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RULES·WHITE DWARF 449

The Spellflux Spire

December 2019·pp. 22–25

THE SHORT VERSION

Four wizards race through a magical tower in Chamon whose awakening has drawn them toward a dangerously powerful centre. Players balance movement, stored power and opportunities to cast, with rune spaces, collisions and counterspells turning a simple inward race into an interactive contest over position and resources.

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Find this article in White Dwarf 449, pp. 22–25.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.