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2 STRENGTH 2 FEIGN DEATH 2 MARSH LIGHTS

Calling on the forces of magic, the The Wizard suddenly slumps to The Wizard sends a sparkling,
Wizard uses the power to increase the ground. seemingly dead. dancing light down the corridor,
thetarget's strength. drawing his opponents away.
This spell puts the Wizard into a
Pick any Warrior on the board corpse-like state. While in this Roll 1D6 for each Monster that
(Including the Wizard). This turn state. The Wizard may do nothing. appears as a result of an
he is at +1 strength. Each No Monster will attack him unless Unexpected Event. On a score of
individual Warrior may only have there are no other Warriors 1, 2, 3. 4 or 5 place that Monster
this spell cast on him once per standing, in which case the as normal. On a score of 6 that
turn. Monster automatically hits. Monster follows the marsh lights
away from the Warriors and isn't
TARGET: Any Warrior on the TARGET: The Wizard. placed on the board at all. May
board. DURATION: Indefinite, minimum only be cast once per Event.
DURATION: One Turn. one whole Turn and whole Turns
thereafter. TARGET: All Monsters that are
about to be placed on the board.
DURATION: Immediate.

ATTACK DEFENCE DEFENCE

2 NAUSEA 2 SLIP 2 TONGUES

The Wizard emits a shrill. deathly With a wave of his hand the The Wizard passes his hands over
shriek, causing his opponent to Wizard causes the ground his his ears and suddenly understands
stagger and reel. opponent stands on to shift. every word being spoken.

Pick any Monster on the board. Pick any Monster on the board This spell allows the Wizard to
This turn it is at -1 on its to hit and roll 1D6. On a score of 1 to 4 understand anything said to him
rolls. May only be cast once per the spell has no effect. On a score this turn, regardless of the
Monster per turn. of 5 or 6 the Monster slips over language the words are spoken in.
and can do nothing else this turn It does not allow the Wizard to
TARGET: Any Monster on the as it regains its balance. May only speak that language.
board. be cast once per Monster per turn.
DURATION: One Turn. TARGET: The Wizard.
TARGET: Any Monster on the DURATION: One Turn.
board.
DURATION: One Turn.

DEFENCE ATTACK SPECIAL

2 HEALING HANDS 3 FIST OF IRON 2 ZONE OF SILENCE

Muttering under his breath, the The Wizard conjures up a huge The Wizard puts his finger to his
Wizard feels a soothing calmness iron-mailed fist and sends it lips and a deathly hush descends.
descend upon himself and his hurtling towards his opponent.
companions. Pick any board section. For the
Pick any Monster up to 6 squares rest of the turn no sound can be
Every Warrior on the board has 1 away from the Wizard and roll made by any model on this board
Wound healed. 1D6. If the score is greater than or section.
equal to the range of the target it
TARGET: All Warriors on the suffers 1D6+ 1 Wounds. TARGET: Any board section.
board. DURATION: One Turn.
DURATION: Immediate. TARGET: Any Monster up to 6
squares away.
DURATION: Immediate.

HEALING ATTACK SPECIAL


1 BLOOD BLADE 1 STING 1 COUGHING

The Wizard’s sword glows as a With a high-pitched buzzing The Wizard’s opponent suddenly
thick red liquid coagulates on the sound, the Wizard makes a large bursts out in a hacking cough of
blade. hornet appear inside his such violence that he almost drops
opponent’s armour. his weapon.
Roll 1D6 for each Monster
adjacent to the Wizard. On a score Pick any Monster on the same Pick any Monster on the same
of 6 that target takes 1 Wound, board section as the Wizard and board section as the Wizard and
with no modifiers for Toughness roll 1D6. On a score of 4, 5 or 6 roll 1D6. On a score of 5 or 6 the
or armour. This spell may be cast the Monster takes 1 Wound, with target collapses in a coughing
once per turn. no modifiers for anything spasm and is at -1 on his to hit
(Toughness, armour, Ignore Pain, rolls for the rest of the turn.
TARGET: All Monsters adjacent etc.).
to the Wizard. TARGET: Any Monster on the
DURATION: Immediate. TARGET: Any Monster on the same board section as the Wizard.
same board section as the Wizard. DURATION: One Turn.
DURATION: Immediate.

