Incantation Minibook
Incantation Minibook
credits
Collection director : Jean Bey.
Original Rules : Jean Bey. Olivier Zamfirescu.
Rules and writing : Jean Bey, Pascal Petit, Nicolas Raoult,
Jérôme Rigal, Olivier Rouiller, David Valmary, Olivier Zamfirescu.
Art director : Jean Bey.
Graphic design and lay-out : Jean Bey, Jean-Sébastien Rossbach.
Illustrations : Jean Bey, Paul Bonner, Edouard Guiton, Didier Poli,
Paolo Parente, Jean-Philippe Poulet.
Painting : Vincent Fontaine, Martin Grandbarbe, Eric Nouhaut,
William Mordefroy, Sébastien Picque.
Photography : Studio 29.
Translation : Alan Coughlin, Nancy Galant, Raphaël Guiton,
Peter Patzak.
Thanks to : Eric Lafontaine, Loïc Calmon-Lecoin, the whole team.
Thanks to all the testers : Frédéric Anger, Séverine Delagarde,
Sébastien Gautier, Philippe Jung, Florent Mousset, Edouard Negre,
Jacint Oros, Sylvain Roux, and to all who have lent their support.
contents
2. Credits
5. Crime and Punishment
10. Introduction
11. The Figurines
A
encounter
suffered
the Messe
12. The spell cards
13. Magic characteristics
16. The elements
19. Magic and magicians Yllia was
27. The laws of Magic light betr
28. The Mana reserve a small w
28. Casting a spell the Air F
29. The incantation recipient,
30. The incantation types phrase, p
30. Successful incantation
31. Improving one’s mastery « What a
31. Countermagic looked pe
32. Recovering Mana
33. Trance « I sense
34. Game example
38. Rank and artefacts The crys
39. New abilities into bluis
42. Table of elemental opposition of a dear
43. Recovery table
44. The Hunt The Mag
taken pla
The perfid
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A
lahel the Messenger, Adventurer of Alahan and
herald of King Gorgyn, is journeying to the free
city of Cadwallon where he is to accomplish a
mysterious mission. But the road to the ancient city
of the Elves is full of dangers : Alahel has
encountered Tharn, a Champion of Darkness, and his troops have
suffered heavy losses. Setting his mission before his pride,
the Messenger of Light chose retreat.
...
The Magician briefly saw the formidable battle that had just
taken place between his protégé and Tharn, the Crâne-Warrior.
The perfidious ambush in this deserted village had been bloody,
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« Mortal, you do not belong here. I feel the power that impregnates
your gaze and I know how noble the blood in your veins is.
If your virtue granted you a spark of reason, go away, your time
has not yet come. If you are here to bear Light into Darkness,
you will meet your destiny. »
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They had A Nightjar came circling around the three messengers of the Light.
Meliador After having harassed the two Familiars with its hoarse and
boratory’s harrowing cry, it came to rest on an invisible perch. An ill omen,
a strong the bird hunter of souls foreboded worse than death.
trio flew
« Gorgon ! » breathed Meliador repressing a shudder. The raptor
cried hoarsely as if to impose silence as its mistress appeared.
found it, And she came out of the shadows, pure blasphemy towards life.
He could
were flying Looking down on the Magician with scorn and hate,
e enemy. the Necromancer spoke with a hissing voice.
y silence.
« Meliador, insolent mortal, do you really believe you can
eternally stand against me ? »
pregnates
veins is. The Lion did not respond to the provocation, he knew his
your time opponent well but would not have made the mistake of
Darkness, underestimating her.
The Gorgon had been seen lurking near the Forest of the Raised
powerful Stones, exploring the sewers of Klûne or even haunting the
ame time. corridors of a Griffin monastery. The last witnesses had seen
ed to his her in Cadwallon.
ven if he
r to him. One day, their paths were bound to cross...
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as the air was charged with electricity. The Mage’s feet left
the ground as electric arcs ran along his body. Lightning ripped
the sky, foreboding the fury to come.
The Gorgon knew this spell well, too ancient and too brutal to
come from the Hermetic Magic of the Lion. In immemorial times
she had fought Magicians capable of unleashing such a storm.
