By Lloyd Krassner
Edited & Updated by Jason Newell
Mages (Archmagi) use spells, heros, monsters, armies, and
artifacts to destroy each other and conquer the world.
Click here for Archmagi Map Generator by Peter Cobcroft.
Use a Hex map or hand draw Territories.
Draw one large continentof 20-40+ territories. Differentiate between Sea & Land spaces.
Predetermine the terrain type in each Hex by choice or by using the D20 & consulting the Terrain chart.
If a map is missing certain terrains, units from those terrains can be deployed in only special circumstances.
Play may proceede on a map of unknown territories using the Exploration Phase and rules.
One or more Sea hexes should be designated as the Reef or Abyss terrain types.
An alternative to the D20 method is to make Terrain chits for each of the Terrain types.
Map designers may want to specify terrains that cannot be used for deployment.
Each player randomly selects:
1 Archmagi chit
3 Unit chits in Reserve
5 Spell chits
Players must also select the color of their banner chits.
Players place their Archmagi on Land hexes on opposite ends of the map.
SETUP- DETERMINE TURN ORDER
Players roll high. Reroll ties. High roll goes first.
Play proceedes in a clockwise direction.
A player whose turn it is, is called the Active Player.
Destroy all opposing Archmagi units.
Units are represented by counters or chits.
The chit has the name of the unit(or spell, etc.) on it.
Make seperate Recruitment piles for: Archmagi chits, Spell chits, Banner chits, Artifact chits, Unit chits.
Players will often have to refer to the lists in the rules to find out what certain chits do.
All players should have their own copy of the rules.
D20 TYPE NOTES
1 Plains Steppes, Plateau, Grasslands
2 City Civilized, Towns
3 Forest Woods
4 Castle Feudal
5 Heath Farmlands
6 Hills Chaparral
7 Swamp Bog, Marsh
8 Caves Caverns
9 Mountain Crags, Peaks
10 Desert Dunes
11 Jungle Rain Forest
12 Tundra Permafrost, Arctic
13 Taiga Boreal Forest, Pine Forest
14 Ruins Cursed Lands
15 Tors Cold Mountains, Glaciers
16 Waste Bad Lands, Broken Lands, Barrens
17 Sylvan Faerie Woods
18 Volcano Hot Springs, Lava Pits
19 Water River, Lakes
20 Workshop Factories
* Sea Deep Sea
* Abyss Murky Depths
* Reef Shallows
* Coastal Any Hex adjacent to a Sea Hex is also a Coastal Hex
NOTES ON TERRAIN
All units get Tactics+1 in their home terrain
Coastal Hexes are considered to be both Land & Water
A 'Round' is when all players have taken a turn.
Then starts a new Round.
1- RECRUIT UNITS PHASE
Acting Player draws 2 Unit chits from the Unit Recruit Pile
Each unit, represented by the chit, is recruited in only one type of territory.
Deploy the unit into its territory only if that territory is occupied by units you control.
A player may hold up to 5 Unit chits in a pile called the Reserve.
Excess Units in the reserve are discarded back to the Unit Recruit Pile.
Once per turn in his recruit phase, A player may discard two reserve chits to draw an artifact.
Artifacts are also represented by chits and are drawn from a seperate artifact pile.
Deploy artifact to any unit capable of using it.
Artifacts can also be stored in the Reserve.
2- RECRUIT SPELLS PHASE
All players, not just the acting player, draw 3 spells from the Spell Pile.
A player can have a maximum of 7 spells in their Spell Reserve. Discard extras.
These spells can be cast by any mage or spellcasting unit the player controls.
3- SCOUT PHASE
Active players units only.
Each Scout or Rogue unit belonging to the active player may reveal all units in an enemy stack adjacent to it.
Units with the Steal ability may try to steal a target artifact in the same, or an adjacent hex.
Units with Guard ability will catch and kill the thieves on a roll of 1-2 on D6, preventing the theft.
The theft succeeds on a roll of 1-2 on D6; One attempt per Scout phase.
The stolen artifact stays in posession of the thief until it is
given to another hero in the same hex in move or scout phase
The target player must reveal if artifacts are present in the stack before a steal attempt is made.
STACKING & BANNERS
Any number of units may be stacked together.
