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Simple HOTT magic extension

Steve Burt

Rather than the single ensorcel/destroy available, this gives magicians

a few more options. For each spell, the PIP cost is given, along with

effects.

Combat spells require a combat dice roll and are subject to normal

tactical factors. Non-combat spells don't require a dice roll, but their

casting cost is increased instead by 1 PIP in the presence of Clerics,

Paladins, or water (in other words, if a +2 tacical factor would apply,

increase the casting cost by 1 instead).

You may cast as many spells as you have PIPs, so you could enfeeble an

opposing hero before an ensorcel, but you would need 5 PIPs to do it....

 

Combat spells - require a normal combat roll

 

Ensorcel       2

If successful, target is 'in limbo' - remove from table, bring back on a

6 as per existing rules.

Succeeds by beating Heros or Magicians, Doubling all others, except -

Gods flee the battlefield if beaten.

Behemoths Airboats and Aerials flee 600 paces if beaten.

 

Destroy         2

Target destroyed.

Succeeds by doubling.

 

Control          3

Target is controlled by magician. Owner may restore control either by

rolling a 6, or by killing the controlling magician.

Succeeds by doubling.

You *must* spend a PIP on each controlled element (which may be used to

move it normally) or lose control of the element.

This means that you can never control more than 4 elements (think about

it), and if you roll a 1 you will only be able to keep control of a

single element.

Elements under enemy control count as lost to their owner, just like

elements in limbo.

 

 

Non-combat spells - no combat roll required

 

Haste             2

Cast in own turn. Target group or element may make an extra move.

 

Slow               1

Cast in opponent's turn when a group or element is moved. Target group

or element requires an extra PIP to move.

 

Empower      2

Cast at any time. Target element adds 1 to factors for remainder of this

move.

 

Enfeeble       3

Cast at any time. Target element subtracts 1 to factors for remainder of

this move.

 

Reroll             2

Cast at any time. Re-roll the last combat dice roll. (Note that you

can't use this on PIP rolls since this results in a obvious systems

hack).

 

Counterspell            X

Costs same as casting cost of spell being countered. Target spell fails.