Spells and Wards

Spells #

Spells as written in Flagrant Factions are unavailable. Instead, use the following conversion guide. Where there isn’t specific guidance, use the spells as written in Wolves Upon the Coast or use your judgement.

Unless otherwise specified, activating to cast a spell requires a 6+ and the range is 12". If they succeed, the spell takes effect immediately. If they fail, the enemy seizes initiative and the spell takes effect when the caster’s side regains initiative.

The caster still needs to achieve the effect by the means described in Wolves Upon the Coast Book 2 - Magic.

Animal Growth #

  • Range: 6"
  • Target: Beast Group
  • Duration: 12 turns

If targeting a Group with the Light Beast profile, use the Heavy Beast profile instead. If they have the Heavy Beast profile, double their FS instead. If targeting non-Group animals nearby, they gain the Light Beast profile.

Animate Dead #

  • Range: 6"
  • Target: Beast Group
  • Duration: Permanent

Summon the following Group of skeletons under the caster’s command:

MEMIMOFSRTTraits
6+ / 5+ / 4+-5+ / 8"124+2Defensive, Unfeeling

Anti-Magic Shield #

  • Range: 3" radius
  • Target: Self
  • Duration: Permanent

Mark a circle around the caster’s Group. Magic is fully nullified within the circle.

Bless #

  • Target: All friendly Groups / All enemy Groups
  • Duration: 6 turns

Roll +2 dice to hit (+1 if Bloodied), reroll failed Resolve tests. If reversed, roll –2 dice to hit and reroll successful Resolve tests.

Charm Monster #

  • Target: Group
  • Duration: Permanent

Target Group follows caster’s orders. If given orders antithetical to their nature, they test Resolve and break free if successful.

Charm Person #

  • Target: Single-model human or post-human Group
  • Duration: Permanent

Target tests Resolve immediately. If they fail, they follow the caster’s orders. If given orders antithetical to their nature, they test Resolve and break free if successful.

Circle of Invisibility #

  • Range: 3" radius
  • Target: Self
  • Duration: Permanent

Mark a circle around the caster’s Group. Groups in the circle can’t be targeted by any Groups outside the circle.

Circle of Protection #

  • Range: 6"
  • Target: Self and friendly Groups
  • Duration: 6 turns

Enemies the protection is against reroll hits against target Groups.

Cloudkill #

  • Range: 18"
  • Duration: Permanent

Everything within 6" of a target point is affected. Roll 12d6 against every Group in contact with the cloud, hitting on 2+, ignoring T, and counting 6s twice. Roll again anytime a Group comes in contact with the cloud or starts their turn in it.

Colour Spray #

  • Target: Enemy Group
  • Duration: 1 turn

Target can’t act at all during their sides next turn. Until they activate again, the Group doesn’t defend itself in anyway. If Attacked, treat every die as a hit.

Confusion #

  • Target: Group
  • Duration: Permanent

Enemy must reroll all successful activations.

Control Water #

  • Target: Caster
  • Duration: End of Skirmish

Change water-based terrain difficulty one step per turn.

Cure Critical Wounds #

  • Target: Self or adjacent Group

Target regains 6FS

Cure Light Wounds #

  • Target: Self or adjacent Group

Target regains 3FS

Cure Serious Wounds #

  • Target: Self and adjacent Groups

Targets regain 1FS per 6FS of sacrifice.

Disintegrate #

  • Target: Group

If targeting a multi-entity Group and a member is disintegrated, test Resolve at -3.

Enervate Dead #

  • Target: Group
  • Duration: 12 turns

Target can’t act at all for duration. Until they activate again, the Group doesn’t defend itself in anyway. If Attacked, treat every die as a hit.

Fear #

  • Target: Self
  • Duration: 6 turns

Caster’s Group gains the Terrifying trait and all enemy Groups within 12" immediately test Resolve.

Fireball #

  • Range: 18"
  • Target: 10" radius

Roll 12d6 to hit all Groups in radius on 3+, ignoring T.

Hold Monster #

  • Target: Monster Group
  • Duration: End of Skirmish

Target tests Resolve. If they fail, they can’t act at all and don’t defend themselves in any way. If Attacked, treat every die as a hit.

Hold Person #

  • Target: Human Group
  • Duration: End of Skirmish

Target tests Resolve. If they fail, they can’t act at all and don’t defend themselves in any way. If Attacked, treat every die as a hit.

Lightning Bolt #

  • Target: Group

Roll 6d6, hitting on 3+. For any dice that rolls 4+, count as a hit and roll it again. Continue rolling until no dice roll can be rerolled.

Move Earth #

  • Range: 36"
  • Target: 12" radius of hilly terrain
  • Duration: Permanent

Target terrain moves in a direct line to a destination within 18". Roll 12d6 to hit any Group in the path, hitting on 3+. Any affected Groups break formation (e.g. are no longer in a Shieldwall).

Phantasm #

  • Range: 6"

Add a single-model Group with the following profile within range. It activates before the caster on future turns without testing. It has no FS and never tests Resolve. If a Group passes their Resolve test when Attacked by it, the Group disappears from the field.

MEMOTraits
5+ / 5+8"Terrifying, Vicious

Protection #

  • Target: Self
  • Duration: 6 turns

Caster must be fighting as a Champion. Enemies the protection is against reroll hits against the caster.

Protection from Missiles #

  • Target: Self or Champion Group
  • Duration: 12 turns

Target ignores hits when resolving Shooting.

Slaying Spell #

  • Target: Group

If targeting a Champion with 6HD, they test Resolve. If they fail, or if the target isn’t a Champion, roll 12d6 against target, hitting on 3+ and ignoring T.

Sleep #

  • Target: Group
  • Duration: End of Skirmish

Target can’t act at all and don’t defend themselves in any way until disturbed. If Attacked, treat every die as a hit. An adjacent friendly Group can activate (4+) to wake them.

Transmute Rock to Mud #

  • Target: 6" square
  • Duration: Permanent

Target area becomes difficult terrain.

Wall of Fire #

  • Target: 6" long wall
  • Duration: Concentration

Roll 12d6, hitting on 3+, against any Group in the wall when it ignites. Roll 6d6 to hit any Group passing through it. Each turn, the caster may activate (no test) to keep the wall burning.

Wall of Ice #

  • Target: 6" long wall
  • Duration: 6 turns

The wall is impassable terrain. A Group can Attack it. If they inflict 6 or more hits in an attack, it shatters.

Web #

  • Target: 3" radius
  • Duration: 3 turns

Wards #

Wards must be applied to an entire Group to affect them.

Add the Warding bonus to relevant Resolve tests or subtract from inflicted hits.