Each stack has on top a colored banner chit indicating the owner of the stack.
Banners should also be marked with an identification number
The banner chit also hides the identity of the units & artifacts in the stack.
Each player has as many banners as they need.
Instead of putting the stack under the banner, the stack may be kept
off of the map in an area marked with the same ID # as the banner.
4- MOVEMENT PHASE
Acting Player Moves his units.
By Default, units move 1 Hex.
Swift units may move 2 Hexes into identified hexes.
Very Swift units may move 3 Hexes into identified hexes.
Flying units may move over hexes occupied by enemy stacks.
Units in the same space may trade artifacts
This Phase occurs only in games where the identity of the terrains in the Hexes was not predetermined.
Randomly determine, using the D20, the identity of unknown Hexes adjacent to your stacks.
6- BATTLE PHASE
Occurs when two opposing stacks occupy the same space.
The active player is always the attacker.
Remove the stacks from the board, for the duration of the battle, but leave the banner chits as markers.
The Battle Phase is divided into 4 segments:
I- REVEAL COMBATANTS SEGMENT
Each player simultaneously reveals one of their units from their stack.
These are the combatants.
During Sea battles, transported units may be combatants.
II- TACTICAL OPTIONS SEGMENT
Players simultaneously reveal any other units that modify the combatants.
This includes: Mages casting Spells, Generals, Sites, Artifacts, Archers.
A mage or spellcaster may cast any number of spells per Battle Phase.
Units with skirmish or vanish may return that unit to their stack and replace it with
another, once per Battle Phase.
Units with guard may replace another unit once per Battle Phase.
Units with Paralyze may affect one unit per Battle Phase
III- BATTLE ROLL SEGMENT
Both units roll 1D6 and add Modifiers. This is the Battle roll
The Modifiers include the bonuses listed in the description of each combatant.
The higher rolling unit destroys its opponent.
Ties result in both units surviving.
Stacks with mages may cast spells before or after the rolls depending on the nature of the spell.
Normally effects that are battle roll modifiers are revealed before the roll is made.
IV- RESPITE SEGMENT
Certain effects occur.
The Battle Phase is repeated until one side is destroyed or the attacker calls off the attack.
The battle may end with both stacks still occupying the same territory.
The defender may, during a battle, sacrifice a unit in Tactical options Segment
to move the stack to an adjacent empty or friendly Hex.
UNIT DESCRIPTIONS & DEFINITIONS
Note: All units count as Male, Neutral, Slow and Living, unless stated otherwise.
Ambush: Add value to BRM when Defending
Archer: Add value to BRM of a friendly unit in combat, but not to own combat
Artifacts: Seperate chits that Improve the unit that owns it, Stacked with unit
Cannibal: Sacrifice a friendly Living unit in same stack in Scout phase to gain the bonus for rest of turn
Carry=X: X Heros in same stack get any flying, armor, and swift Modifiers this unit has
Cavalry: Add value to BRM vs non-flying Slow units
Construct: Descriptor. Nonliving
Demihuman: Descriptor. All are Good unless otherwise specified: Elves, Dwarves, Halflings, Gnomes
Demon: Descriptor. All Demons are Evil
Elemental: Descriptor. Nonliving, and also has one of the following descriptors: Air, Fire, Earth, Water, Cold
Flying: Unit may Travel in any hex
General: All units get +1 BRM if this unit is revealed during Tactical options Segment
Guard: Defending side: Replace your current combatant with this unit before the Battle roll
Hero: Descriptor. Human Male unless otherwise specified
Hex: Map Space; Also Territory
Humanoid: Descriptor. All are Chaos units: Kobolds, Orcs, Goblins, Hobgoblins, Gnolls
Martyr: This unit may be destroyed instead of target or combatant unit in the same stack
Monsters: Descriptor. Type includes Giants & Dragons & Demons & Undead
Nonliving: Descriptor. Units such as Undead, Constructs, Elementals, immune to certain attacks
Paralyze: Target cannot be used for the listed number of turns, or for the remainder of the battle.
