Hello friends and peeps. This is an alternate magic table me and my friend designed because the new one is very very simplified, dumb, and unfair to wizards of different magical talents and stats. This new table incorporates wizard levels into many of the ill effects as well as leadership and initiative tests. For example: Old table: Mannfred has equal chance of being sucked into the bloody warp as a lvl 1 empire dude. Yeah. No. Feel free to comment or use this table for yourself. Be sure to read it carefully and then read it again to clarify everything before you post ideas, suggestions, comments, etc. And please do!! I want to hear your opinions!!
Winds of Magic
Magic dice are generated at a base rate of 5 power dice and 4 dispel dice.
A d6 is rolled to determine how fluent the winds of magic are for both players magic phases.
1-2 = Fluent magic, channeling attempts are made on a 3+
3-4=Normal, Channeling attempts are made on a 4+
5-6=Fickle, channeling attempts are made on a 6+
Dispel Dice channeling always grant dispel dice on a Roll of 5+
Each wizard gets one channeling attempt plus one for every magic level he has, for either power or dispel dice, depending on the players turn accordingly.
Lvl 0 Wizard - 1 Channel Attempt
Lvl 1 Wizard - 2 Channel Attempts
Lvl 2 Wizard - 3 Channel Attempts
Lvl 3 Wizard - 4 Channel Attempts
Lvl 4 Wizard - 5 Channel Attempts
The number of Channeling attempts is number of wizards alive + total wizard level of all wizards alive.
Wizards can cast magic if lowered to level 0, but channel less Dispel / Power dice. If a wizard is lowered below level 0, it ceases to be a wizard any longer.
All Wizards innately know the spell "Dispel Magic"
Cast on a 13+ / 20+
The Wizard gains +1 dispel dice on the enemies magic phase and can re roll 1 dispel attempt.
The Wizard can attempt a powerful spell to nullify all enemies attempts at casting, granting the wizard 3 bonus dispel dice and D3 dispel attempt re-rolls.
Players can buy scrolls of Dispel magic for 10 points, counting as a common magic item. If all your wizards are dead, players can use their power dice to attempt either casting value with the scroll.
This was made to make armies have a chance at a free dispel dice and some re rolls if they have no wizards so they are not completely defenseless. Although its a 13+ spell which is hard to do with 3 dice if you have no wizard. Although hey! its a chance for some extra dispel power, so who's complaining.
Dwarves generate an additional dispel dice, and each rune priest adds a +1 to dispel whilst alive. The max bonus for this ability is +3. Dwarves can attempt to reverse the spell effects and if possible, resolve them against the opponent instead. To do this they must declare their intent, and dispel the spell with a +5 on the casting value attempt. This can only be done against hex's and magic missiles, and cannot place buffs on their troops. In the event of this being used on a Vortex, the dwarf player can make it scatter 2d6" from its original casting point when it is cast. For the duration of the spell, the innate magical resistance of the dwarves drives the vortex away from their kin and allies. The dwarves can choose to make the vortex automatically re-roll its direction whilst the spell lasts.
Dispel Irresistible force
Wizards may also attempt to dispel irresistible force. However, whether he succeeds of fails, both wizards must take a Miscast after it is resolved, as dispelling magic in this manner is dangerous. If the player rolls three 6's for the dispel attempt, he will not suffer from the Miscast, only the wizard who casted the spell.
Wizards can store magical dice, equal to their wizard level. Dice can be stored on a roll of 4+
Level 4 wizards can dice store on a 3+
Dispel Dice can always be stored on a 3+
Miscast Table 3-18
Magic Resistance ward saves apply to the miscast table, adding to any ward saves the wizard already has.
Miscast Table 3-18 Miscasting is one of the many necessities of casting magic. It does not necessarily mean a wizard has failed miserably: perhaps the Winds of Magic simply fluxed beyond his control or he took an arrow to the knee, or maybe he is just a bad wizard. At any rate, there are consequences to failing to control magic.
Wizards do not lose spells do to losing magical levels.
Wizards also lose the bonus to cast equal to their magical level as in the newest edition.
All miscasts can only be caused once a battle with the exception of 3 and 18.
If a repeat is ever rolled, roll a D6
On a 1-3, your wizard is effected by the next available miscast down from the number he rolls.
