ARCHMAGI SPELL LIST





SPELLS		TIMING	TARGET: EFFECT
Disenchant	Battle	Destroy Target Artifact 
Antimagic	Battle	No more spells may be cast this battle
Counterspell	Any	Target spell just cast has no 
			effect; Play before any rolls are made
Fireball	Battle	Attack: Missle+3, Fire+3, Slay Cold&Wood+5
Lightning Bolt	Battle	Attack: Missle+2, Lightning+5
Hurricane	Scout	Adjacent stack in water Hex, 
			each unit attacked by: Storm+3
Tidal Wave	Scout	Adjacent stack in water Hex, 
			each nonflying unit attacked by: Wave+5  
Plague		Scout	Adjacent stack each living unit 
			attacked by: Disease+3 
Pestilence	Scout	Adjacent stack each living unit attacked 
			by: Swarm+2 
Fire Elemental	Battle	Create Unit: Fire+6, Essence
Air Elemental	Battle	Create Unit: Air+5, Flying, Essence
Earth Elemental	Battle	Create Unit: Earth+6, Essence
Water Elemental	Battle	Create Unit: Water+5, Swim, Essence
Ice Elemental	Battle	Create Unit: Ice+6, Essence
Confusion	Battle	Opponent must pick a random combatant from 
			stack during battle
Charm		Battle	Use random unit from opponents stack as 
			combatant this turn
Invisible Stalker Battle  Create Unit: Suprise+6, Slay Heros+3, 
			  Lasts 1D6 Rounds
Chasm		Scout	Prevents all movement between casters 
			hex & one adjacent hex
Earthquake	Scout	Adjacent stack on Land hex, each nonflying 
			unit attacked by: Quake+3 
Inferno		Battle	Land Hex; All units in this battle attacked 
			by: Flames+7
Winds		Battle	No modifiers for archers and missles 
			this battle, Air
Lightning Strike Scout	Random unit in adjacent stack attacked by: 
			Lightning+6
Steal		Scout	Gain control of artifact
Flaming Chariot	Scout	Hero: Flying, Very swift, Carry=1, Fire+4
Call Dragon	Recruit	  Deploy Dragon from your reserve into casters hex
Call Hero	Recruit	  Deploy Hero from your reserve into casters hex
Call Animals	Recruit	  Deploy Animal from your reserve into casters hex
Smite		Battle	Warrior: Strong+6
Blessings	Battle	All your units get Bless+2 this battle
Control Animals	Battle	Control Animal Unit permanently
Control Dragon	Battle	Control Dragon Unit permanently
Control Undead	Battle	Control Undead Unit permanently 
Animate Dead 	Recruit   Deploy Undead from your reserve into casters hex
Transmutation	Recruit	  Discard target unit & replace with unit 
			from your reserve
Polymorph	Scout	Unit in hex replaced with unit from your 
			reserve for one round 
			Discard replacement form at end of turn 
Bannish		Battle	Enemy Unit goes back to controlers reserve
Darkness	Battle	End battle immediately
Teleport	Move    Move target unit to any empty hex as its move 
			for this turn
Dimmension Door	Battle	Self & any number of Heros Vanish
Scry		Scout	Look at any 3 Adjacent stacks
Read Minds	Scout	Look at all opponents spell reserves
Foretell	Scout	Look at all opponents unit reserves
Ressurection	Battle	At End of Battle deploy unit killed in this 
			battle in casters hex
Reincarnation	Battle	At End of Battle deploy unit from reserve to 
			replace unit killed in this battle. 
                        Deploy unit in casters hex
Vortex		Scout	All players discard 1D6 spells
Cyclone		Scout	Adjacent stack each flying unit attacked by: 
			Winds+8 
Forge		Recruit	  Draw an artifact
Whirlpool	Scout	Adjacent stack on Water hex, each nonflying, 
			nontransported unit attacked by: Whirlpool+5
Cold Blast	Battle	Attack: Cold +4, Slay Fire+7
Illusion	Battle	Add Monster from reserve to stack, 
			Discard at end of battle
Blizzard 	Scout	Adjacent hex, each nonflying unit attacked 
			by: Cold+2, Slay Fire+3
Forget		Battle	Target Mage or Spellcaster unit cannot cast 
			spells this battle
Curse		Battle	All attacks against Target unit are at +4 
			for the rest of game