Plant: Descriptor. Also counts as having the Wood Descriptor
Poison: Adds to BRM vs nonswarm Living units
Priest: Descriptor. All priests are spellcasters
Regenerates: Unit must be defeated twice during the battle to be killed
Scout: Look at opponents stack before battle in Scout Phase
Sea: Travels in water hexes only
Ship: Descriptor All ships are: Sea, Construct, Wood. If a ship sinks, all units on it are destroyed
Site: Units that do not move. Always revealed
Skirmish: Replace this unit with another unit in stack once per battle during Tactical options Seg
Slay: Add to BRM vs specified unit type
Steal: See Scout Phase
Suprise: Add to BRM when Attacking only
Summoning: Unit appears during battle and is discarded at end of battle
Swimmer: May travel in water hexes
Very Swift: Move=3
Terrain: Identity of Map Hex; For Example: Jungle, Forest
Transport=X: X Nonmonster Units (& any # of Heros) benefit as Carry=X
Undead: Descriptor. All Undead are nonliving and evil
Vanish: Unit may exit battle & moves to adjacent empty or friendly hex. Once per turn
Warrior: Descriptor. Type of Hero that can use most Weapon & Armor artifacts
Water: Descriptor. Water Units are swimmers
# MOUNTAIN UNITS
10 Dwarves BRM: +5, Martyr, Guard, Archers+1
5 DwarfLord BRM: +6, Demihuman, Hero, Warrior, Slay Giants+4, General
15 Goblins BRM: +3, Archers+1, Poisons+1, Swarm, Humanoid
5 Storm Giants BRM: +10, Giant, Air
5 Stone Giants BRM: +7, Giant, Earth
10 Griffons BRM: +5, Monsters, Flying, Very Swift
5 Dwarf Hall BRM: +6, Site, Guard
15 Elves BRM: +4, Spellcasters, Archers+3, Demihuman
10 Sylvan Knights BRM: +6, Demihuman, Cavalry+2, Swift
5 Elf Lord BRM: +4, Hero, Mage, Warrior, General, Demihuman
5 Ranger BRM: +4, Hero, Warrior, Scout, Archer+2, Slay Humanoids+2, Skirmish
10 Centaurs BRM: +4, Archers+2, Swift, Skirmish
5 Ents BRM: +8, Fey, Suprise+2, Plant, Monster
10 Trolls BRM: +5, Regenerate, Ambush+1, Evil, Cannibal(+4)
5 Hydra BRM: +9, Regenerate, Monster
10 Witches BRM: +4, Spellcasters, Evil, Slay Fey+3, Poisons+1, Female
15 Lizard Men BRM: +5, Swimmer
5 Jabberwocky BRM: +6, Dragon, Fly, Evil
SYLVAN WOOD UNITS
5 Nymphs BRM: +0, Fey, Female, Slay Human Male Heros+8, Vanish
5 Sprites BRM: +3, Fey, Flying, Steal, Scout, Vanish
5 Pixies BRM: +1, Fey, Flying, Archer+1, Vanish, Skirmish, Spellcasters
5 Dryads BRM: +2, Fey, Suprise+3, Vanish, Female, Plant
5 Gremlins BRM: +2, Fey, Vanish, Steal, Slay Constructs+10, Monsters
5 Unicorn BRM: +7, Fey, Swift, Scout, Skirmish, Cavalry+2, Vanish
5 Fairy Circle Ring BRM: +2, Site
10 Nomads BRM: +5, Archers+2, Cavalry+2, Swift, Skirmish
5 Djinn BRM: +9, Flying, Very Swift, Spellcaster, Monster
10 Dervishes BRM: +4, Good, Guard
5 Assassin BRM: +3, Hero, Rogue, Poisons+2, Slay Heroes+4, Scout