She believed them all dead... All except the one who had defeated
her when time did not yet exist.
Distracted by the creature, the Magician hardly had the time to see
his enemy point at him in turn. Out of nowhere, she materialized
a flight of flaming projectiles that darted through the air towards
him. The first Arrow of Hecate hit Shanis, sending him back to the
plane of Light. The second deviated from its trajectory in pursuit
of Urio. Meliador let his anger surge : in the air in front of him he
traced an ideogram that stopped the murderous flight.
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feet left All around the two Magicians the air had become heavy and
ng ripped crackled with magic energies. Disoriented by all the occult
powers unleashed, the macabre puppets roamed at random,
blind to the presence of the Adept of Light. As determined as
brutal to ever, Meliador let all the power of his last few gems surge
rial times through him. The Celestial, hand stretched towards the sky,
a storm. appeared for a brief instant as an angel of Light, before sacrificing
d defeated all his energy in an ultimate prayer to the Ancients.
me to see
aterialized
r towards
ack to the
in pursuit
of him he
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i n t r o d u c t i o n
You have just acquired a figurine intended for the wargame
RAG’NAROK. This game stages vast armies, that confront each
other on epic battlegrounds for the dominion or the survival of
their species. To allow you to play with the RAG’NAROK
figurines, here are the CONFRONTATION game rules and
those of its supplement INCANTATION.
t h e f i g u r i n e s
RACKHAM takes the greatest care at every stage of the design
and the making of each of your figurines.
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t h e s p e l l c a r d s
INCANTATION figurines have various cards. As in
CONFRONTATION, their characteristics and Abilities are
described on the Reference cards. The other cards are spell
cards. If a fighter has one or more artefacts reserved to him,
each one of them is described on a special card. All fighters with
a Power characteristic are called MAGICIANS.
NAME OF SPELL
Mana
required
Spell description
Spell
intensity
Value
in A.P.
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magic description
c h a r a c t e r i s t i c s
Mana : each spell needs a certain amount of magic energy to be
cast. This energy comes from Mana gems. The number and
type of gems needed for each spell appear on the card. At the
beginning of the game, a Magician has a number of gems equal
to his Power characteristic. His Mana reserve can include gems
from any Element he masters. A Magician cannot use gems from
an Element he does not master.
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Army Points / A.P. : like troops, spells and artefacts also have a
rating in A.P. This rating is added to the Magician’s. The Magician
can choose to use only a part of the spells and artefacts he is
normally entitled to, or choose others than those he was supplied
with.
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t h e e l e m e n t s Incantatio
is the ra
materializ
All life on Aarklash is governed by the Elements. The fluctuations
and balances that link them influence the behaviour of living Each Elem
beings. In the same way, they govern magic manifestations.
« The bes
There are six Elements among which four are primary Elements : perceive
Water, Air, Earth and Fire. Perfectly neutral, they are naturally than reac
found on Aarklash ; outward signs of their presence can be seen
daily. The other two Elements are called Principles ; they are Light
and Darkness. They subtly influence the other Elements.
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The type and number of Mana gems needed for a spell are
described on the spell card. A Magician can only cast spells that mag
use the Element or Elements that he masters. Likewise, if a spell
does not belong to one of the Magician’s Paths of Magic, he will Both fear
not be able to cast it. Some are
their dom
In some cases, a spell does not require any particular Element.
The gem will in this case be replaced by a neutral symbol . The reaso
But if such a spell needs several gems to be cast, the Magician brute forc
can freely combine gems of several Elements to do so. formidabl
stand apa
the speci
CONFRO
A categor
knows ho
Contrary
Character
refer to th
Magicians
Power
There are
experienc
Master an
Initiates
Element.
Element.
that Elem
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The power and knowledge that the Masters possess raise them to
the top of the Magicians’ hierarchy. Their perfect mastery of three
Elements allows them to see beyond appearances of the material
world.
Virtuosos are beings of legend, mentioned with deference by the
Masters themselves. Only the wisest or maddest are capable of
grasping the actual extent of their abilities.
