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PROJECT ANNUSTARIA
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Chapter 13: Magic and Spellcasting.​
A party member summons a phantom. An opponent has a flash in their hands, and the next thing, your party member is on fire and low on health. Magic and spells add a large variety to the game by being able to do a wide array of things, fulfilling many purposes. This chapter instructs players on the rules and mechanics behind magic and spellcasting.
13.1 Spellcasting Basics:

Every player has a hand of cards containing spells and meta-spell cards. The hand of cards you have could be used for spellcasting, if able to. If you have a spell card that is from a school of magic that your party can cast, you may discard it into the discard pile and cast it to use its effects. This is typically done as an action, but could be done as a bonus action or reaction under certain circumstances. You may only cast a spell a maximum of once per turn, which does not count spells cast as reactions. Future chapters in the book would explain which parties could cast which schools of magic. 

Once one of your party members casts a spell, its rules and effects immediately come into effect. Spells could have various effects, from inflicting status conditions on an enemy piece to healing HP for the team. The rules will outline how each of the game’s spells functions.

13.2 Schools of Magic:    

Since magic has a wide array of uses and effects, it is split into multiple categories referred to as schools. Think of them as differing in primary function and mechanics. Most parties would learn some, but not all of them, and knowing one specific school could take a while. 


​In Ludicrous Ludo, there are eight types of magic, with Legendary being the special one. It is the strongest of the types, so all combative parties learn it. However, the other schools could still be helpful or even powerful. The different schools of magic are, in order of Legendary first, followed by alphabetical order:
  • Legendary.
  • Elemental.
  • Enchantment.
  • Healing.
  • Hex.
  • Psychic.
  • Reaction.
  • Summoning.

Legendary:
    Legendary spells are some of the most powerful spells in the game. Some of them could have the potential to even turn the tide of the game with a single casting of one of them. They are, in the lore, also the most unknown and mysterious. However, this mysteriousness comes at a cost, as meta-spell cards cannot be used on legendary spells, and it is impossible to become proficient with them.

Elemental:
    Elemental school spells focus on summoning elements to cause damage and other adverse effects on enemy team members. These spells could be seen as a type of attack. When casting one of them, roll a contest roll as the offender with all of the pieces within its radius, including any friendly pieces. If multiple pieces are affected within the radius, the casting piece only does one contest roll, going against all the affected ones. The rules of a spell determine what happens for both a success and a failure.

Enchantment:
    Spells from the enchantment school focus on improving the movement of friendly pieces on the board. The effects of these spells could be achieved by enhancing the roll for the upcoming movement phase or giving a piece a status condition. Since movement is crucial to doing well in this game, enchantment spells could give a party a good advantage when played.

Healing:
    The healing school of spells focuses on healing the HP of the team, as well as giving the team favorable status conditions. Because of this, it does great as a defensive tactic, allowing pieces to survive longer than if the party didn’t have access to healing magic. However, this comes at the cost of these spells not being as powerful overall as those from other schools.

Hex:
    Hex school spells focus on putting adverse status effects on enemy pieces. Think of this as crippling the opponent, whether that be slowly or quickly. Curses put on opponents via hex spells could decrease their HP over time without needing to roll for it.

Psychic:
    Psychic spells are done by using the mind more than most spells. There are multiple special rules in this school of magic. First, psychic school spells are not negatively affected by mechanics that limit the visibility of casting. Second, when casting one of these spells, roll a d6. If the die lands on a 1, there is a light amount of blood coming from the spellcaster’s nose. If the die lands on any other number, nothing else happens.

Reaction:
    A player may use a Reaction School Spell by using a reaction, even if it is not their turn. When this is done, follow all the other rules for spellcasting. However, a player may only cast one of these spells if the prerequisite listed in the first sentence of the rules and effects is met. Finally, meta-spell cards may not be used on reaction school spells.