5 Sphinx BRM: +6 (+1D6), Monster, Earth
5 Pyramids BRM: +4, Site
5 Beast Master BRM: +6, Hero, Warrior, Scout, Skirmish
10 Amazons BRM: +4, Archers+2, Slay Human Males+3, Female
10 War Elephants BRM: +5, Animals, Cavalry+3, Transport=1
5 Vipers BRM: +4, Animals, Swarm, Poison+2, Suprise+1
10 Simmians BRM: +3, Animals, Guard
5 Insect Swarm BRM: +2, Animals, Swarm, Poison+2, Flying, Swift, Regenerate
15 Orcs BRM: +6, Archers+1, Humanoid
10 Boarboyz BRM: +6, Humanoids, Cavalry+2, Swift
5 Hill Giants BRM: +7, Giant
5 Shaman BRM: +3, Hero, Spellcaster, Poisons+1
5 War Chief BRM: +5, Hero, Warrior, Humanoid, General
5 Ogres BRM: +5, Chaos, Cannibal(+6), Giant
10 Gnomes BRM: +3, Archers+1, Ambush+1
5 Hill Fort BRM: +3, Site, Regenerate, General
10 Drow BRM: +4, Spellcaster, Evil, Demihuman, Archers+1
15 Kobolds BRM: +3, Swarm, Ambush+2, Chaos, Scout, Humanoid, Skirmish
10 Troglodytes BRM: +4, Swimmer, Suprise+2
5 Black Wyrm BRM: +9, Dragon, Fly, Evil, Very Swift
5 Green Slime BRM: +7, Regenerates, Ambush+1, Monster
5 Mind Flayer BRM: +7, Hero, Spellcaster, Evil, Humanoid, Cannibal(+5)
5 Caves BRM: +5, Site, Maze: Paralyze on roll of 1-3 on D6
10 Knights BRM: +4, Lawful, Cavalry+2, Swift
15 Yeomen BRM: +2, Archers+3
10 Pikemen BRM: +6, Slay Cavalry+2
15 Swordsmen BRM: +4, Guard
5 Cavalier BRM: +6, Hero, Warrior, Cavalry+2, Slay Monster+3, General
5 Castle BRM: +5, Site, Guard
15 Skeletons BRM: +3, Undead, Guard
15 Zombies BRM: +3, Undead, Regenerate
10 Ghouls BRM: +4, Undead, Paralyze(1), Cannibal(+4)
5 Wraith BRM: +8, Undead
5 Vampyre BRM: +6, Hero, Undead, Flying, Swift, Vanish, Regenerate
5 Lich BRM: +7, Hero, Undead, Spellcaster
5 Crypt BRM: +4, Site
5 Cleric BRM: +3, Hero, Priest, Slay Undead+6, Lawful, Good
5 Paladin BRM: +5, Hero, Warrior, Cavalry+2, Slay Evil+2, Lawful, Good
5 Deva BRM: +8, Flying, Slay Evil+3, Lawful, Good, Very Swift
5 Witch Hunter BRM: +4, Hero, Warrior, Scout, Slay Spellcaster+5, Immune to spells, Lawful
15 Zealots BRM: +4, Martyr, Lawful
5 Temple BRM: +4, Site, Guard
10 Gargoyles BRM: +6, Monsters, Flying, Very Swift, Guard, Earth
5 Cyclops BRM: +8, Giant, Evil
5 Medusa BRM: +6, Monster, Paralyze(Battle), Evil, Female
10 Minotaur BRM: +6, Humanoid , Evil
5 Manticore BRM: +4, Monster, Archer+1, Flying, Swift, Evil
5 Doppleganger BRM: +4, Suprise+4, Monster
5 Frost Giant BRM: +9, Giant, Evil, Cold
5 Blue Dragon BRM: +10, Dragon, Fly, Very Swift, Cold
5 Sylphs BRM: +1, Fey, Flying, Scout, Air, Vanish, Skirmish, Female, Spellcaster
5 White Wyvern BRM: +5, Dragon, Fly, Poison+2, Very Swift, Cold
5 Cloud Giant BRM: +6, Giant, Flying, Swift
5 Barbarian BRM: +5, Hero, Chaos, Warrior
5 Barbarian Horde BRM: +8, Swarm, Chaos, Slay site +4
10 Dire Wolves BRM: +5, Animals, Evil, Swift