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The journey was long, but Irix had not weakened. She has been
Ophyr’s student for several years now and her legs were used
to marching endlessly with Yllia’s protégé. The two Wolfen were
presently at the entrance of a small cave from which a humid
breeze came out. An underground spring !
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c a s t i n g a s p e l l
Each Magician, starting with the one with the highest Initiative,
can cast his spells one by one and in the order he wants. To cast
a spell, he must use the gems necessary for the Incantation, which
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are then removed from the Mana reserve. The Magician’s level
determines the number of spells he can cast in a single round.
His level is not linked to the Frequency of the spells used :
t h e i n c a n t a t i o n
The Magician rolls a D6 and adds the result to his Power rating.
If the total is higher or equals the difficulty of the spell, the
Incantation is successful. If not, it fails. This roll is called
Incantation Roll. As for any other characteristic roll, a result of 1,
either natural or obtained after applying modifiers, is considered
an automatic failure, even after re-rolling a 6.
For spells with a free Difficulty it is up to the Magician to
determine the Difficulty in the same way as for an Attack Roll.
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COUNTERMAGIC
When a spell has been successfully cast, an enemy Magician
can attempt to cancel its effects.
To attempt Countermagic, the Magician that wishes to Counter
must have the spell caster in his visual field.
REMINDER : A figurine’s field of vision is of 180° from the
middle of the front side of its base.
Besides, he must be within the spell’s range. In other words, in
case of a « Contact » range he must be in base-to-base contact
with the spell caster. In case of a « Free » range, it is the range
chosen for the Incantation at stake that will be taken into
account.
A Magician engaged in Hand-to-Hand Combat may attempt
Countermagic.
There are two methods, Absorption and Counter.
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Countering a spell
The Counter consists in smothering the magic energies during the
Incantation. The Magician can spend a single gem of any Element
and attempt an Incantation Roll whose result must be equal to
or higher than the result obtained by the spell caster, and not the
spell difficulty. If he succeeds, the spell has no effect.
Only one Counter can be attempted, even if several Magicians
have the possibility of doing so. It must occur right after the
Incantation of the spell to be countered. Once a Counter attempt
is announced, the gem is spent.
Absorbing a spell
Absorption consists in spending the exact same amount of gems
opposite to those used by the opponent for the spell’s Incantation.
In the case of a Primagic spell, the gems needed for Absorption
are the gems opposite to those effectively used by the enemy
Magician during the Incantation. Absorbing a spell does not
require a roll, the cancellation is automatic. The Table of Elemental
Opposition indicates which gem can cancel another when
Absorbing a spell. A Magician can try to absorb a spell after
a failed Counter attempt.
recovering mana
By using his gems, the Magician consumes some of his energy.
He must then try to rebuild his reserve by calling on the Elements’
power. At the end of the round, each figurine with Power makes
a Recovery Roll. There is no difficulty to this roll, the result must
be the highest possible. A 1, either natural or obtained after
applying modifiers, is still a failure, even after a re-rolled 6.
All Magicians roll a D6 and add their Power rating to the result.
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They subtract the number of gems they still have in reserve. The
Recovery Table indicates the number of gems that will be added
to their reserve. The nature of the recovered gems is left up to
the Magician after the Recovery Roll. Yet he may only recover gems
of the Elements that he masters. It is not possible for a Magician
to have more gems in his reserve than twice his Power rating.
Particular cases :
When engaged in Hand-to-Hand Combat a Magician cannot
concentrate with the same intensity. Instead of subtracting
the number of gems in his reserve, he subtracts twice this
amount. Warrior-Mages and Magicians following the Paths
of Necromancy and Hermetism are however not subject to this
rule, they recover gems as usual even if they are engaged in
Hand-to-Hand Combat. A Magician taken by Fear can cast spells,
use Countermagic, and recover Mana in the normal way. For Orcs,
a result of 1 on a Recovery Roll is not considered a failure.
t r a n c e
Trance is a state of extreme concentration where
the Magician’s spirit leaves his body and wanders
the Elemental Realms. It is announced in the
Movement phase when the Magician’s Reference
card is activated. A Magician can benefit from Trance’s
effects at the end of the round if he neither moves nor fires
nor casts a spell and is neither engaged in Hand-to-Hand Combat
nor has suffered a Damage Roll and is not currently subject to Fear.