Summoning:
    Spells from the summoning school of magic spawn in objects or entities that remain on the battlefield for the spell's duration. A player may only have one summon from a summoning school spell active at a time. When your party casts this school of magic with a summon already out, choose either for the old summon to end or this spell to fail and have no effect.

13.3 Magic Modifier:    

Some spells might use your magic modifier to determine the effectiveness of part of that spell. In these instances, add your magic modifier to the number within that spell. For example, if it says the duration equals 5 + your magic modifier turn, and the modifier is +2, the duration is 7 turns.


There are perks that parties could gain that change which modifier is used for specific spells. If your party has one of them, use the modifier outlined in the rules of that perk instead of the magic one. For example, using intelligence instead of magic for psychic school spells if they have the “Magic Mind” spellcasting perk.

13.4 Spell Class Proficiency:    

Some classes and perks may give parties proficiency in a specific school of spells. When your party is proficient with a school of magic, they may cast spells from that category as a bonus action. Your party is still able to cast them as actions. 

Your party can only cast a maximum of one spell a turn, not including reaction school spells. Because of this, your party cannot cast spells for both your action and your bonus action. Also, if multiple features give your party proficiency in the same school of spells, they are only normally proficient with them.

13.5 Spell Attributes:

Spells could vary from each other in many ways. Some spells could target pieces far from the caster, and some can’t. Some could use meta magic cards, more on that later, and some cannot. In total, there are eight attributes to a spell:
  • School.
  • Target.
  • # of Targets.
  • Range.
  • Duration.
  • Mata Magic Compatibility.
  • Types.
  • Rules and effects.

School:

This was already discussed in one of the previous sections within this chapter. What school a spell belongs to could be found later in this chapter.


Target:

The target of the spell is who the spell can affect, according to its rules. Unless the spellcaster targets themself, the spellcaster must be within range of the spell to effect them. The following are all of the categories that this component could be. It could have one or more of the ones listed below. If a spell has multiple targeting categories, the player whose pieces are casting the spell gets to choose one or the other when casting the spell, but may not select both simultaneously.
  • Self: the spellcaster can target themselves with this spell.
  • Opponent: the spellcaster can target an opponent piece with this spell. Only pieces on the pathway could be targeted, unless specified otherwise.
  • Entity: the spellcaster can target an opponent's piece, opponent’s structure, or enemy creatures with this spell. Only entities on the pathway could be targeted, unless specified otherwise.
  • Teammate: the spellcaster can target a friendly piece with this spell.
  • Any: the spellcaster can target any piece or entity, including themselves, with this spell. Only pieces on the pathway could be targeted, unless specified otherwise.
  • Space: instead of targeting a piece or creature, this spell targets a space on the board. Only spaces that are a part of the pathway could be targeted, unless specified otherwise.

Range:

A spell's range is how far away it can target pieces, and it is measured in spaces. If it could only target the space in front of the spellcaster, it has a range of 1. The number goes up for every additional space. Spells which only target the spellcaster typically have a range of “none”. A spell cannot go through corners or great divides unless said otherwise. Also, the spell stops at the first piece that the at piece is facing towards, unless specified otherwise. A spell may not target pieces in their home area or yard. Finally, the spell caster must be facing their target to target it, unless specified otherwise.


Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, it first targets the piece that the source is facing. These rules apply unless said otherwise.


For spells that use your magic modifier, there could be multiple ranges. The closest number has no penalty. However, for every range number after that, a -1 penalty to your magic modifier while this spell is being performed, to a maximum of the spellcasting modifier being used as a -2. For example, if the value of that stat is +2, and there is a penalty from this of -3 for targeting a piece 4 spaces away, the modifier would be used for the spell as if it was -1.


Duration:

A spell’s duration is how long it stays in affect for. One the duration is over, the effects of the spell ends. Some last only for a very short time, described as instantaneous, while others last a whole turn or even multiple turns.