10 Gnolls BRM: +5, Humanoid, Scout, Skirmish
5 Yeti BRM: +6, Monster, Suprise+4
10 Hobgoblins BRM: +5, Archers+1, Evil, Humanoids
5 Bounty Hunter BRM: +5, Hero, Warrior, Scout, Skirmish, Archer+2, Slay Heros+3
10 Harpies BRM: +5, Monsters, Flying, Swift, Evil, Female
5 Pegasus BRM: +3, Animal, Flying, Very Swift, Carry=1
5 Chaos Lord BRM: +7, Hero, Warrior, General, Chaos
10 Wolfriders BRM: +3, Humanoids, Cavalry+2, Suprise+1, Archers+2, Very Swift
5 Red Drake BRM: +11, Dragon, Fly, Chaos, Swift
5 Fire Giant BRM: +8, Giant, Archer+2, Chaos, Evil, Fire
10 Hell Hounds BRM: +5, Animals, Demons, Swift, Guard, Fire
5 Demon Horde BRM: +12, Swarm, Demons, Fire
5 Balrog BRM: +10, Demon, Fire
5 Succubus BRM: +5, Hero, Warrior, Demon, Flying, Female, Very Swift
5 Phoenix BRM: +6, Animal, Flying, Very Swift, Fire, Regenerate, Nonliving, Monster
15 Militia BRM: +3, Guard
10 City Guard BRM: +5, Archers+2, Guard
5 Master Thief BRM: +3, Hero, Rogue, Steal, Skirmish, Ambush+1
5 Warrior BRM: +8, Hero, Warrior, Guard
10 Rat Swarm BRM: +3, Animals, Swarm, Regenerates, Poison+1
5 City Walls BRM: +4, Site, Guard
10 Magician BRM: +2, Hero, Spellcaster
15 Bandits BRM: +3, Ambush+1, Steal, Rogue, Archer+1, Chaos
5 Werewolves BRM: +7, Animal, Swift, Monster, Regenerate
5 Halfling BRM: +3, Hero, Rogue, Steal, Skirmish, Archer+1
5 Bard BRM: +2, Hero, Rogue, General
20 Peasant Rabble BRM: +2
5 Juggernaught BRM: +14, Construct, Wood
5 Crystal Ship BRM: +4, Construct, Ship, Flying, Very Swift, Transport=2
15 Clay Golem BRM: +4, Construct, Earth, Regenerate, Martyr, Guard
5 Colossus BRM: +10, Construct, Giant
5 Myrmidon BRM: +6, Hero, Warrior, Construct, Guard
10 Giant Catapult BRM: +0, Archer+6, Negates bonus from Site
10 Merfolk BRM: +3, Sea, Suprise+2, Scout, Demihumans
5 Hippocampus BRM: +2, Sea, Animal, Carry=1, Swift, Monster
5 Brain Coral BRM: +5, Site, Spellcaster
10 Crabmen BRM: +5, Sea, Guard
5 Sea Serpent BRM: +6, Sea, Dragon, Swift
5 Kraken BRM: +9, Sea, Monster
5 Giant Sea Turtle BRM: +8, Sea, Animal, Transport=3, Monster
5 Titan BRM: +10, Swimmer, Giant, Spellcaster
10 Pirate Fleet BRM: +3, Ships, Transport=1
5 War Galley BRM: +3, Ships, Transport=1, Slay Ships+4, Archer+2
10 Longboats BRM: +4, Ships, Transport=1, Swift
5 War Barge BRM: +2, Ships, Transport=3
10 Trireme BRM: +2, Ships, Transport=2
10 Dromond BRM: +1, Ships, Transport=1, Archer+4
1 Wizard BRM: +6, Hero, ArchMagus, Law
Knowledge- Draw 4 Spells/Turn, Spell Reserve=9
1 Enchantress BRM: +5, Hero, ArchMagus, Fey, Female
Charm- Control Male Human Warrior met in Battle, 1/battle
Call Fey- Recruit Fey Units into same Hex in Recruit Phase
Vanish- Once per turn
1 Necromancer BRM: +6, Hero, ArchMagus, Undead, Evil
Control Undead- Control Undead Unit met in Battle, 1/battle.
