard summons 1 random elemental for each army. Each has a 1-in-6 chance of disappearing each round. They appear up to 1' from the wizard, where it wishes them.
5. The wizard permanently loses the ability to cast that spell
6. The wizard's spell is suddenly centered on the wizard (roll normally to see if it hits/works). If it was already centered on the wizard, it is now centered on the unit nearest the wizard.
7. The wizard can't turn its magic off! It begins throwing its spell at random targets within range (including itself), once per round. There is no mana penalty, but the wizard cannot move or fight. The wizard must roll a 9+ on 1D to stop casting the spell, one roll allowed per round.
8. The unit farthest from the wizard, and the wizard, suddenly switch places.
9. The wizard and everyone within 1' is afflicted with Chaos.
10. The wizard's army is allowed to kill 3 units it doesn't like, no questions asked.
11. The target of the spell suddenly gains the permanent ability to use that spell, as if it were a spell caster.
12. Gravity takes a vacation. Everyone within 1' floats up 3D inches per round. If a natural 3 is rolled, the victim falls.
Creating New Spells:
With the permission of all parties involved, new spells may be created and added to the game. While it is slightly more complicated to adjudicate mana costs for some spells, combat spells (fireballs, lightning bolts) can be easily calculated using the formula provided below.
Basic Cost: 1 (normal damage or stun-3)
Per +1 Damage: +2
Range increase of 6": +1
Every 1" radius: +1
Does siege damage: +3
Knock Back: +1 per 1D/2"Every 10° cone: +1
Fire Effects (50% chance of burning): +1
Ignores Armor: +3
No Long Range: -1
No Medium or Long Range: -2
Stun-1: -2
Stun-2: -1
Stun-4: +1
Hiding:
A unit capable of hiding can automatically disappear as long as it remains still. It cannot be attacked. If it wishes to move, its maximum speed is 3"/round, and if any unit on the enemy army is within 6", it can notice it on a roll of 6+ on 1D. An invisible unit remains on the playing field, but the players who cannot see it cannot act to effect it. Once a unit attacks (unless it attacks from behind, or farther away than 18") it is noticed. It will be noticed if it casts a spell, but not if it concentrates. A unit capable of hiding typically wears a cloak.
Medics:
Some units are trained as medics, and are capable of healing the wounded. If a unit is effectively "dead," a medic has a chance of reviving him. He must roll a 6 on 1D in order to be successful. If he succeeds, the unit can function again; if not, the unit cannot be restored (unless brought to a hospital). A unit with medical training costs 15 points, +10 if capable of using weapons (most medics are strict pacifists).