The duration of a spell could describe how long a status condition that is given last. If that status effect is ended early, such as a piece with the cursed condition gaining the blessed condition, then it ceases despite there being duration remaining to it.

Meta Magic Compatibility:

This describes if a spell can use meta-spell cards. Only Compatibility spells can use meta-spell cards. This chapter would either have the word “yes” or “no” listed under every spell.


Types:

Types will be explained in a later section within this chapter.


Rules and Effects:

​This is the meat of a spell. Below the other attributes, there is a paragraph of text that explains exactly what the spell does. All of the rules within it must be followed, unless said otherwise. In cases involving a multi-step process, follow the order presented in the text from first to last.


Finally, some spells forfeit your movement roll when it is used. For these spells, do not take a movement roll, unless you have additional ones from other rules. If you have additional movement rolls, you may still use them; however, you do not receive the free one that is typically guaranteed every turn.

13.6 Spell Types:

Types affect how the spell functions. These are the types, in alphabetical order:

Luck Dependent: 

Spells of this type often have a sense of randomness determining how effective they are or how they function. This usually comes from rolling dice.


Magic Modifier Dependent: 

Spells of this type use your magic modifier to determine its effectiveness.


Mind Magic: 

These spells are not negatively affected by mechanics that limit the visibility of casting.


Reaction: 

This spell is cast as a reaction instead of an action or bonus action. This means that these spells may be played outside of your turn, as long as the prerequisite is met.


Summoning: 

This spell summons something on a selected unoccupied space within range. A player may only have one summon from a summoning school spell active at a time. When your party casts this school of magic with a summon already out, choose for either the old summon to end or this spell to fail and have no effect.


Variable Attributes: 

Spells of this type have attributes whose values could vary depending on factors such as luck or situation.


Variable Range: 
Spells of this type have multiple ranges, which follow the rules outlined in the “ranges” part of this subjection.

Wind Dependent: 

​Spells of this type have their ranges affect by wind. How it is affect is outlined in the graph for wind effects.

13.7 Contest Rolls for Spells:    

When a spell makes you perform a contest roll, the spellcaster is the offender unless said otherwise. The offender adds their magic modifier to the roll, and the defender adds their defense value, which is their dexterity modifier + their class’ armor. The latter may also enjoy any other bonus for defense, such as from shields or the dodge action.

13.8 Legendary Spells:

Explosive Warp:
Legendary School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: Variable.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: No.
  • Types: 
    • Variable Attributes.

Take a piece on the pathway and place it in the space behind the nearest enemy piece. By casting this spell, you lose your free movement roll.

Magic Missile:
Legendary School Spell.

  • Target: Entity.
  • # of Targets: Variable.
  • Range: 3, 4, 5, 6.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: No.
  • Types: 
    • Variable Attributes. 
    • Luck Dependent.

The spellcaster fires multiple magic darts at other entities within range. The amount of magical darts fired depends on the spellcaster’s spellcasting modifier, which is 3 + spellcasting modifier darts. Each one does 1d4 damage, and you may distribute them among one or more entities within range as allowed by the target category’s rules. For example, if you can use 5 darts, you may fire 2 at one enemy’s piece, and 3 at another’s.

​For rolling damage, choose which piece’s or creature’s damage to roll first. All damage is taken simultaneously.

This section, “Ludicrous Ludo: Section 13.7”, is adapted from page 161 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 13.7” is under a CC BY-SA 4.0 license.

13.9 Elemental Spells:

Fireball:

Elemental School Spell.

  • Target: Entity.
  • # of Targets: Variable.
  • Range: 3, 4, 5, 6.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent.

When casting the spell, any adjacent space to the one that the spell is targeted at also takes damage from the attack, regardless of whether a piece is friendly or hostile. This spell’s range does not go around corners, nor can it affect pieces within a player's home area or yard. After selecting the target, roll a contest roll as offense, with everybody within range going against the contest roll. If the player simultaneously has pieces that are offense as well as those that are defense, the player rolls for offense first. Every piece that is within the blast radius takes 2d4 normal attack damage. Also, if a piece is unsuccessful in the contest roll, it gains the “on fire” status condition.