On a 1-6, your wizard is effected by the next available miscast up from the number he rolls.
Incursion of the Warp!
Your Wizard becomes a rag-doll at the hands of a greater daemon of the warp, only his magical energies can help him withstand the might of the being. Reality rips open dragging the wizards(unless he survives) and his allies into the warp, and their souls gone forever.
Your Wizard Loses a Magic Level And Takes (1d3+1) Automatic Wounds, ignoring Armour saves.
Warp rifts open and hits the 3 closest Allied units take 1D6+5-Wizard level Wounds, Disallowing armor saves.
Magical Toss of Death!
Some magical force grips the wizard and throws him like a human fireball. The Wizard Is moved 3d6" Minus Wizard Lvl, additionally, if he moves into any terrain other that open terrain, he stops and he takes a Str 6 Hit. If he hits a unit, he stops and he causes a hit to himself, and the unit in question. Also he cannot cast spells for the remainder of the turn. The force of Magic drains a Wizard Level.
The magical energy is snatched away at the curious whims of a lord of change. The magic is blessed with an aspect of the winds of magic and thrown at the one of the lord of changes targets. The stronger the wizard is in the field of magic the less magical energy the denizen of the warp manages to seize from his grasp.
A Magic Missile is casted from the wizards point of view towards an allied unit chosen by the Opponent. Line of Sight is not required. The Spell has a range of 24" and hits are strength 3.
Lvl 0 Wizard Power level 10, D6+10 Hits
Lvl 1 Wizard Power Level 10, D6+8 Hits
Lvl 2 Wizard Power Level 10 D6+6 Hits
Lvl 3 Wizard Power Level 10 D6+4 Hits
Lvl 4 Wizard Power Level 10 D6+2 Hits
P.S this is formulaic, every wizard level above
The magic missile benefits from a random spell attribute.
Fire, hits count as flaming, and adds +2 to the casting value
Metal, Spell hits are Metal Shifting, with -2 Hits
Light, Spell hits Undead or Daemons with an extra 1D6 hits
Beasts, Spell gives the unit targeted frenzy, even if immune to psychology.
Heavens, Flying units take an extra 1D6 Hits
Death, Caster gains power dice depending on how many of his allies died, on a 5+ per wound.
Players can dispel this before the damage is done by spending power dice to combat the rampart energies.
A Daemonic flaming maw momentarily manifests and nibbles on the Wizard’s very soul.
Wizard takes 1D3 Str 6 flaming Hits that ignore Ward Saves.
All the energy gathered by the army is whisked away back into the winds of magic, frying the powers of the wizard as the energy is ripped from his mind. The magic phase immediately ends and the wizard who miscasted loses 1D3 spells and takes 1D3 str 4 hits.
Amazingly, the wizard emerges unscathed, but has repulsed the excess energy away from him. Every unit within 8" takes D6+1 hits at D6 Str, roll separately for each unit, excluding the wizard. The wizard loses a magic level due to the magic headache.
The Magic used for the spell combusts around the wizard.
The Wizard takes a Str 6 - (Wizard Lvl) hit, and an Additional hit at +1 Str per dice used
. Successful ward saves must be rerolled
Claws of Darkness!
dozens of gigantic daemon hands burst at the wizards feet, clawing blindly for the wizards soul. If it just so happens to be the hooves or claws of his mount, so much the better, as the wizard rests of the clawed corpse of his animal, surviving the horrible death due to his beast mount. If the wizard is unfortunate enough to be accompanied by a group of soldiers, their fate could also be decided by their footwork and dodging capabilities.
Wizard and Unit he is with takes an Initiative test at 2D6-Wizard Lvl. If he fails he takes 2D6 Str 4 hits. If he is with a Unit, they must pass the same initiative (-Magic resistance) check or take 3D6 Str 4 hits.
If the wizard is on a mount with more than one wound, all the hits are directed on the mount.
The once wise Wizard isn’t looking too wise anymore, and begins munching on his hat.
Wizard Gains the "Stupidity" Special rule and cannot move for the turn, even if he is normally immune to psychology. Any unit he is with also permanently suffers from stupidity, as stupidity is contagious as we all know.
They are always able to channel their power and dispel dice respectively.
