Will o Wisps
ID: Counts as four points of whatever the owning army is rolling for.
If the owner is rolling for magic and the terrain has green or red in it, the matching color effect may be doubled.
Magic: Counts as four spell points.
Dispel Magic: Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit
occupies, you may roll this unit after all spells are announced but before any are resolved. If the
Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s).
Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.
Confuse: During a melee attack or missile action, after the defending army rolls for saves but before they apply any
unique or special resolution SAIs, choose up to four health-worth of units in the defending army and force
them to roll again. Selected units ignore their original roll and apply the new roll instead.
Scorching Wings: During any roll, Fly generates four maneuver or four save results.
When rolling for saves during the attack phase of a melee action, generates four points of damage
back against the attacking army. Only magical saves protect against this damage.
Dispel Magic: Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit
occupies, you may roll this unit after all spells are announced but before any are resolved. If the
Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s).
Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.
Melee: Counts as four melee hit points.
Missile: Counts as four missile hit points.
Magic: Counts as four spell points.
Scorching Wings: During any roll, Fly generates four maneuver or four save results.
When rolling for saves during the attack phase of a melee action, generates four points of damage
back against the attacking army. Only magical saves protect against this damage.
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