ATTACK ATTACK DEFENCE

1 DROP 2 FLESH WORM 1 FLEET OF FOOT

The Wizard mutters an invocation The Wizard produces a small glowing Sprinkling a small quantity of
and gestures towards the ground, worm and hurls it at his opponent. glittering powder on his boots, the
causing the target's grip on his Wizard starts to move very
Pick any Monster on the same board
weapon to fail. section as the Wizard. He becomes
quickly.
infected with a Flesh Worm and
Pick any Monster on the same immediately loses 1 Wound with no Upon casting this spell, the
board section as the Wizard and modifiers for anything (Toughness, Wizard gets +1 Move this turn.
roll 1D6. On a score of 6 the target armour, Ignore Pain, etc.). At the start
drops any one object he is of each subsequent turn, roll 1D6. On a TARGET: The Wizard.
holding. He cannot move this turn score or 1, 2. 3 or A the Flesh Worm DURATION: One Turn.
dies. On a score of 5 or 6 it continues to
as he retrieves it. feed and the victim takes another 1
Wound, again with no modifiers for
TARGET: Any Monster on the anything.
same board section as the Wizard.
DURATION: Immediate. TARGET: Any Monster on the same
board section as the Wizard/only 1
Flesh Worm per Monster.
DURATION: Until Flesh Worm dies.

DEFENCE ATTACK SPECIAL

1 CURE SMALL WOUNDS 1 CREATE FOOD 1 OPEN

Holding up a symbol of life, the From nowhere the Wizard The Wizard produces a small
Wizard pricks his finger with a conjures up a hot and filling meal, glowing key made from pure
small dagger and lets his blood ideal for restoring the constitution energy that can open any lock.
drip onto the talisman before after a hard fight.
touching it to the target’s wound. The Wizard may open any non-
The Wizard conjures up a simple magical lock on the same board
Pick any Warrior on the board meal. Roll 1D6 for the Warrior section as himself. Any traps on
(including the Wizard) and heal 1 that eats it. On a score of 3, 4, 5 or the lock are set off as normal.
of his Wounds. Each individual 6 that Warrior has 1 Wound
Warrior may only have this spell restored.
cast on him once per turn.
TARGET: Any Warriors on the
TARGET: Any Warriors on the board.
board. DURATION: Immediate.
DURATION: Immediate.

HEALING HEALING SPECIAL


3 ICE BLADES 3 OGRE STRENGTH 3 CONFUSE

The air around the Wizard is Calling on the forces of magic. the The Wizard creates confusing
suddenly filled with racing shards Wizard uses the power to increase images around his opponents
of razorsharp ice. the target's strength fourfold. head.

All Monsters adjacent to the Pick any Warrior on the board Pick any Monster on the same
Wizard take 1 Wound, with no (including the Wizard). This turn board section as the Wizard. This
modifiers for anything the chosen Warrior is at +2 to his turn it loses 1 attack.
(Toughness, armour, Ignore Pain, Strength for the purpose of
etc.). resolving damage. Each individual TARGET: Any Monster on the
Warrior may only have this spell same board section as the Wizard.
TARGET: All Monsters adjacent cast on him once per turn. DURATION: Immediate.
to the Wizard.
DURATION: Immediate. TARGET: Any Warrior on the
board.
DURATION: One Turn.

ATTACK ATTACK DEFENCE

3 GLITTERING ROBE 4+ ACID BLAST 3 SPEED

The Wizard creates a robe of Acid spits from the Wizard's fingertips, Breathing deeply, the Wizard uses
creating a burning river that gushes
magical energy that shimmers and his power to speed up the target's
towards the enemy.
glitters about him as he moves. metabolism and movement.
This spell allows the Wizard to create a
This spell creates a cloak of corridor of corrosive acid 1 square Pick any Warrior on the board
magical energy around the Wizard wide, travelling directly away from him (including the Wizard). His Move
that can absorb 1D6 Wounds. in one of the compass directions and is doubled this turn.
continuing until it hits a Monster,
TARGET: The Wizard. Warrior or other obstacle. TARGET: Any Warrior.
Note that the Casting number for the
DURATION: One Turn. Acid Blast spell is 4+(the Wizard's DURATION: One Turn.
Battle- Level).
The first model in the path of the acid
suffers 2D6+(the Wizard's Battle-level)
Wounds. If this is sufficient to kill the
model, the acid continues until it hits
another model. which it wounds in the
same way. This process continues until
a target survives or the acid hits a solid
obstacle. such as a wall.
TARGET: A 1 square wide corridor.
DURATION: Immediate.

