Calculate Power and Dispel dice
Cast spells
Attempt to dispel
Spell succeeds or fails
Cast again. Repeat steps 2 - 4
Dispel any spells in play
Generate Power and Dispel Dice (p.135)
Power Dice
The player whose turn it is generates two Power dice plus a number of extra dice depending on the number and level of Wizards in his army. This is summarised as follows:
Basic number of dice: 2 dice
For each Level 1 Wizard: +1 dice
For each Level 2 Wizard: +2 dice
For each Level 3 Wizard: +3 dice
For each Level 4 Wizard: +4 dice
Fleeing or dead Wizards do not generate Power dice.
Add any bonus dice provided by magic items, spells, etc.
Dispel Dice
The opposing player generates two Dispel dice (four in the case of a Dwarf army) plus a number of extra dice depending on the number and level of Wizards, Runesmiths or Runelords in his army. This is summarised as follows.
Each Runesmith or Runelord: +1 dice
For each Level 1 Wizard: +1 dice
For each Level 2 Wizard: +1 dice
For each Level 3 Wizard: +2 dice
For each Level 4 Wizard: +2 dice
Fleeing or dead Wizards do not generate Dispel dice.
Add any bonus dice provided by magic items, spells, etc.
Cast Spells (p.136)
A Wizard may attempt to cast each of his spells once. Nominate which spell is to be cast and the target of the spell. Roll as many Power dice as you wish up to the maximum allowed by the Wizard's level. If you roll equal or better than the spell's casting value the spell is cast. Expended dice are removed from the casting player's pile whether the spell was cast or not. A roll of 1 or 2 is always a failure, regardless of modifiers.
Maximum Power Dice Rolled for a Single Spell
Level 1 Wizard: 2 dice
Level 2 Wizard: 3 dice
Level 3 Wizard: 4 dice
Level 4 Wizard: 5 dice
Miscasts
Rolling two or more 1's means the spell has been miscast. The Wizard must roll 2D6 on the Miscast table.
Irresistible Force
Rolling two or more G's means the spell has been cast with Irresistible Force. It is cast successfully and cannot be dispelled by the opposing player. If two G's and two 1's are rolled, the spell fails and the Wizard must roll 2D6 on the Miscast table.
Attempt to Dispel (p.137)
The opposing player may make one attempt to dispel the enemy's spell irrespective of which unit it was cast on. Roll as many Dispel dice as you wish up to the maximum number you have. If you wish to use any magic items to boost the dispel you must declare this before rolling the dice. If the number rolled is equal to or greater than the score rolled by the casting player, then the spell is dispelled. If two or more 1's are rolled then the dispel fails automatically regardless of the actual score rolled.
Spell Succeeds or Fails
Apply the effects of the spell as described in the Magic section.
Cast Again
If you have more spells to cast and any Power dice left, you may cast again.
Dispel Spells in Play
Once all spells have been cast, both players may attempt to dispel any spell cast in a previous turn. The opposing player may attempt to do so first. To dispel a spell already in play the dice only have to equal or beat the casting value of the spell. The casting player may then attempt to dispel spells in play counting any remaining Power dice as Dispel dice and following the above procedure. Spells originally cast with Irresistible Force can be dispelled as normal.