Our quick and dirty D&D magic system. ( North Ayrshire Wargames Club) So here are some ideas for a magic system in line with Dungeons and Dragons.
Wizards cost 10 points + 10 points per spell. Maximum cost 50 points. (level 4 wizard)
Wizards are not bases they are upgrades to a base,when the base is removed then he/she is dead.
Attach a wizard model to the base to show which base is upgraded, he/she cannot leave this base.
Wizards count towards the allocation of generals...if you have 4 generals , then no wizards.
Roll a dice for each spell at the start of the game.
die roll...spell name...when it is used.
8...Conjure Monster (end of JAP)
7... Charm Monster (Shooting phase) range 6MU
6... Scrying (initiative phase at game start)
5... Fireball (shooting phase)
4...Lightning bolt (shooting phase)
3...Counterspell (Anytime)
2... spell failed, nothing.
1... spell failed,nothing.
Charm Monster :Take control of an enemy Monster, 2+ on 1D6 for spell to work.
Scrying: adds +1 to the initiative roll at the start of the game...can be counterspelled.
Fireball : Single shot , 4 dice at fixed 4+ to hit,counts as Heavy Artillery for CMT, range 12 MU. Any direction.Overhead shooting not impaired.
Lightning Bolt : Single shot at General or Wizard (not Hero). 10+ to kill on 2d6. Range 12 MU. Any direction.
Conjure Monster: Place a 1 base monster within 6 MU of the Wizard.(Counts as Scythed Chariot no matter what it looks like).
Roll for control 1D6 : 2+ Wizard has control, on a 1 the opponent gets control of the monster.
Important note: dont forget this !
Counterspell: Negates enemy spell, must be used to stop the spell being cast. you cannot wait and see the spell effect. Range 12 MU , any direction. No range for countering a Scrying spell. Casting test , fails on a 1 on 1D6.
Note: These ideas have been playtested four times (edit).