DEFENCE ATTACK SPECIAL

3 FINGER OF LIFE 4 HEAL WOUNDS 4 SECOND SIGHT

The Wizard points at one of his Muttering soothing words, the The Wizard stands still for a
companions and a thin stream of Wizard makes a complicated moment, allowing his spirit to leave
blue energy pours from his pattern in the air with a glowing his body and investigate what lies
fingertip, revitalising him. sphere and suffuses the target in a beyond the next door.
golden glow.
Pick any Warrior on the board This spell allows the Wizard to
(including the Wizard) and roll Pick any Warrior on the board determine what is in a room before
the Warriors enter it.
1D6. On a score of 1, 2 or 3 the (including the Wizard) and heal
Once cast, this spell allows you to
spell has no effect. On a score of 1D6 of his Wounds. look at the next Event card in the
4. 5 or 6 the chosen Warrior has Event deck just before the Warriors
that many Wounds healed. TARGET: Any Warrior on the enter a room and reveal it, rolling on
board. tables if necessary. If you then
TARGET: Any Warrior. DURATION: Immediate. decide that the Warriors don't want
DURATION: Immediate. to face that Event place it on the
discard pile.
Second Sight may only be cast once
per room.

TARGET: -
DURATION: Immediate.

HEALING HEALING SPECIAL


4 ICE TOMB 4 LIGHTNING BOLT 4 LEVITATE
The Wizard's chill breath fills the room,
coalescing around a single Monster and
Raw power arcs across the A crackling sound fills the room
encasing it in a solid tomb of ice. Wizard's fingertips and a bolt of as the Wizard raises the target to
white power streaks from his eyes the roof, carrying him aloft on a
Pick any Monster that lies within the towards his opponent. column of coruscating power.
Wizard's line of sight and roll 1D6. If the
score is less than or equal to the targets
Toughness the spell has no effect. If the
Pick any Monster that lies within Pick any Warrior on the board
score exceeds the target's Toughness it is the Wizard's line of sight. The (including the Wizard) and
encased in a sarcophagus of ice and may target suffers 2D6 Wounds. levitate him. A levitating Warrior
not move or fight. While entombed, the can only be attacked with missile
target cannot be attacked. TARGET: Any Monster within weapons or spells. He cannot
Note that for every 2 extra points of the Wizard's line of sight. move, however. and may not fight
power the Wizard adds to cast this spell
you may add +1 to the dice roll to see if DURATION: Immediate. in hand-to-hand combat. He may
the target is trapped. fire missile weapons as normal.
The target remains entombed as long as His square remains impassable,
the Wizard continues to spend power just as if he were standing in it
points equal to the target's Toughness normally. He may levitate out of a
each turn.
pit.
TARGET: Any Monster within the
Wizard's line of sight. TARGET: Any Warrior on the
DURATION: While maintained. board.
DURATION: One Turn.
ATTACK ATTACK DEFENCE

4 REBOUND 5 FIREBALL 4 DISPEL MAGIC

As the Wizard chants the words of Furrowing his brow in The Wizard raises his hand and
this spell a shimmering mirror of concentration, the Wizard shouts the words of warding,
power surrounds the target. stretches out his arms and shoots diffusing his opponent's magic.
protecting him from harm. a ball of fire across the room,
engulfing his foes in flames. May be cast once against each
Pick any Warrior on the board incoming spell. Roll 1D6 for each.
including the Wizard). Each time Pick a 2 square by 2 square area of If you score A, 5 or 6 the target
he is physically attacked this turn a board section within the spell is prevented from working.
roll 1D6. On a score of 6 all the Wizard's line of sight. Each Only one attempt may be made to
Wounds that the attack inflicted Monster in that area suffers 1D6+ dispel each incoming spell.
are rebounded onto whoever (the Wizard's Battle-Level)
caused them. Note that this spell Wounds. TARGET: Any or all incoming
does not rebound spells. spells.
TARGET: All Monsters on a 2 DURATION: Immediate.
TARGET: Any Warrior on the square by 2 square area within the
board. Wizard's line of sight.
DURATION: One Turn. DURATION: Immediate.

