Mages and their abilities play a very large part on the battlefield in Chronicle. Magic is usable only by those with the Mage perk, and it needs mana to work.
The intangible force known as mana is what powers magic in all of its forms. All spells have a mana value, and that is the amount of mana needed to cast that spell. To gain mana, a mage must spend one Action Point (AP) to Draw.
When a mage spends an Action Point (AP) to Draw Mana, the mage makes a Willpower (WP) Roll (TN 4). For each success, the mage that is drawing the mana gains one point. Mana can be hoarded, and should be kept track with some sort of marker to indicate how much mana that particular mage has at any given time.
When a mage has enough mana, they can attempt to cast a spell. To cast a spell, a mage must allocate the indicated mana amount. This mana is gone, regardless if the spell is successful or not. Once the mana has been spent, a Willpower check is made, with the difficulty indicated within the spell’s description. If the spell is successful, the spell goes off without a hitch, as per the description of the spell. Additional successes are added to the effect of the spell, which is detailed in the spell’s description. Casting a spell is a Special Action.
Casting spells within the threat range of an enemy model provokes a Free Strike. A Mage that is wounded while casting a spell immediately fails the spell, and the mana spent to cast it is gone.
You cannot cast a spell when wearing any armour heavier than Light Armour, or if you are carrying a shield.
There are ten spells that every mage can potentially know. All mages can attempt to cast any of these spells if it is found within their arsenal. Each spell description has five components to it. Each spell costs 10 points, and a mage can know up to as many spells as they have Willpower (WP) attribute.
Name – This is the name of the spell.
Cost – This is how much mana the spell costs to cast.
Difficulty – This is the Target Number needed to cast the spell.
Range – This is the effective range of the spell. Unlike a Ranged Attack, a spell cannot be cast further than its maximum range.
Description – This is a description detailing the spells effects.
|Counter-Spell||As per the Spell.||As per the Spell.||24 inches.|
|This spell can be cast as an interrupt. It is the only spell that can be cast as an interrupt action. When a spell is cast within 24” of a mage, he can spend an order that is being held in reserve to cast this spell. The caster must have the mana needed to cast the spell. This turns the casting of the spell into an opposed roll, and the mage with the most successes wins the test. If the caster of the Counter-Spell wins the test, then the spell is cancelled and doesn’t go off. If the opposing caster wins, he gets the spell off, but must subtract the amount of successes scored by the caster from his own amount of successes.|
|Heal Wounds||1 mana||4+||12 inches.|
|The mage targets a single, friendly model with this spell. This spell will heal 1 Endurance point, +1 per success scored when casting the spell. The effects of this spell are permanent. It cannot be used on incapacitated models, nor can a model have it’s Endurance (EN) raised past its base value.|
|Magic Weapon||2 mana||6+||Self.|
|This spell imbues the mage’s weapon with magical power. When this spell is cast, the mage’s weapon adds +1 Attack (ATT) per success achieved. This weapon stays like this until the end of the player’s turn. Casting this a second time on a weapon does not allow the bonus to Attack (ATT) to stack, though it will not dispel the effects if it is not more powerful than the first casting.|
|Mana Blast||1 mana||4+||8 inches.|
|The mage creates a Direct Area of Effect that is 8” in length. Any models caught under the area of effect of the spell immediately takes a Wound at 3 Damage (DAM). Each additional success scored when casting this spell increases the range by 1 inch.|
|Mana Leech||1 mana||4+||24 inches.|
|This spell can be used to target another Mage within 24”. When this spell is cast, the mage attempts to steal any unused mana that the mage has in his reserve. The caster steals 1 mana, and +1 additional mana for each success scored. This spell cannot steal more mana than the targeted mage has in his reserve.|
|Mana Missile||1 mana||4+||24 inches.|
|This is a basic attack spell. The mage chooses a single target, and casts this spell. This spell inflicts 1 Wound, +1 Wound for each additional success at 4 Damage (DAM). This spell can also be altered by spending 1 additional mana to have an elemental effect tied to the attack.
Earth: A mana missile with the elemental effect of earth will knock down the target. If the target suffers any damage from this spell, he is immediately knocked prone.
Fire: If a mana missile is imbued with fire, it will light the model ablaze! If a model is damaged from this spell, the difficulty to cast the spell against the same target is reduced by 1 if the target is targeted again. This effect continues, though the target number to cast the spell against the same target can never fall below 2 (as a die roll of 1 is always considered a failure).
Air: A mana missile with the elemental effect of air will knock a target back. If the target suffers any damage from this spell, he is immediately knocked back 1” for each success scored. If the model strikes another model or obstacle, the model falls down.
Water: A mana missile infused with the elemental effect of water will soak a model through and chill them to the bone. A model who takes any damage from a mana missile imbued with water immediately has a hard time holding a weapon or concentrating. All rolls this model makes the following turn have their target numbers increased by 1.
|Mana Nova||2 mana||5+||24 inches.|
|This spell allows the mage to create an Indirect Area of Effect centered around one particular target. The mage targets a single point within 24 inches. Every model caught within the Indirect Area of Effect suffers a Wound at 3 Damage (DAM), and the Area of Effect grows 1” per success scored.|
|Mana Shield||3 mana||6+||Self.|
|This spell creates a magical barrier that can absorb damage from attacks. To cast this spell, a Willpower (WP) check is made. For each additional success scored, +1 temporary Endurance (EN) is added to the shield. The shield begins in play with 3 Endurance (EN), +1 per each additional success scored. When subtracting Endurance due to Wounds, first subtract it from the mana shield before it damages the mage.|
|Plane Walk||1 mana||4+||Self.|
|When this spell is cast, the mage can move anywhere within their Line of Sight within 16”. They must be able to draw a direct path to the spot in which the mage wishes to travel. This effect is instantaneous.|
|Possession||2 mana||6+||24 inches.|
|This spell allows a mage to take control of another model. To do this, the spell must be cast against a single enemy model. The target gets a Willpower (WP) test, at the same Target Number that the mage casting the spell. If the target is successful, nothing happens. If mage is successful, then he gains control of that model for the duration of the turn. He gains as many Action Points (AP) as the model’s Initiative Value (IV), and can spend them on the model to perform orders.|