The Magic rules are not in "Flintloque Reloaded"
or "Flintloque Lite", But come from previous
editions of the rules.
Magic was in the original "Flintloque" rules and the Vampyre Magic
was in the "Deadloque" Rules (1st edition and was improved in the 2nd editions ),
Alternative Armies have released a free pdf document of optional magic rules
for the 2nd edition.
If you have not have any of the magic rules (or you would like to alter
the magic rules you have), the following might prove useful.
Flintloque Magic is no longer powerfully, since the breaking of the Wylde
Magick. Now it is simply a few individuals that has a magical ability
that can cast a few simple spells that can help keep themselves alive on the
There is a basic 1 in 10 chance that a character has a
magical ability. If their have, then there is a 3+ chance with a D10
that they have lent a magic spell per experience level. You may want
to give Vampyre's a higher chance of having a magical ability.
||A character can heal a wound to their self or anther
(takes a whole turn).
||A character gains 1 column left for firing.
||Character can run for an extra turn in a row.
||Character gains +1 to his melee modifier.
||Any attacker in melee has a modifier of -1
to hit the character.
||A shooter has 1 column right modifier to hit
the character .
||A character can light a fire.
||A character can light up an 8 cm diameter
area at a range of 15 cm for one turn.
|If a Vampyre makes successfully melee attack results
that in a
wound on your enemy, then vampyre may heal one wound they have received.
|A Vampyre can turn into a Bat
in their movement phase and
can fly off. Remove miniature from the table. Then in the next turn movement
phase, place the miniature back anywhere on the table within 72 cm where
they turned into a bat in the pervious turn.
If you are going to make up your own spells, then keep them simple.