Once announced, Trance cannot be cancelled, except in case of
hand-to-hand combat or wound. It allows you to ignore the
number of gems already in reserve for the Recovery Roll.
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g a m e e x e m p l e
Meliador the Celestial, followed by two of his Familiars Shanis
and Urio, is opposed to a horde of Living-dead lead by the
Gorgon. Meliador the Celestial is a Lion Adept. He masters
Light and Air. His Power rating is 7, his Power Potential
is therefore 14. The Lion player gave him the following spells :
Banishment 4, Carrying Wind 5 and Storm of Light
0. The Magician starts the game with 3 gems of Air and
4 of Light . The Gorgon is an Acheron Adept. She masters
Darkness and Fire. Her Power characteristic rates 6, her Power
Potential is 12. For the Gorgon the Acheron player has chosen
the following spells : Arrows of Hecate 4, Morbid Angel
Invocation 4 and the Eternal Torpor 0. The Necromancer
starts with 5 gems of Darkness and 1 of Fire .
First round
Meliador’s Initiative is 6. He will therefore act before the
Gorgon, whose Initiative is 4. Meliador attempts to release his
most fearsome spell: the Storm of Light. The spell requires 4 gems
of Light and 3 of Air . The Mage will have to empty
his Mana reserve and will not have any gems at his disposal
to improve his mastery. He then makes a Power Roll against
the spell’s difficulty of 11. He rolls a 5 on his D6, which, added
to his Power of 7, makes 12. Meliador is successful. The air is
charged with electricity when the supernatural lighting bolts
tear through the sky ready to fall upon the creatures of Darkness.
Meliador’s reserve is empty, leaving him vulnerable...
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The Gorgon now knows that her opponent has no gems left in
his reserve. He will not be able to do any Countermagic.
She decides to summon a Morbid Angel to harass Meliador.
The spell requires 4 gems of Darkness and has a difficulty of 8.
Contrary to her opponent, the Gorgon goes for caution and
chooses to spend an additional gem of Darkness to improve
her mastery. She therefore rolls two D6. 1 and 3 ! The result of 3
added to her Power rating of 6 allows her to best the difficulty
of the spell. Without this additional expense, the Morbid Angel
Invocation would probably have failed and the Darkness gems
would have been needlessly wasted. Appearing suddenly from
a sphere of Darkness, a Morbid Angel unfolds its long, emaciated
wings and prepares for battle.
At the end of the round, Meliador makes his Mana Recovery Roll.
He rolls a D6 and gets a 2. He adds his Power rating to it for
a total of 9 and subtracts nothing, as he has no gems left in his
reserve. As an Adept, he regains 5 gems. He chooses 4 gems of
Light and 1 of Air. The Gorgon also makes her Recovery Roll.
Her D6 indicates 5, for a total of 11 when added to her Power
rating. As she possesses 1 gem of Fire in her Reserve, 1 is
subtracted from the result. The total is then 10. She also
regains 5 gems and chooses 2 gems of Fire and 3 of Darkness.
Second round
The Morbid Angel flies in Meliador’s direction, ready to sacrifice
itself for the cause of Darkness. Meliador, who wishes to avoid
fighting against the Living-dead, chooses a final solution :
Banishment. The difficulty of the spell is equal to his enemy’s
Fear + 6, that is 6 + 6 = 12. Meliador spends the three gems
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Third round
Meliador forebodes that the Gorgon will attempt to plunge him
into Eternal Torpor. He wants to escape the creature’s glare.
But before that, he attempts to unleash the Light’s fury. The Storm
of Light that he previously invoked is indeed still active.
Meliador spends two gems of Light to make a bolt of lighting
hit the Gorgon. Not wishing to risk a Wound, the creature
immediately spends two gems of Darkness and automatically
absorbs the spell. A veil of Darkness sucks up the bolt of Light...
