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Can someone PLEASE explain the Step-by-step (easy version) to casting a spell?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Hey guys,

I'm fairly new to Warhammer 40k. I've been playing table top D&D for about 34years. I only recently began experimenting with Warhammer 40k, learning it's mechanics and such. Sadly enough I only have a 4th and 5th edition rule book. The one thing I can't understand (because it doesn't explain it well enough) is HOW TO CAST A SPELL! Keep in mind I'm attempting to teach my 14yr old daughter how to play, and my question is; Can anyone PLEASE explain simply to me how to effective cast a spell?

Random Scenario;

How does Target "A" go about casting a spell unto Target "B"?

What is performed in a fairly simple step-by-step process.. What die is rolled, and what stats are compared when casting, and defending against a spell..

I really appreciate your time in answering this question. - I know basically Target "A" chooses a spell to cast. Then chooses his target. Target "A" then must roll to see if the spell successfully casts. How does he determine this? And does Target "B" have a chance to defend against it, if so how? What stats are being used during this process to determine the results of these 2 steps.

Thanks again guys!!
   
Made in us
The Hive Mind





Page 50 in the 5th edition rulebook describes every step to use a Psychic Power.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Fresh-Faced New User




rigeld2 wrote:Page 50 in the 5th edition rulebook describes every step to use a Psychic Power.

So correct me then if I am wrong (or confirm please if I am right) but the way a spell is casted is based upon a Target's WS to determine a HIT or in this case a (successful cast)?

A characters INTEL plays now part in casting spells? Also from what I read that if you succeed in a hit, there is no defending it. So a Targets Toughness is ignored?

Sorry, if I'm not getting this, but this what I feel is kinda lacking in the rulebook description.
   
Made in us
The Hive Mind





GordyK wrote:
rigeld2 wrote:Page 50 in the 5th edition rulebook describes every step to use a Psychic Power.

So correct me then if I am wrong (or confirm please if I am right) but the way a spell is casted is based upon a Target's WS to determine a HIT or in this case a (successful cast)?

A characters INTEL plays now part in casting spells? Also from what I read that if you succeed in a hit, there is no defending it. So a Targets Toughness is ignored?

Sorry, if I'm not getting this, but this what I feel is kinda lacking in the rulebook description.

...

I have no idea what you're asking. I think you need to read the rulebook some more.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Fresh-Faced New User




rigeld2 wrote:
GordyK wrote:
rigeld2 wrote:Page 50 in the 5th edition rulebook describes every step to use a Psychic Power.

So correct me then if I am wrong (or confirm please if I am right) but the way a spell is casted is based upon a Target's WS to determine a HIT or in this case a (successful cast)?

A characters INTEL plays now part in casting spells? Also from what I read that if you succeed in a hit, there is no defending it. So a Targets Toughness is ignored?

Sorry, if I'm not getting this, but this what I feel is kinda lacking in the rulebook description.

...

I have no idea what you're asking. I think you need to read the rulebook some more.

What don't you understand? The question is VERY simply put. "HOW DOES A TARGET CAST A SPELL"

You then told me to read page 50 of the rulebook. This is what it says;

Psykers are warriors gifted with awesome
mental powers, which enable them to
channel the baleful energy of the Warp.
These powers vary from race to race and sometimes
from one individual psyker to another. The psychic
powers available to our models are not discussed
further here, but are described in detail in the Codexes,
where you will find complete rules for individual
powers. The following general rules explain how
psychic powers are employed. Exceptions to these rules
are covered in the Codexes.
Psykers can use one psychic power per player turn.
To use a psychic power successfully the psyker must
pass a Psychic test, which is a normal Leadership test.
Note that this test must always be made on the
psyker’s own Leadership value. Even where Leadership
tests would normally be taken on the value of another
model, tests for using psychic powers are always taken
using the psyker’s own Leadership.
PERILS OF THE WARP
If the result of a Psychic test is either a double 1 or
double 6 this indicates that something horrible has
happened to the psyker. The forces of the Daemonhaunted
Warp claw at the psyker’s mind and threaten
to engulf and destroy him. The psyker suffers 1 wound
with no armour or cover saves allowed. Invulnerable
saves are allowed, but the power of the Warp is so
great that successful saves must be re-rolled. Note that
a psyker who rolls double 1 will still use his power,
even if he is wounded or killed as a result.
PSYCHIC SHOOTING ATTACKS
Psychic powers that take the form of shooting attacks
are very common. Using a psychic shooting attack
counts as firing a ranged weapon (an assault weapon,
unless specified otherwise). So, for example, the psyker
must be able to see his target unit, cannot be locked in
combat, or must not have run in the Shooting phase if
he wishes to use a psychic shooting attack. In the same
way, if a psyker targets a unit with a psychic shooting
attack, then he can only assault that unit in the ensuing
Assault phase. Even if a psyker has a special rule
allowing him to use more than one psychic power per
turn, he can use only one psychic shooting attack (as
models can fire only one ranged weapon per turn).
However, if he is allowed to fire more than one ranged
weapon per turn, he can replace the firing of any of
the weapons he is allowed to fire with a psychic
shooting attack (but still cannot use the same power
twice in a turn).