Animate Dead- Recruit Undead Units into same Hex in Recruit Phase
1 Sorcerer BRM: +6, Hero, ArchMagus, Chaos
Transformation- Discard Unit from Reserve to Draw another in Recruit Phase
1 Warlock BRM: +6, Hero, ArchMagus, Flying, Very Swift
1 Priestess BRM: +6, Hero, ArchMagus, Slay Undead+4, Good, Female, Priest
Ressurrection- Regenerate a creature once per turn
1 Artificer BRM: +6, Hero, ArchMagus
Forge- In Recruit Phase discard one Unit for one Artifact
Construction- Recruit Construct Units into same Hex in Recruit Phase
1 Druid BRM: +6, Hero, ArchMagus, Priest
Call Animals- Recruit Animal Units into same Hex in Recruit Phase
Control Animals- Control Animal Unit met in Battle
1 Mentalist BRM: +6, Hero, ArchMagus, General
Command- Unit Reserve=8
Mind Control- Discard all spells to control any living unit met in battle
1 Illusionist BRM: +6, Hero, ArchMagus
Illusionary Forces- Add Unit from reserve to any stack, Discard at end of battle
1 Seer BRM: +6, Hero, ArchMagus, Scout
Visions- Look at any one stack or recruit pile in Scout Phase
Fortune- Draw an extra spell or unit and
discard a spell or unit in Spell Recruit Phase
NOTES ON ARCHMAGI
Archmagi are immune to Control & Paralyzation spells & effects
Vorpal Blade Warrior: +4BRM, Slay Monsters+2
Eldritch Sword Warrior: +2BRM, Spellcaster
Rune Blade Warrior: +5BRM
Dragon Lance Cavalry or Mounted Warrior: +3BRM, Slay Dragons+6
Thunder Hammer Warrior: +4BRM(+6 if used by a Dwarf), Slay Giants+3
Orc Bane Warrior: +2BRM, Slay Humanoids+5
Gauntlets of Might Hero: +4BRM
Mithril Armor Warrior: +4BRM, Demihumans in Stack: +1BRM
Chaos Armor Warrior: +3BRM, Chaos units in Stack: +1BRM
Figurines of Wonder Hero: Scout
Spell Shield Warrior: +2BRM, Immune to enemy spell on roll of 1-2 on D6
Treasure Discard to draw 3 cards from the unit recruit pile
Flaming Sword Warrior: +2BRM, Slay cold/swarm/plant+3
Frost Brand Warrior: +2BRM, Slay Fire+5
Missle Shield Warrior: +2BRM, Negate Archer bonuses
Displacement Cloak Hero Rogue: +6BRM
Bearskin Hero Scout: +2BRM, Priest
Amulet of Spellturning Hero: Immune to enemy spell on roll of 1-3 on D6
Boots of Speed Hero: +2BRM & Swift
Coral Helm Hero: Swimmer & +2BRM
Crown of Command Hero: Unit Reserve+1
Arrows of Slaying Archer unit+7, One use
Entwood Bow Hero Warrior/Archer/Rogue: Archer+4
Ring of Invisibility Hero: Suprise+5 & Vanish(Once per turn)
Flying Carpet Hero: Flying, Very Swift, Carry=2, +2BRM
Ring of Regeneration Hero: Regenerate
Staff of Power Hero Mage: Archer+5
Potion of Giant Strength Hero: +7BRM this battle, One Use
Potions of War Humanoid units in Stack: +4BRM this battle, One Use
Ebon Skull Hero: Undead units in stack: +1BRM
Dragon Harness Dragon: Carry=1
Obsidian Club Giant: +4BRM
Horn of Blasting Hero: +4BRM, Slay Site+2
Bag of Holding Hero: +2BRM
Orb of Farseeing Hero Mage: Scout any hex
Holy Mace Warrior or Priest: +2BRM, Slay Evil+3, Slay Undead+3 (yes, it DOES stack)
Blessed Ankh Hero: +2BRM, Slay Evil+2
Holy Water Hero: Slay Undead+5, Slay Demon+5, One use
Potion of Healing Hero: Regenerate, One use
Pixie Dust Hero: Suprise+5 or Vanish, One use
Grimore of Forbidden Lore Hero Mage: Draw +1 Spell/Turn
Amulet of Planeswalking Hero: Move = 4, Move through enemy banners
Tome of Knowledge Hero Mage: Spell Reserve+1
Mirror of Life Trapping Hero Mage: +6BRM vs Living units
Wand of Illusions Hero Mage: Add Monster from reserve to stack, Discard at end of battle
Staff of Healing Hero Mage: Target Unit gets Regenerate. Use once per battle
Ancient Scrolls Contain 3 spells. Discard spells when cast by mage holding the scrolls.