The forces oppose and then cancel each other out without
a sound. Meliador acts before the Gorgon. He uses his last two
gems of Air and one gem of Light to summon a Carrying Wind.
The Gorgon’s strategy is fruitless ; the Lion Adept will not meet
her deadly gaze this round.
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r a n k s a n d
a r t e f a c t s
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n e w a b i l i t i e s
Certain fighters sometimes possess unusual innate magic
capacities or talents acquired in the course of long years of
research or experiments: the Abilities. They are indicated
on the Reference cards.
Some Abilities are expressed with a variable rating / X.
For example, the Devotion / 3 Ability means that the fighter’s
sacrifice grants 3 gems to the Magician who sacrifices him.
The Spirit of the Earth Ability means that a natural 1 on the
Incantation Roll is not an automatic failure.
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Devotion / X : some warriors are ready to give their lives for the
glory of those they serve. When a Magician on your side needs
Mana gems, he can sacrifice a fighter with this Ability at any time
during the round. The sacrificed warrior must be in base-to-base
contact with the Magician. Through this act, the latter recovers X
gems of one single Element he masters. Remove the warrior as if
he had been KILLED OUTRIGHT. He is considered a loss.
- 1 to 3 : Day. No modifier
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table of elemental
o p p o s i t i o n
ELEMENTAL DOMAIN OPPOSITE DOMAINS
Light Darkness
Air Earth and Darkness
Water Fire and Darkness
Fire Water and Darkness
Earth Air and Darkness
Darkness All including Darkness
Instinctive None
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T
he hunt, which had started a few hours earlier,
would soon reach its end. Before the first rays
of Lahn bathed the forest of Hidrella, the presence
of troops of Acheron would be no more than an
unpleasant memory.
For having desecrated the tombs of valorous Wolfen, for having
transformed them into zombies, having insulted their memories
and Yllia herself, it had been decided that they would be
exterminated. Killyox and about thirty Wolfen attacked the
damned of Acheron’s encampment, sending them back into
the eternal sleep from which they should never have awoken.
But a Necromancer had managed to flee. She wouldn’t go far
alone in this forest, and would soon meet the same fate as
the other abominations... A group made up of a handful of Wolfen
helped by a Lonewolf had been sent on her pursuit. The hunt
was on, now it was only a matter of time.
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Only a few more metres left. Soon Azaël would be safe and
the threat would disappear. Those damned Wolfen were there,
a few minutes behind her. Azaël could hear them hunting her
down, howling and making horrible snarling sounds.
Their prey wasn’t very far, the pungent stench of her carnal dress
leaving a trail easily followed by the Wolfen. In this cloudless
night the Wolfen were the masters of the forest, and Yllia would
be proud of her children. In her name, they would eliminate the
cursed one that had dared soil their territory with her presence.
The hunt was almost over, the Necromancer’s silhouette was
within their sights.
Out of breath, Azaël contemplated the insurmountable
mountains that thrust their peaks high up into the air in front
of her. The next few minutes would be decisive: she had to find
a way out, quickly !
The Wolfen saw her searching for a few seconds and then
disappear into a cave. She was caught in a trap. Growling
ferociously, they followed her into the cave one after the other.
There, at the end of the cave was the Necromancer, her foul
odour giving away her presence. It was now useless for her to flee
or to hide, she was within their fangs’ reach.
At the centre of the cave, a few metres underground, Azaël
watched the pack of Wolfen enter the chamber. There were lots
of them, more than she had expected. But this was unimportant,
for them it was already too late.
Before they could realize what was happening, the trap closed
in on them. A flood of Mid-Nor Dwarves hit them, ready to show
the Wolfen the price of venturing into their territory. Their bodies
patched together and deformed, wielding weapons shaped as
strangely as their faces, these Dwarves had little left in common
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« ... This age shall be the one the Ancients choose to designate
their champions. These shall toil in broad daylight or in
impenetrable darkness, and they shall be vanquished by none
but themselves... »
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INCANTATION 2 UK/OK 30/09/04 13:27 Page 4
RACKHAM ®