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Old World Preview: Magic

Alright, fellow war strategists, grab your spellbooks and gather ’round because Warhammer: The Old World is giving us a magical makeover! No more set Magic phases; instead, magic is sprinkled throughout every phase of the game, making it rain spells and hexes.

The Old World is set in a time before magic colleges, where Imperial Wizards are flexing their mystical muscles, tapping into the eight winds. But hold on, there’s a twist – eight lores in the core rulebook, each representing a unique magical flavor. Battle Magic, Dark Magic, Waaagh! Magic – you name it, and mages get to pick two lores to play with in each battle. It’s like a magical buffet!

Now, these lores aren’t just for show; they pack seven spells each, with a signature spell that’s always on the menu. And here’s the magic sauce – we’re talking Enchantment, Hex, Conveyance, Magic Missile, Magical Vortex, and Assailment spells. Cast ’em in different phases, and trust me, it’s a game-changer.

Casting is a breeze with a simple 2d6 roll, adding the caster’s skill level. No more Winds of Magic cards – it’s all about quick, tactical decisions on the battlefield. But the real spice? It’s a wizard duel, baby! Miscast on a double 1, Perfect Invocation on a double 6 – it’s high-stakes magical poker.

And don’t think you’re safe once a spell is cast. Wizards within 18″ or 24″ (depending on their level) can try to dispel like magical superheroes. Roll 2d6, add your level, and if you beat the casting roll, poof – the spell is canceled. But watch out for those doubles; a double 6 means you’re a dispelling god, and a double 1? Well, that’s an Outclassed in the Art situation – cue the Miscast Table drama.

But wait, there’s more! Magic items, special rules, and Fated Dispel attempts add a layer of strategy to this magical showdown. It’s not just about flinging spells; it’s about outsmarting your magical adversary.

And here’s a sneak peek at what’s coming – the Bretonnian Handmaiden of the Lady, a spell-slinger extraordinaire. She’s got three lores up her sleeve, can ride various majestic beasts, and buffs her crew with Magical Attacks and Magic Resistance. Knights of the Realm, you’ll want her by your side!

In a nutshell, while the magic system got a makeover, it’s still the secret sauce that can turn the tide of battle. Shorter ranges mean more tactical wizard placements, and the magic-drenched battlefield is primed for a smoother, more immersive experience. Stay tuned for next week – we’re diving into Grail Knights, living saints, and the Bretonnian way of life. It’s about to get medieval up in here!

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