Splash:
Elemental School Spell.

  • Target: Entity.
  • # of Targets: 1.
  • Range: 1, 2.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent.

The spellcaster and the target roll a contest roll against each other, with the former being the offender. If the spellcaster wins, the target gains the wet status condition, as well as taking 2d4 normal attack damage. If the target wins, the same thing happens, except that they do not take any damage from the spell.

Vine Whip:
Elemental School Spell.

  • Target: Entity.
  • # of Targets: Variable.
  • Range: Variable.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Attributes. 
    • Wind Dependent. 
    • Luck Dependent. 
    • Magic Modifier Dependent.

Roll a d6 and add your spellcasting modifier to the roll. That is the range of this spell, with a minimum of 1. Also, this spell’s range does not go around great divides, but can go around corners. Then the spellcaster rolls a contest roll as the offense, with everybody within range going against that contest roll. If the player simultaneously has pieces that are offense as well as those that are defense, the player rolls for offense first. Every piece that is within the range, whether friendly or hostile, takes 3d4 normal attack damage when losing to the contest roll, and half of the damage when winning it.

Wind Charge:
Elemental School Spell.

  • Target: 
    • Teammate.
    • Entity. 
  • # of Targets: 1.
  • Range: 3, 4, 5, 6.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Attributes. 
    • Wind Dependent. 
    • Luck Dependent.

The spellcaster and the target roll a contest roll against each other, with the former being the offender. If the spellcaster wins, the target gets pushed 1d4 spaces in the direction that the spellcaster is facing, and the target takes 1d4 normal attack damage. A piece may not be pushed past its start space or past the pathway space adjacent to its home area. If the target wins, the same thing happens, except that they do not take any damage from the spell. If this spell is targeting a teammate, the target automatically succeeds the contest roll.

13.10 Enchantment Spells:

Double Step:
Enchantment School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: 1 turn.
  • Meta Magic Compatibility: Yes.
  • Types: None.

On your movement phase this turn, you have an extra movement roll.

Precise Movement:
Enchantment School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: 1 turn.
  • Meta Magic Compatibility: Yes.
  • Types: None.

Choose a number from 1 to 6. Move the casting piece that many spaces. By casting this spell, you lose your free movement roll.

Spell of Speed:
Enchantment School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: 1 turn.
  • Meta Magic Compatibility: Yes.
  • Types: None.

When making your movement roll for this turn, add 4 + your magic modifier to the roll.


Wings of Icarus:
Enchantment School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: 2 turns.
  • Meta Magic Compatibility: Yes.
  • Types: None.

The spellcaster gains a pair of wings for the spell’s duration. They gain the airborne status condition for the next two turns.

13.11 Healing Spells:

Heal Ailments:
Healing School Spell.

  • Target: 
    • Self. 
    • Teammate.
  • # of Targets: 1.
  • Range: 2.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: None.

Remove all status effects, whether positive or negative, from the target. If it is an individual-type status effect, it only goes away for the target. If it is a party type one, it goes away for every member of that party.

Healing Remarks:
Healing School Spell.

  • Target: Teammate.
  • # of Targets: 1.
  • Range: 3, 4, 5.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent.

Heal 2d6 + magic modifier HP up to your party’s maximum HP.

Parasite:
Healing School Spell.

  • Target: Entity.
  • # of Targets: 1.
  • Range: 1.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Luck Dependent.

The target takes 1d4 normal attack damage. The spellcaster heals HP equal to the damage the target just took.

Special Blessings:
Healing School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: Variable.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Magic Modifier Dependent.

The party gains the blessed status condition for a number of turns equal to 3 + your magic modifier. The spell ends early if your party gains the cursed status condition.

