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HORDES OF MAGIC

A supplement for Hordes of the Things 2nd ed. April 2002


© Brendan Burnett, March 2023, version 1.0.
INTRODUCTION

Across the lands, a new age of magic is dawning. Millennia-dormant networks of arcane stones hum, glow
and stir with primordial energies once more. Mighty portals of power shiver, pulse and surge as raw mana
floods through them into the world. Noble lords and sorcerer kings raise legions to protect their people or
dominate others across the planes. Mortals must harness the newfound powers or fall prey to those who do.
These are desperate times; these are times of enchanted armies; these are the Hordes of Magic:

Here be elven mages and ensorcelled beasts that fly,


Here be runic axes and trolls filled with strange fire,
Here be magical mortals with blades of fire and ice,
Here be power-hungry sorcerer-lords enthralling all to their side.

All upon the battlefield, beneath a wizard’s eye.

One spell to bind them all,


One die to cast them,
One king to move them all,
And to arcanely duel them.

Upon the battlefield, beneath a wizard’s eye.

Hordes of Magic is an unofficial supplementary text intended to go with Hordes of the Things 2nd ed. (2002)
(HOTT) by Barker, Barker and Scott.

To play a game of Hordes of Magic, players should, for all intents and purposes, refer to the rules found in
HOTT.

Unless otherwise stated in the SUPPLEMENTARY RULES on the next page, all rules are intended to remain
the same.

The purpose of this supplement is to provide a version of HOTT with a higher emphasis on Magician elements.

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SUPPEMENTARY RULES

To play a game of Hordes of Magic, the following supplementary rules apply. These rules are designed to run
alongside the ordinary rules found in HOTT, with a few exceptions.

Element cost
Armies in Hordes of Magic are heavily composed of wizards, sorcerers, charmers and enchantresses.

Hordes of Magic
• Your General MUST be a Magician (4AP). This element does not count towards the 50% AP total for
6, 4 and 3 AP elements limit for the army.
• You may have up to 50% of your total AP as Magician elements.
• The total AP of Magician elements does not count towards the 50% total for 6, 4 and 3 AP elements
in the army.
o Example 1: An army of 24 AP may have three Magician elements (12 AP) as well as an Aerial
Hero (6AP), for a total of 18 out of 24 AP. This leaves 6 AP for other element types.
o Example 2: A very magical Army of 36 AP has a Magician General element (4 AP) and four
Magician elements (16 AP), for a total of 20 out of 36 AP. This leaves 16 AP for other element
types.

Psychic Commander
It does not cost an additional PIP to move friendly elements if they are beyond the crest of a hill, or in or
beyond a wood or built-up area.

Spellcasting
For all intents and purposes, Magicians serve all the same functions as indicated in HOTT. In addition,
however, Magicians in your army may take advantage of the following SPELLS mechanic.

SPELLS

Casting spells
To cast a spell in YOUR turn:

1. Select a Magician in your army.


2. Choose ONE spell from one of the four schools of magic (below).
3. Roll a D6. If you roll the value indicated, the spell manifests. If you do not roll the value indicated, the
spell fails.

You may attempt to manifest ONE spell per each friendly Magician element on the battlefield. Spells cost
ONE PIP per element to attempt to manifest. The same spell cannot be manifest twice in one turn.

Magical conclave:
Magic-users are enhanced by each other’s magic when nearby. If Magicians are in a group together, then it
only costs one PIP total to attempt to manifest all the spells in that group. For example, a group of three
Magician elements may attempt to manifest one spell each, but only for a total of one PIP altogether.

Countering spells
If a unit that is targeted by an enemy spell is within 500p of a friendly Magician, that Magician may attempt
to counter the spell. You may only attempt to counter a spell once per turn, and a multiple magicians may not
attempt to counter the same spell.

To counter a spell, roll a die. On a roll of 6, that spell is countered and is not manifested. Treat the spell as
having failed in the first place.
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Spell Lores
Every time a Magician attempts to manifest a spell, they may choose ONE spell below from one of the four
lores or schools of magic to manifest.

To manifest a spell, a Magician must roll equal to or higher than the Manifest value on the spell on a D6.

Lore of Destruction
This school exercises mastery in offensive spells that damage enemies.
Spell Manifest Range Effect
Resolve shooting against target element at +3 v foot
Magic Missile 3+ 200p
or stronghold, +4 v others.
Arcane Blast 4+ 500p Resolve shooting against target element at +4.
Choose a point within 600p of the caster. For every
Firestorm 5+ 600p element within a 200p radius of that point, resolve
shooting at +3 v foot or stronghold, +4 v others.

Lore of Restoration
This school exercises mastery in defensive spells that protect allies.
Spell Manifest Range Effect
Target unit receives +1 to all combat resolutions
Green Shield 3+ 100p
until your next turn.
Target unit cannot be affected by shooting or spells
Blue Shield 4+ 200p
until your next turn. It can still be charged.
Target unit cannot be engaged in combat until your
White Shield 5+ 300p
next turn. It can still be shot.