The forces of the warp attack the wizards mind, testing it for its mortal flaws and weaknesses. Only the most stalwart and unyielding wizard could disperse the magical attempts at destroying his mind.
Wizard takes an unmodified
Leadership test on 4d6-Wizard Lvl, or suffers one Str 2 hit for every point over his
leadership, ignoring Armour saves.
Share the Pain!
Alderran explodes, and every Force sensitive being immediately hears millions of voices perish.
Every Wizard on the Table takes a Str 2 Hit Ignoring Armour and Ward Saves. The wizard in question loses a magic level because thats what the rules say or something.
Magical Sprite Attack!
The magic manifests into tiny nonsensical imps, who are equally likely to play harmless pranks as they are to gouging out his eyes.
Wizard takes 1d6+1 poisoned hits.
The Wizards magic empowers his flesh beyond its physical limits. The wizard heals 1 wound, or gains 1 wound if at full wounds. He also loses a magic level.
The wizard's flesh is ripped from reality, passing through strange areas of the warp, with forbidden magical secrets. Only to be transported back, months later: at the exact second he miscasted.
The wizard gains a temporary wizard level, and learns a new spell to accompany it. Although his delving into the secrets of one of the dark gods has drawn their attention to him. For all intents and purposes, he will soon die a slow and horrible death at their hands, even if he doesn't do so already this battle. The enemy claims victory points for your hero as if he were killed at the end of the game, as he is as good as dead.
The Wizard vanishes in a puff of smoke, only to reappear later, looking very, very bewildered.
The Wizard is cast into the Warp and is removed from the game for 1D3 turns, and reappears where he was after the effect in the following magical phase. He cannot channel or cast spells while off the table.***note
Your wizard is now a frothing servant of the dark gods. Replace your wizard with a Chaos Spawn. The chaos spawn is frenzied and charges the nearest unit. as the Wizard dies his magical energy is released, and the player immediately gains one power dice, and an additional power dice depending on his Wizarding level.
***Note: A Wizard that is off the table in this manner at the end of game is treated as a casualty.
After Miscast Results have been finished roll a D6
On a 1-3 = Player loses 1D6 Power dice. For every dice taken over the power pool, the wizard Loses a Magic Level on a roll of a 6+ or
loses the magical effects of one of his magic items as its energy is drained by the magical vacuum. This is decided by the player, and the magic item is chosen randomly.
On a 4-5 Wizard Loses a magic Level
On a 6 Apply both previous results.
Max power: The maximum energy that can be gathered is 14 Dice. This increases by +1 for every 1500 points your army contains. So a 2k point army is limited to having 15 dice at any one time, but a 3k army could muster 16 dice.
Ok this Table focuses more on reducing the wizards capabilities (having able to reduce two magic levels or more) and is more focused on being harsher to lvl 2,1, and lvl 0 wizards. I changed one important thing though, if wizards lose magic levels, they dont lose spells. Why? because thats dumb and this table is evil enough already. PLEASE PLEASE PLEASe comment, like and subscribe. erm wait. yeah just please say something in the comments? Im lonely and board
also: to note: the only miscast that auto-kills you at least gives you free power dice
Additonal Common Magic Items
Magical Pendant - 25 points - Allows the holder to store 1 power dice or dispel dice every magic phase.
Cloak of magic warding - 15 points - 1 Magical resistance.
Wizarding Hat - 50 points - +1 to cast
Limit 1 Spell Items
Forbidden magical writings - 50 points - Player can negate the first miscast he suffers on a 2+
Huntsman's bow - 20 points - short bow, poisonous attacks and always wounds on a 3+
Sword of volcanic fires - 30 points -wounding equal to the targets armour save modifier, disallowing armour saves.
Shield of deflection (one use only) - 30 points - Shield- can be used to deflect a magic missile spell back at the caster.
Tome of Lore's - 50 points.+2 spells known to the wizard (may take spells from 2 different lore's)
Few basic banners
Banner of martial skill- 45 points increases weapon skill of the unit by +1
Banner of magic - 60 points -+1 pool power dice
Banner of dispel magic - 60 points - +1 dispel dice
Banner of acrobats- 45 points -Increases initiative by +1
Banner of Banner of magical defense -35 points -1 magic resistance
Banner of protection - 55 points -6+ ward save