13.12 Hex Spells:

Curse of the Initiate:
Hex School Spell.

  • Target: Opponent.
  • # of targets: 1.
  • Range: 1, 2, 3, 4.
  • Duration: Variable.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Magic Modifier Dependent.

The target’s party gains the cursed status condition for up to as many turns equal to 3 + your magic modifier. The curse goes away if the target piece takes a turn without taking an action or a bonus action, if the party gains the blessed condition, or if the spell's duration runs out. 

To mark that this spell targets a particular party, place the spell card in front of the player targeted. The spell card is then discarded as soon as the spell’s duration ends.

Curse of the Stable:
Hex School Spell.

  • Target: Opponent.
  • # of Targets: 1.
  • Range: 2.
  • Duration: Variable.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Attributes.

Pick an enemy piece for this spell to affect. That party gains the cursed status effect. For every turn after this one, if the piece has not moved or has not become unconscious, the party will continue to have the curse status effect. This spell lasts until that piece has moved at least one space, that piece becomes unconscious, or if that party gains the blessed status condition.

To mark that this spell targets a particular party, place the spell card in front of the player targeted. The spell card is then discarded as soon as the spell’s duration ends.


Forced Polymorph:
Hex School Spell.

  • Target: Opponent.
  • # of targets: 1.
  • Range: 1, 2, 3.
  • Duration: 3 turns.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Luck Dependent. 
    • Magic Modifier Dependent.

The target makes a saving throw with a goal of 4 + your magic modifier. The target adds their constitution modifier to the roll. If the target fails the roll, they are morphed into a frog for 3 turns. Check the frog’s creature stats for more information. If they succeed, then nothing happens.

Mass Hex:
Hex School Spell.

  • Target: Entity.
  • # of Targets: 3.
  • Range: 7.
  • Duration: 2 turns.
  • Meta Magic Compatibility: Yes.
  • Types: None.

Choose up to 3 targets within range, all of which must be on different teams from each other. All parties of each target gain the cursed status condition for 1 turn, as well as immediately taking 1 normal damage.

13.13 Psychic Spells:

Hypnotize:
Psychic School Spell.

  • Target: Opponent.
  • # of Targets: 1.
  • Range: 2, 3, 4.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent. 
    • Mind Magic.

The target must make a saving throw with a goal of 4 + your magic modifier. The target adds their constitution modifier. If the target fails the roll, the targeted piece becomes hypnotized. If they succeed, nothing happens.

Mind-break:
Psychic School Spell.

  • Target: Opponent.
  • # of Targets: 1.
  • Range: 1, 2, 3.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent. 
    • Mind Magic.

On the target’s next turn, they must make a saving throw with a goal of 4 + your magic modifier. The target adds their constitution modifier. If the target fails the roll, their entire turn is skipped. If they succeed, nothing happens.
To mark that this spell targets a particular party, place the spell card in front of the player targeted if they failed the saving throw. The spell card is then discarded as soon as the spell’s duration ends.

Mind Reader:
Psychic School Spell.

  • Target: Opponent.
  • # of Targets: 1.
  • Range: 1, 2, 3, 4, 5.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent. 
    • Mind Magic.

The target must make a saving throw with a goal of 4 + your magic modifier. The target adds their constitution modifier. If the target fails the roll, that player must privately show you the spell cards that they have in their hand, showing up to three cards. If that player has more than three cards in their hand, they choose which ones to show you. If they succeed, nothing happens.

Terrify:
Psychic School Spell.

  • Target: Entity.
  • # of Targets: 1.
  • Range: 2, 3, 4, 5.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent.
    • Mind Magic.

The target must make a saving throw with a goal of 4 + your magic modifier. The target adds their constitution modifier. If the target fails the roll, that piece must move as many spaces backward as 3 + your magic modifier. It may not move past its own starting space, so it stops there or before an occupying piece. If they succeed, nothing happens.