DEFENCE ATTACK SPECIAL

5 FIREHAMMER 5 FREEZE! 5 PIT OF DESPAIR

A blazing hammer appears in the A freezing wind swirls through the A stream of blinding white light pours
Wizard's fist and smashes a room, chilling the Monsters to the from the Wizard's mouth. Where it hits
burning path through his toes. bone yet leaving the Warriors the stone a bottomless pit opens with a
unharmed. loud crack.
Pick any Monster adjacent to the Roll 1D6. The number you roll shows Pick any 2 square by 2 square area on
Wizard. It immediately suffers two things: the board and place the Pit of Despair
3D6 Wounds. 1. The number of Monsters affected by marker on it. Roll 1D6 for each model
this spell this turn. standing in the four squares covered by
TARGET: Any Monster adjacent 2. The number of Wounds each Monster the pit. On a score of 1 or 2 it falls into
to the Wizard. affected suffers. with no modifiers for the pit and is killed. On a score of 3, 4,
anything (Toughness, armour. Ignore 5 or 6 it scrambles out of the way -
DURATION: Immediate. Pain, etc.). place it in any empty square on this or
The targets of this spell must be on the any adjacent board section. If there are
same board section as the Wizard. The no
Wizard player chooses which Monsters empty squares available the model falls
are affected. into the pit anyway.
Once the pit is in place, no model may
TARGET: Any Monsters on the same enter the squares it covers.
board section as the Wizard.
DURATION: Immediate. TARGET: Any 2 square by 2 square
area on the board.
DURATION: Permanent.

ATTACK ATTACK ATTACK


6 CATACLYSM 6 SWORDS OF DOOM 5 BLUR

Moaning in anguish. the Wizard Instead of him wielding one The Wizard's outline shimmers
spreads his arms as an area of sword, a great many blades and becomes an indistinct. hazy
blackness takes shape around his suddenly start to whirl and slash blur that is continually changing.
foes. the air before the Wizard.
Pick any Warrior on the board
Pick any 2 square by 2 square area Pick any Warrior on the board (including the Wizard). For this
on the same board section as the (including the Wizard). This turn turn, all attacks made against the
Wizard. Every Monster in the he gets a number of extra Attacks: chosen Warrior are at 1 to their to
chosen area suffers 1D6 Wounds, +1 if the casting Wizard is a hit roll.
with no modifiers for anything Novice Wizard, +2 if he is a
(Toughness, armour, Ignore Pain, Wizard Champion. +3 if he is a TARGET: Any Warrior on the
etc.). Wizard Hero and +4 if he is a board.
Wizard Lord. DURATION: One Turn.
TARGET: Any 2 square by 2
square area on the same board TARGET: Any Warrior on the
section as the Wizard. board.
DURATION: Immediate. DURATION: One Turn.

ATTACK ATTACK DEFENCE

5 DAZZLE 5 IRON SKIN 5 INVISIBILITY

A blurring screen of energy shoots The Wizard scatters a handful of With a shimmer of light, the
towards the target. engulfing it in meteoric iron dust over the target. Warrior's outline slowly fades
a myriad maze of glittering coating him in a fine layer of until he is completely invisible.
colours. powder that quickly sets into a
magical second skin. This spell allows you to pick any
Pick any Monster on the board. Warrior on the board (including
For this turn, all hand-to-hand Pick any Warrior on the board the Wizard) and make him
attacks made against that Monster (including the Wizard). This turn invisible. While invisible a
only miss on a natural to hit roll the chosen Warrior is at +2 to his Warrior may carry out any action
of 1. Toughness. except attacking an opponent:
moving, healing, etc. are therefore
TARGET: Any Monster on the TARGET: Any Warrior on the valid actions, while firing a bow,
board. board. pushing a Monster into a pit,
DURATION: One Turn. DURATION: One Turn. casting offensive spells, etc. are
not.

