LPG - Magic vs Magical
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- This article is part of Warmachine University's Learning to Play the Game (LPG) series, which is "Intermediate Training" aimed at new players who are still learning the core rules.
- A Magical attack is not the same thing as a Magic attack.
Honestly I'm kind of annoyed that this lesson needs to exist; like, if PP had called it Damage Type: Arcane there would be no need for me write this or for you to read it. Anyway...
- Magical Attack - Any attack that has Damage Type: Magical.
- You can have magical melee attacks, magical ranged attacks, and magical magic attacks. Heck, you can even have magical mount attacks.
- Magic Attack - Any offensive spell.
- Side note: Sometimes a non-offensive spell will cause damage (for example Blazing Effigy). In this case the spell is not an attack, so anything that interacts with "Magic Attacks" will not interact with this spell.
If you have a bonus that applies to ranged attacks:
- It won't apply to spells (magic attacks).
- It will apply to ranged attacks with Damage Type: Magical (magical attacks).
If you have a bonus that applies to magic attacks:
- It will apply to spells (magic attacks).
- It won't apply to ranged attacks with Damage Type: Magical (magical attacks).
- Hymn of Passage (★ Action) - The warjack cannot be targeted by non-magical ranged attacks. Passage lasts for one round.
Passage prevents enemies shooting the warjack, unless their gun is a magical gun. Either way, spells can be cast at the warjack just fine.
- Hymn of Shielding (★ Action) - The warjack cannot be targeted by enemy spells. Shielding lasts for one round.
Shielding prevents enemies from casting spells at the warjack. It can be shot by guns just fine, whether they're magical guns or not.
Incorporeal is a bit of a weird rule to get your head around. At first glance it seems easy - it's basically rules for being a "ghost" and only magical weapons can harm you. But the more layers you peel back the more convuluted it becomes. The main things people get tripped up on are:
- Although only weapons with Damage Type: Magical can damage an Incorporeal model, any kind of weapon can hit an Incorporeal model.
- Also, Incorporeal models are not immune to weapon special effects.
- For example, a non-magical weapon with Ram could hit and knock down an Incorporeal model, even though that weapon can't damage it.
- Incorporeal models cannot make free strikes. They can, however, engage the enemy in melee. The enemy can and will simply walk away without taking free strikes, but sometimes simply forcing them to walk, instead of aim, can be advantageous.
- All spells deal Damage Type: Magical by default. This is straightforward for simple nuke spells, but for spells that causes multiple damage rolls (such as Chain Lightning), spells that leave a template in play that deals damage (such as Caustic Mist), or spells that technically aren't offensive spells (such as Blazing Effigy) ... the interaction between those "extra" spell damage with Incorporeal is a bit unclear. See the Rules Clarifications for the answers.
|* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
|Damage & Debuffs
Incorporeal models moving
Moving through an Incorporeal model