13.14 Reaction Spells:

Avoid Ambush:

Reaction School Spell.

  • Target: Self.
  • # of targets: 1-5.
  • Range: None.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: No.
  • Type: 
    • Reaction.
    • Luck Dependent. 
    • Magic Modifier Dependent.

When one or more of your pieces are about to be ambushed, roll a d6 + magic modifier and move that piece that many spaces. The piece is no longer being ambushed. If it cannot make a legal move, then the entire spell fails, and the piece is ambushed.

Counterspell:
Reaction School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: No.
  • Types: 
    • Reaction.

When the effects of a spell are played against you, cast this spell to nullify it.

Revenge:
Reaction School Spell.

  • Target: Entity.
  • # of Target: 1.
  • Range: 2, 3, 4.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: No.
  • Types: 
    • Reaction. 
    • Variable Range. 
    • Luck Dependent. 
    • Magic Modifier Dependent.

When one of your pieces takes damage from an opponent or entity, do 1d4 + magic modifier normal attack damage towards that opponent or entity. A contest roll is not required to deal the damage.

Shield:
Reaction School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: None.
  • Duration: Instantaneous.
  • Meta Magic Compatibility: No.
  • Types: 
    • Reaction.

When one of your pieces is being attacked by a weapon attack, gain a +4 bonus to the contest roll. If the weapon deals pure damage, this spell fails.

This section, “Ludicrous Ludo: Section 13.13”, is adapted from pages 131 and 179 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 13.13” is under a CC BY-SA 4.0 license.

13.15 Summoning Spells:

Arise, the Phantom King:

Summoning Class Spell.

  • Target: Space.
  • # of Targets: 1.
  • Range: 3.
  • Duration: 3 Turns.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Summoning.

Your party gets to summon the Phantom King on a space within range. Your party controls this creature for as long as the spell’s effects are active. His creature stat block is shown in chapter 25. The Phantom King unspawns when it is either eliminated, another player casts the spell, or after three turns have passed.

To mark that this spell is in effect, place the spell card in front of yourself. Place it at 0 degrees to mark 5 turns remaining, 90 degrees for 4 remaining, 180 degrees for 3, 270 degrees for 2, and finally face down for a single turn remaining. The spell card is then discarded as soon as the spell’s duration ends.


Bonfire:
Summoning Class Spell.

  • Target: Space.
  • # of Targets: 1.
  • Range: 1, 2, 3, 4, 5.
  • Duration: Variable.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Summoning. 
    • Variable Attributes. 
    • Variable Range. 
    • Magic Modifier Dependent.

Select a space within range where the spell is cast, and a bonfire is summoned there. The player who owns the spellcasting piece places a bonfire token on that space.


Any piece that lands on or passes that space without taking the sneak action on their last turn takes 2 normal damage to the party. To benefit from this effect by sneaking, a creature must move past this space and not land on it. The bonfire unspawns after 3 turns.


To mark that this spell is in effect, place the spell card in front of yourself. Place it at 0 degrees to mark 5 turns remaining, 90 degrees for 4 remaining, 180 degrees for 3, 270 degrees for 2, and finally face down for a single turn remaining. The spell card is then discarded as soon as the spell’s duration ends.


Fauna:
Summoning School Spell.

  • Target: Space.
  • # of Targets: 1.
  • Range: 3, 4, 5, 6.
  • Duration: Variable.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Summoning. 
    • Variable Attributes. 
    • Variable Range. 
    • Magic Modifier Dependent.

Select a space within range. Plants are summoned, making it difficult to progress. The player who owns the spellcasting piece places a fauna token on that space. 

When a piece enters this space, it must stop on the space before it unless that piece took the sneak action earlier in its turn. The plants despawn after either 5 + magic modifier turns or a player gets tackled by it.