The spells do not count against the players spell reserve
Banner of Valor Hero: All Living units in Stack: +1BRM
Old Mariners Sextant Ship: Move +1
Sandmans Pouch Hero: Target unit Paralyzed for one Battle Roll, One use
Brooch of Fire Resistance Hero: Units with the Fire descriptor are BRM: +0 against this Hero
Luck Talisman Hero: Sacrifice to cause any one dieroll to be rerolled
NOTES ON ARTIFACTS
Heros can only use one artifact per battle.
Heros in the same hex may exchange artifacts in Scout or Move Phase.
Artifacts belonging to killed heros are lost on a roll of 1-3 on D6 as soon as the hero is killed.
If not lost a friendly human, hero, demihero, or humanoid unit may take posession of it.
If no friendly units are left, an enemy unit of these types may claim it.
If none of these types remain the Artifacts are lost
ARCHMAGI SPELL LIST
SPELLS TIMING TARGET: EFFECT
Disenchant Battle Destroy Target Artifact
Antimagic Battle No more spells may be cast this battle
Counterspell Any Target spell just cast has no
effect; Play before any rolls are made
Fireball Battle Attack: +6BRM, Slay Cold&Wood+5
Lightning Bolt Battle Attack: +7BRM
Hurricane Scout Adjacent stack in water Hex,
each unit attacked by: BRM:+3
Tidal Wave Scout Adjacent stack in water Hex,
each nonflying unit attacked by: BRM:+5
Plague Scout Adjacent stack each living unit
attacked by: BRM:+3
Pestilence Scout Adjacent stack each living unit attacked
Fire Elemental Battle Create Unit: BRM: +6, Fire, Elemental
Air Elemental Battle Create Unit: BRM: +5, Air, Flying, Elemental
Earth Elemental Battle Create Unit: BRM: +6, Earth, Elemental
Water Elemental Battle Create Unit: BRM: +5, Water, Swim, Elemental
Ice Elemental Battle Create Unit: BRM: +6, Cold, Elemental
Confusion Battle Opponent must pick a random combatant from
stack during battle
Charm Battle Use random unit from opponents stack as
combatant this turn
Invisible Stalker Battle Create Unit: BRM: +0, Suprise+6, Slay Heros+3,
Lasts 1D6 Rounds
Chasm Scout Prevents all movement between casters
hex & one adjacent hex
Earthquake Scout Adjacent stack on Land hex, each nonflying
unit attacked by: Quake+3
Inferno Battle Land Hex; All units in this battle attacked
Winds Battle No modifiers for archers this battle
Lightning Strike Scout Random unit in adjacent stack attacked by:
Steal Scout Gain control of artifact
Flaming Chariot Scout Hero: Flying, Very swift, Carry=1, +4BRM
Call Dragon Recruit Deploy Dragon from your reserve into casters hex
Call Hero Recruit Deploy Hero from your reserve into casters hex
Call Animals Recruit Deploy Animal from your reserve into casters hex
Smite Battle Warrior: +6BRM
Blessings Battle All your units get +2BRM this battle
Control Animals Battle Control Animal Unit permanently
Control Dragon Battle Control Dragon Unit permanently
Control Undead Battle Control Undead Unit permanently
Animate Dead Recruit Deploy Undead from your reserve into casters hex
Transmutation Recruit Discard target unit & replace with unit
from your reserve
Polymorph Scout Unit in hex replaced with unit from your
reserve for one round
Discard replacement form at end of turn
Bannish Battle Enemy Unit goes back to controlers reserve
Darkness Battle End battle immediately
Teleport Move Move target unit to any empty hex as its move
for this turn
Dimmension Door Battle Self & any number of Heros Vanish
Scry Scout Look at any 3 Adjacent stacks
Read Minds Scout Look at all opponents spell reserves
Foretell Scout Look at all opponents unit reserves
Ressurection Battle At End of Battle deploy unit killed in this
battle in casters hex
Reincarnation Battle At End of Battle deploy unit from reserve to
replace unit killed in this battle.