This explains NO clear way of how to cast a spell in Warhammer 40k
   
Made in au
Frenzied Juggernaut





Australia

I beleive if its a psychic shooting attack you pick your target take a psychic test (roll 2d6, has to be equal or lower value than your leadership) check range, if you are in range and pass the psychic test you resolve dmg.

A psychic power thats not a shooting attack just requires a psychic test and if sucessful the effects of the power apply.


Thats roughly how it works, someone else might be able to eplain it better.


Actually going back and reading the exerpt from the rule book posted, it explains pretty well how you cast a psychic power.

This message was edited 2 times. Last update was at 2012/03/21 22:39:59


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Made in gb
Crazed Gorger




Xeriapt basically nailed it. Anymore info e.g. if you roll against toughness etc will be included in the desciption of the power itself.
   
Made in us
Sure Space Wolves Land Raider Pilot





i agree that the step by step isn't explained well, but here is how i see it the way i learned it recently.

first choose what spells to equip your spyker for the game. usually they can only have two
determine if the spell is a shooting spell or a general spell

if its a general spell:
they are cast before the movement phase during both your turn and your opponents turn unless its specifies otherwise
decide a spell you will use and do a leader ship test. the book explains that part.
the spells rule tell what to do when it activates

if its a shooting spell:
during your shooting phase, have your squad do their shooting attacks toward your opponents squad (some spells can target specific characters)
then the psyker in that squad does his leadership test to activate his spell
then like shooting, role for ballistics and wounds (usually psykers can only shoot one shooting spell per turn unless specified otherwise or is a monstrous creature)
if all three rolls (leadership, ballistics, and wounds) pass, then the opponents units takes all wounds it has collected and assigns them evenly to their whole squad
then rolls roll all saves per wear gear group separately
my advice: if you have more then one wound that can't be saved, try to give them to the same guy, like the sargent if at all possible

This message was edited 1 time. Last update was at 2012/03/21 22:49:31


 
   
Made in us
Longtime Dakkanaut






Dallas Texas

troll?

Intellect doesnt exist in 40k, if your talking about initiative thats who goes first in close combat.

Weapon skill is also close combat.

To cast a psychic power, No its not a spell, Harry potter casts spells, in 40k we use psychic powers.

You declare the power in the phase that its used in, and roll a leadership test. If its a shooting attack you roll to hit based on balistic skill.

Lets say my Farseer wants to cast guide on a squad of eldar models. During my Pre Turn when Eldar powers are cast, I select to use guide. I toll two dice, and if they are below 9 the powers go off. Simple as that.

This message was edited 1 time. Last update was at 2012/03/21 22:52:23


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Made in us
Fresh-Faced New User




Smitty0305 wrote:troll?

Intellect doesnt exist in 40k, if your talking about initiative thats who goes first in close combat.

Weapon skill is also close combat.

To cast a psychic power, No its not a spell, Harry potter casts spells, in 40k we use psychic powers.

You declare the power in the phase that its used in, and roll a leadership test. If its a shooting attack you roll to hit based on balistic skill.

Lets say my Farseer wants to cast guide on a squad of eldar models. During my Pre Turn when Eldar powers are cast, I select to use guide. I toll two dice, and if they are below 9 the powers go off. Simple as that.

This is not a troll post. It's a serious one.

I thank you all for replying. Like i said, I'm new to this style of gaming (previous D&D player). So switching over has taken some new learning curves. Reason I referenced INTEL is because not being very experienced with this game, I didn't know (just found out) I was actually posting in the wrong thread. This was suppose to be in regards to WHFB now 40k. Silly me. Apologize for wasting ur time.

Hopefully someone over there will be able to answer this for me, unless any of you know spell casting rules for WHFB. Thanks again for responses.
   
Made in us
Manhunter






Little Rock AR

Roll for winds of magic.
Seclect spell and target.
Roll for its cast value.
Dispeal attempts.
Enjoy spell.
Repeat steps 2- 5 untill out of dice.

That casting the spell. Which is a way better system then the dumb 40k one. Really hoping 6th makes it more like the magic phase of fantasy.

Proud to be Obliviously Blue since 2011!

 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Smitty0305 wrote:troll?

Intellect doesnt exist in 40k, if your talking about initiative thats who goes first in close combat.

Weapon skill is also close combat.

To cast a psychic power, No its not a spell, Harry potter casts spells, in 40k we use psychic powers.

You declare the power in the phase that its used in, and roll a leadership test. If its a shooting attack you roll to hit based on balistic skill.

Lets say my Farseer wants to cast guide on a squad of eldar models. During my Pre Turn when Eldar powers are cast, I select to use guide. I toll two dice, and if they are below 9 the powers go off. Simple as that.

No he's not a troll. I believe he's asking how to cast a spell in Deathwatch. To do that you test your will power against a d100 (roll 1d10 to determine the 10's column, and a 2nd 1d10 to determine the 1's column, with 10 = 0 unless you roll 2 10s, which = 100). If you roll equal to or under your WP, after any modifiers, you successfully cast your power.

   
Made in us
Manhunter






Little Rock AR

Now it makes sense. Deathwatch instead of tabletop.

Proud to be Obliviously Blue since 2011!

 
   
 
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