Blight		Scout	Cast on Empty hex. No unit may enter this hex 
			for 1D6 rounds
Meteor Shower	Scout	Adjacent stack each unit attacked by: Meteors+7
Growth		Battle	Unit: Giant+5 for one round
Healing Magic	Battle	All units get regeneration this battle			
Probability shift Any	Cause target dieroll to be rerolled
Water Torrent	Battle	Attack: Water+2, Slay Fire+4
Flood		Scout	Adjacent Stack in Land Hex. Nonflyers 
			& Nonswimmers cannot move into or out of hex for one round
Fog		Scout	No battle may take place in target hex 
			for one round
Water walk	Scout   Unit: Swimming until unit enters a Land Hex
Breathe Water	Scout	Self: All units in stack get Swimming until 
			Caster enters a Land Hex
Haste		Scout	Self: All units in stack get Swift & Fast+1 
			this turn
Poisonous Mists	Scout	Adjacent hex, each living unit attacked 
			by: Poison+4
Neutralize Poison Any	Cancels target poison attack or bonus
Cloud Walk	Scout	Self: All units in stack get Swift & Flying 
			this turn
Mirror Image	Battle	Create Unit: Identical to opposing combatant. 
			Destroyed if original destroyed. 
			Both destroyed on tie battle roll. Does not come 
			with Artifacts
Familiar	Recruit	  Permanent unit attached to mage caster. 
			  Destroyed if caster Destroyed. Scout, Swift, 
			  Choose Animal or Demon; 
			  Choose Fly, swim, or poison+1
Detection	Battle	Negate opponents suprise & ambush bonuses 
			this battle
Shield		Battle	Unit: Armor+4 for rest of battle
Spell Turn	Any	Choose new target for spell
Spell Steal	Any	Target spell is countered. Put spell in your 
			spell reserve
Touch of Death	Battle	Mage: Drain+8
Sleep		Battle	Target Paralyzed for 1 Battle Roll
Holy Light	Battle	All attacks vs Undead or Evil units are at +4 
			this battle
Turn Undead	Battle	Target Undead unit Destroyed
Web		Battle	Target Paralyzed for 1D6 Battle Rolls
Turn to Stone	Battle	Attack: Petrification+6; Elemental units 
			are immune
Levitate	Battle	All units in stack: Flying
Disintegrate	Battle	Attack: Disintegrate+7
Defender	Battle	Unit: Guard & Martyr
Wall of Fire	Battle	Create Unit: Fire+5; Defending side only
Sanctuary	Scout	Caster: Stack cannot attack or be 
			attacked for one round
Fear		Battle	Target unit must Vanish or be destroyed
Hide		Battle	All units in stack: Ambush+3
Heros Feast	Scout	All Heros in stack: Brave+4 for rest of turn
Farcast		Any	Cast next spell at any range
Spell Shield	Recruit	  Hero: Immune to all spells for one round 
Call Defender	Battle	Move unit you control from any stack to 
			this stack
Call to Arms	Recruit	  Draw an extra unit	
Weakness	Battle	Target unit gets no bonuses from strength or 
			bravery this battle	
Mind Blast	Battle	Attack: Mindblast+5
Deflect Missles	Battle	Unit: Missle & Archer Attacks &
			Bonuses=0 against this Unit; 1 Round
Elemental Shield Battle	  Unit: Elemental&Essence Attacks & 
			  Bonuses=0 against this Unit; 1 Round

NOTES ON SPELLS
All Battle Spells are cast at targets in the same hex as the caster in Battle Phase
Battle spells affect the result of only one battle roll unless otherwise stated
Created units remain until slain or the end of the battle. The spell chit is treated as a unit chit
Attacks are treated as units that last for one battle roll. The spell chit is treated as a combatant
All Scout spells are cast at targets in the same hex, or an adjacent hex to the caster in Scout Phase
All Recruit Spells are cast in the same hex as the caster in Recruit Phase
All Move Spells are cast at targets in the same hex as the caster in Movement Phase
Paralyzed: Target combatant must be replaced by another unit, or target is destroyed
Any revealed unit in a stack may be targeted by a spellcaster





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