Magic

*This entry describes the use of Magic within the game of Chronicles. For lore around Magic in Chronicles, please see: Magic Lore.*

Magic in Chronicles is manifested by Models through the use of **Spell Actions**. Every Spell in Chronicles has a unique, powerful effect which is described by the rules of the Spell. Spells can also belong to one or more **Schools of Magic** specified by the Spell's description. In addition to following the rules of the Spell, each Spell must also follow the rules of the Schools of Magic that the Spell belongs to.

## Spell Consequences

Spells in Chronicles are powerful abilities, but may come with potential negative consequences for the caster, dictated by their Schools of Magic. Additionally, when a Model casts more than one Spell (allowed by the **Mage** rule), use the Heightened Consequences of the School of Magic rather than the normal rules for that School. Spells without a School of Magic do not have Heightened Consequences.

## Schools of Magic

Blood Magic

 File:Blood-cult-mage-very-small.png
Blood Magic derives its power from blood sacrifice. Blood Magic Spells may list a Type describing the sacrifice. If a Blood Magic Spell does not list a Type, it's rules will dictate how the sacrifice is obtained.

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> **Blood Magic Spell Types**
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> **Weak** - To cast a Weak Blood Magic Spell, select a Friendly Model within 6 inches of the caster. This cannot be the caster him/herself. Roll a Black Die. If the result is any Skull, the Model removes a Wound. Then, the spell may be cast.
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> **Strong** - To cast a Strong Blood Magic Spell, select a Friendly Model within 6 inches of the caster. This cannot be the caster him/herself. That Model removes a Wound from its Profile. Then, the spell may be cast.
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> **Heightened Consequence**
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> **Weak** - Follow the rules of the Weak Type above, but roll 2 Black Dice instead.
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> **Strong** - Follow the rules of the Strong Type above, but instead of a Model removing a Wound from its Profile, remove it from play instead.
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Light Magic

 File:Paladin.png
Light Magic draws its strength from the energy around the caster and does so with a blinding flash of light and heat. This effect is referred to as Light Burn.

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> **Light Burn** - The player casting a spell that causes Light Burn will nominate both a Friendly and Enemy Model within 2 inches of the Caster. Roll a Black Die for each. On a result of 1 or 2 Skulls, that Model removes a Wound. If the Model is Wounded, select a different Friendly or Enemy Model, respectively, within 2 inches of the original Caster and repeat the process. If there are no models within 2 inches of the Caster, no burn occurs.
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> **Heightened Consequence**
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> **Light Burn** - In addition to performing Light Burn, also roll a Black Die for the Caster. The Caster removes a Wound on a roll of 1 or 2 Skulls.
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Wild Magic

 File:Bearshaman.png
*For non-game rule information, see: Wild Magic Lore*

Wild Magic manifests through large amounts of magic energy drawn from nature.

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> **Proximity to Terrain**
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> A caster must be within 8 inches of a piece of Terrain to cast a Wild Magic Spell.
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> Further, the power of a Wild Magic Spell is relative to how close the caster is to Terrain. Every Wild Magic Spell comes with a Weak and a Strong version. If the caster is within 4 inches of Terrain, use the Strong version of the spell. If a caster is within 8 inches of a piece of Terrain, use the Weak version of the Spell.
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> **Wild** - When a caster uses a Wild Magic spell, roll a Black Die. If you roll 2 Skulls, use the Wild Version of the Spell.
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> Use the Wild version of the Spell on a Black Die roll of 1 or 2 Skulls.
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## Spell Sub Types

Some types of Spells can be classified with Sub-types. Spells with a Sub-type will be denoted as such in the Spell's description. A Spell with a Sub-type must follow the rules specified by the Sub-type as well as the Rules for the Spell and any Schools of Magic the Spell belongs to.

Summoning

Summoning Spells are used to create Models on the Tabletop. When using a Summoning Spell, apply the following rules:

1. All summoned models are removed from the board during the Resolve: End Phase.
2. All summoned models must be placed within 6 inches of the Model that cast the spell.
3. If a spell summons more than one Model, all Models must be placed within 2 inches of ALL other Models that were summoned by that Spell.
4. If a summoned Model cannot be placed for any reason, you simply cannot place it.

Geomancy

Geomancy Spells are used to create Terrain on the Tabletop. The following rules also apply to all Geomancy Spells.

1. The terrain piece must be placed in Base to Base contact with the Model who cast the spell.
2. Terrain is removed from the Tabletop during the Special: Start Phase of the next Game Turn.
3. Created terrain may not be placed in Base to Base contact with enemy Models.

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