Deploy unit in casters hex
Vortex Scout All players discard 1D6 spells
Cyclone Scout Adjacent stack each flying unit attacked by:
Forge Recruit Draw an artifact
Whirlpool Scout Adjacent stack on Water hex, each nonflying,
nontransported unit attacked by: Whirlpool+5
Cold Blast Battle Attack: BRM+4, Slay Fire+7
Illusion Battle Add Monster from reserve to stack,
Discard at end of battle
Blizzard Scout Adjacent hex, each nonflying unit attacked
by: +2BRM, Slay Fire+3
Forget Battle Target Mage or Spellcaster unit cannot cast
spells this battle
Curse Battle All attacks against Target unit are at +4BRM
for the rest of game
Blight Scout Cast on Empty hex. No unit may enter this hex
for 1D6 rounds
Meteor Shower Scout Adjacent stack each unit attacked by: BRM:+7
Growth Battle Unit: +5BRM for one round
Healing Magic Battle All units get regeneration this battle
Probability shift Any Cause target dieroll to be rerolled
Water Torrent Battle Attack: +2BRM, Slay Fire+4
Flood Scout Adjacent Stack in Land Hex. Nonflyers
& Nonswimmers cannot move into or out of hex for one round
Fog Scout No battle may take place in target hex
for one round
Water walk Scout Unit: Swimming until unit enters a Land Hex
Breathe Water Scout Self: All units in stack get Swimming until
Caster enters a Land Hex
Haste Scout Self: All units in stack get Swift & +1BRM
Poisonous Mists Scout Adjacent hex, each living unit attacked
Neutralize Poison Any Cancels target poison attack or bonus
Cloud Walk Scout Self: All units in stack get Swift & Flying
Mirror Image Battle Create Unit: Identical to opposing combatant.
Destroyed if original destroyed.
Both destroyed on tie battle roll. Does not come
Familiar Recruit Permanent unit attached to mage caster.
Destroyed if caster Destroyed. Scout, Swift,
Choose Animal or Demon;
Choose Fly, swim, or poison+1
Detection Battle Negate opponents suprise & ambush bonuses
Shield Battle Unit: +4BRM for rest of battle
Spell Turn Any Choose new target for spell
Spell Steal Any Target spell is countered. Put spell in your
Touch of Death Battle Mage: +8BRM
Sleep Battle Target Paralyzed for 1 Battle Roll
Holy Light Battle All attacks vs Undead or Evil units are at +4
Turn Undead Battle Target Undead unit Destroyed
Web Battle Target Paralyzed for 1D6 Battle Rolls
Turn to Stone Battle Attack: Paralyze(6); Elemental units
Levitate Battle All units in stack: Flying
Disintegrate Battle Attack: +7BRM
Defender Battle Unit: Guard & Martyr
Wall of Fire Battle Create Unit: BRM: +5; Defending side only
Sanctuary Scout Caster: Stack cannot attack or be
attacked for one round
Fear Battle Target unit must Vanish or be destroyed
Hide Battle All units in stack: Ambush+3
Heros Feast Scout All Heros in stack: +4BRM for rest of turn
Farcast Any Cast next spell at any range
Spell Shield Recruit Hero: Immune to all spells for one round
Call Defender Battle Move unit you control from any stack to
Call to Arms Recruit Draw an extra unit
Weakness Battle Target unit gets no bonuses from strength or
bravery this battle
Mind Blast Battle Attack: +5BRM
Deflect Missles Battle Unit: Archer Bonuses=0 against this Unit; 1 Round
Elemental Shield Battle Unit: Attack Bonuses for elemental types (Air,Earth, Fire, Water)
=0 against this Unit; 1 Round
NOTES ON SPELLS
All Battle Spells are cast at targets in the same hex as the caster in Battle Phase
Battle spells affect the result of only one battle roll unless otherwise stated
Created units remain until slain or the end of the battle. The spell chit is treated as a unit chit
Attacks are treated as units that last for one battle roll. The spell chit is treated as a combatant
All Scout spells are cast at targets in the same hex, or an adjacent hex to the caster in Scout Phase
All Recruit Spells are cast in the same hex as the caster in Recruit Phase
All Move Spells are cast at targets in the same hex as the caster in Movement Phase
Paralyzed: Target combatant must be replaced by another unit, or target is destroyed
Any revealed unit in a stack may be targeted by a spellcaster