Lore of Illusion
This school exercises mastery in hallucinatory spells that confuse enemies.
Spell Manifest Range Effect
Cause target element to move 200p directly towards
Charm 3+ 400p
the caster.
Cause target element to flee 600p directly away
Horrify 4+ 300p
from the caster.
Redeploy target element up to 1200p away, in any
Teleport 5+ 100p
direction.

Lore of Conjuration
This school exercises mastery in summoning spells that deploy otherworldly allies.
Spell Manifest Range Effect
Target element may not move for any reason until
Dark Terror 3+ 200p
their next turn.
Resolve combat against target element at +5 v foot
Phantom Blades 4+ 400p
or stronghold, +3 v others.
You may redeploy one destroyed friendly element
Reanimation 5+ Unlimited
adjacent to your Magician.

Universal spell lore:


Alternatively, Magicians may attempt a Magical Attack or Ensorcellment as per the normal HOTT rules.
Expend two PIPs as usual and resolve the attack as written in HOTT. The spell manifests automatically and
follows the rules as per usual. Rules for Desorcelling Heroes or Magicians also apply as usual.

Wizard’s Tower
Strongholds in Hordes of Magic also count as a Magician. Spells cast by a Stronghold have Unlimited range.

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MAGICAL ENHANCEMENTS

Arcane Artefacts
As magic fills the land, various magical items are being gifted from above, discovered in ancient tombs, or
crafted with sorcerous intent.

Armies may choose as many magic items corresponding to the total AP of the battle, following the general
principle of one magical item per 12 AP.

Total Army AP Total Arcane Artefacts


12 1
24 2
36 3
48 4
60 5
72 6
84 7
96+ 8

Item Effect
Enchanted Weapons Combat only; +1 in combat resolution if in base contact.
Arcane Arrows Shooter only; +1 in combat resolution for Shooters.
Arcane Ammunitions Artillery only; +1 in combat resolution for Artillery.
Magic Ward +1 in combat resolution v Magicians.
Sorcerer’s Tome Once per game, this element may attempt to manifest a spell.
Wizard’s Hat Once per game, this element may attempt to counter a spell.
Runic Ward This element counters spells against itself on a 2+ instead of a 6.
Staff of Swiftcasting Magician only; once per game, may cast two spells per turn.
Enchanted Armour +1 to combat resolution when targeted by a ranged attack of any kind.
Demonic Codex Once per game, this element manifests the Phantom Blades spell.
Emerald Lifestone Once a game, if this unit would be destroyed, recoil instead.
Ruby Bloodstone Once per game, if this unit would recoil an enemy, destroy it instead.
Sapphire Heavenstone Once per game, apply +2 to combat resolution on self.
Onyx Hellstone Once per game, apply -2 to combat resolution on target.
Cursed Blade Lurker or Sneaker only; +1 in combat resolution.
Boots of Speed Ground element only; Move up to +100p in any kind of going.
Scroll of Flight Once per game, gain fly and move up to 1200p.
Witches’ Brew Once per game, acquire the features of a Behemoth for one turn.
Horn of the Hunt Once per game, acquire the features of a Beasts for one turn.
Cloak of Invisibility Once per game, may not be the target of attacks of any kind.
Aegis of the Angels Knight or Paladin only; +2 combat resolution versus gods or dragons.

Artefacts should be clearly indicated in the game, either on the army list or using tokens.

In equipping artefacts, players should follow these principles:

• Artefacts are available on both players’ agreement only.


• Artefacts are equipped on individual elements.
• Artefacts may only be chosen once per army.
• One element may only have one artefact at any time.

For the rest of the battle, an element with an artefact is considered to have the effect as indicated by the item.

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Magical Terrain
In Hordes of Magic, even the very physical terrain of the world has become infused with primordial energies.

In addition to their ordinary effects, pieces of terrain can have various effects on elements throughout the
game.

For each piece of terrain, roll a D6, and apply a random effect.

This is to be determined after the placement of terrain, but before the deployment of armies.

Roll Effect
Cursed: -1 to all combat resolutions within 200p in
1
your turn.
Vortex: -1 to manifest spells within 200p in your
2
turn.
Magical: +1 to manifest spells within 200p in your
3
turn.
Mundane: No additional effects on this terrain in
4
any turn.
Portal: Replacement Hordes may deploy from here
5
in your turn.
Hallowed: +1 to all combat resolutions within 200p
6
in player’s turn.

6
Feedback

For any suggestions on various aspects of this supplement, please use the Google Form below:

https://forms.gle/cKaefQiiPfZAuooU8

Thank you for your support. Happy wargaming!

B. Burnett.
March 2023

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