To mark that this spell is in effect, place the spell card in front of yourself. Place it at 0 degrees to mark 5 turns remaining, 90 degrees for 4 remaining, 180 degrees for 3, 270 degrees for 2, and finally face down for a single turn remaining. The spell card is then discarded as soon as the spell’s duration ends.


Summoning Simulacrum:
Summoning School Spell.

  • Target: Self.
  • # of Targets: 1.
  • Range: 0.
  • Duration: Variable.
  • Meta Magic Compatibility: Yes.
  • Types: 
    • Summoning.

Summon a 5th piece of yours to your starting square. If there is already a friendly piece there, put it in your yard. This piece acts like any other one of your pieces, except that it unspawns either when it gets eliminated or after 5 rounds + your magic modifier. You must use the special piece that you have set aside for summoning this spell.
To mark that this spell is in effect, place the spell card in front of yourself. Place it at 0 degrees to mark 5 turns remaining, 90 degrees for 4 remaining, 180 degrees for 3, 270 degrees for 2, and finally face down for a single turn remaining. The spell card is then discarded as soon as the spell’s duration ends.

13.16 Meta Magic:

Meta-magic is a mechanic that allows players to upgrade spells based on how they function. In the game, there are 4 different meta-magic styles, each with 4 cards. You may play one of these cards with a spell card while casting that spell, discarding it with the spell. Also, you may only play one of those cards per spell. Like with the other type of magic, the rules of a meta magic card are applied when played. These cards may not be used with spells being cast as bonus actions.

This section, “Ludicrous Ludo: Section 13.15”, is adapted from page 44 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 13.14” is under a CC BY-SA 4.0 license.

13.17 Meta Magic Cards:

Increased Power:

If your magic modifier is lower than +2 or treated as lower than a +2 when casting a spell, you may add a +2 bonus to the value, not exceeding a total of +2.


Maintaining Focus:

When your party casts a spell with this meta-magic type, you may put the spell card back in your hand instead of discarding it. It must still discard this meta-spell card. You must also provide ample time to leave the card on the table to prove that you have the spell card.


When a spell card calls for it to be used for track-keeping purposes, a special set of actions is taken in this situation. Look through the discard pile for any copies of the casted spell, taking the first one out to use for track-keeping, if any. If there are not any, look through the spell deck and shuffle it afterward after finding the needed spell or looking through the entire deck. If the required card is still not found, the original spell cast automatically fails but remains in the owning player’s hand.


Quickened Spell:

You may play a spell that your party is not proficient with as a bonus action instead of an action. This meta-magic type cannot affect legendary or reaction school spells.

​
Spark of Intelligence:

Your party may cast a spell from a school you do not know how to cast from. However, you must roll a d20 and refer to the “miscast” table right after casting a spell from a school your party does not know how to cast from. If your party can cast the school of spell played, nothing happens from casting this meta-magic, except that the spell is cast regularly.
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This section, “Ludicrous Ludo: Section 13.15”, is adapted from page 44 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 13.14” is under a CC BY-SA 4.0 license.

13.18 Spell Deck Distribution:

The Spell Deck contains a mix of both spell cards and meta magic cards, totaling a total of 104 cards, or two poker decks worth. They are divided into the following:
  • Two copies of each legendary school spell.
  • Three copies of each spell from the other schools of spells.
  • Four copies of each meta-spell card.

13.19: Spell Deck Reset Rule:

There might be a strategy where players might hoard certain spell cards in their hands to prevent other players from being able to have them. However, this rule could counter this to a degree. Whenever the spell card deck runs out, this rule comes into effect. All players must discard their entire hand into the discard pile before it is shuffled. Players may save up to one spell and one meta-magic if they choose to do so. If they do so, they must show everyone the card or cards they wish to save. They must also use their action or bonus action on their upcoming, if possible, to cast that spell, with the meta-magic, if applicable, on their upcoming turn. If you are unable to do so, such as getting your turn skipped by a mind-break spell or having the taunted condition, you must discard those cards without casting them.
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