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Manifestations (Endless Spells and Spell Effect Models For Age of Fantasy)
Manifestations (Endless Spells and Spell Effect Models For Age of Fantasy)
Manifestations (Endless Spells and Spell Effect Models For Age of Fantasy)
Manifestations are magical constructs appearing on a battlefield and are represented by a model.
Manifestations may either be placed on the battlefield at the beginning of the game by
agreement between the players or summoned by wizards during a game.
Manifestations can be activated like any model, but either player may choose to activate a
Manifestation (though each Manifestation can be activated only once per turn).
When activated, a Manifestation may Advance (and adds +1d6" to movement) or Hold (but
cannot Rush or Charge). A Manifestation may not move over another model. If a Manifestation is
Wild (see below), when the manifestation is activated the activating player chooses one of the
dice showing the type of Manifestation and re-rolls it to determine the Manifestation's attributes.
At the end of the Manifestation's activation, if it causes damage check to see what units are
affected by this.
To determine what effect a Manifestation has, roll 2d6 when it is initially placed on the
battlefield. Place the dice on the model's base to show what the Manifestation's attributes are. A
unit that already has a special rule granted by a Manifestation gains no effect from the
Manifestation.
Summoning a Manifestation
A wizard may choose to attempt to summon a Manifestation instead of casting a spell, but it is
dangerous. Summoning a Manifestation is a spell that requires a 6+ to cast. If a wizard attempts
to summon a Manifestation and fails, the wizard suffers a number of hits equal to the result of
the die used to try to summon the Manifestation. If successful, the wizard rolls 2d6 to determine
the Manifestation's attributes and may modify one of the dice (up or down) by up to the wizard's
Wizard value (maximum of 6, minimum of 1). The wizard may then place the Manifestation
anywhere within 6" and then immediately activate it.
Dispelling a Manifestation
A wizard within 12" may attempt to dispel a Manifestation (removing it from play) instead of
casting a spell. The wizard must roll a 6+ on D6 + the Wizard's value.
Perpetual Manifestations
Player's can agree that non-summoned Manifestations are perpetual. A perpetual Manifestation
that is dispelled is not removed from play but instead made inactive and cannot therefore be
chosen to be activated. At the end of any turn where any Manifestations are inactive, roll a D6
for each inactive Manifestation. On a 5+, the Manifestation becomes active again and can be
activated as normal on the next turn.