TARGET: Any Warrior on the


board.
DURATION: One Turn.

DEFENCE DEFENCE SPECIAL

5 LIFE FORCE 5 LIFEBRINGER 5 SLEEP

A stream of pure energy flows from Blazing fire leaps from the Murmuring quietly, the Wizard sends
the Wizard's fingertips, redirecting a Wizard's eyes, striking the his opponents into an enchanted
Monster's life-force into one of the Warriors and bathing them in a sleep.
Warriors and healing him. corona of energy that heals their
The Wizard may roll a number of D6
wounds. equal to his Battle-level. If the total
Pick any Warrior on the board,
including the Wizard, who has yet to score is more than the targets Starting
Pick any number of Warriors on Wounds it falls asleep for 1 turn. The
start his attacks. For each Wound the board, including the Wizard. dice may be split between multiple
that Warrior inflicts this turn, after Roll 1D6 for each Warrior chosen. targets. You must declare how the
the targets Toughness and armour Each Warrior gets that number of dice are being split before rolling. If
have been taken into account. You his Wounds healed. split. the total of the combined dice
may heal 1 Wound on a single for each target must be greater than its
If any two or more of the dice
Warrior of your choosing, including Starting Wounds for the spell to work
rolled come up with the same
the Wizard. If the chosen Warrior on that Monster.
inflicts no Wounds this turn the number the spell fails, and none of
While asleep a Monster may be hit
spell is wasted. the Warriors get any Wounds automatically.
back.
TARGET: Any Warrior on the TARGET: Any Monsters on the same
board. TARGET: Any or all Warriors on board section as the Wizard.
DURATION: One Turn. the board. DURATION: One Turn.
DURATION: Immediate.

HEALING HEALING SPECIAL


6 WEAPONMASTER 6 SWORDS OF DOOM 6 INVULNERABILITY

The Wizard calls on the powers of Instead of him wielding one The Wizard holds aloft a glittering
magic to guide his hand as he sword, a great many blades jewel and a hazy sheen of magical
moves to strike down his enemies. suddenly start to whirl and slash protective power descends before
the air before the Wizard. him.
Pick any Warrior on the board
(including the Wizard). This turn Pick any Warrior on the board Pick any Warrior on the board
he gets an increase in his Weapon (including the Wizard). This turn (including the Wizard). The next
skill: +1 if the casting Wizard is a he gets a number of extra Attacks: blow that hits this Warrior.
Novice Wizard, +2 if he is a +1 if the casting Wizard is a whatever its source, has no effect.
Wizard Champion. +3 if he is a Novice Wizard, +2 if he is a
Wizard Hero and +4 if he is a Wizard Champion. +3 if he is a TARGET: Any Warrior on the
Wizard Lord. Wizard Hero and +4 if he is a board.
Wizard Lord. DURATION: Until Warrior is
TARGET: Any Warrior on the attacked.
board. TARGET: Any Warrior on the
DURATION: One Turn. board.
DURATION: One Turn.

ATTACK ATTACK DEFENCE

6 SHIELD 6 CAUSE ANIMOSITY 6 CREATE BRIDGE

Shouting words of power, the Chanting strange words in a Solid rock leaps from the Wizard's
Wizard points a finger at one of guttural tongue, the Wizard outstretched fingertips, building a
his companions, surrounding him brandishes his sword in an bridge across the room.
with a glowing screen of magical elaborate, aggressive gesture.
energy. This spell allows the Wizard to
Roll 1D6 for each group of create a magical bridge 1 square
Pick any Warrior on the board Monsters in the room (a group wide across any pit, hole or
including the Wizard). For this being defined as all those chasm.
turn the chosen Warrior is immune Monsters of the same type on that The bridge remains in place as
to all attacks except either those board section). On a score of 1, 2 long as the Wizard spends 2
made with a natural 6 to hit or that or 3 the spell has no effect on Power per turn keeping it active.
are magical in nature. The Warrior those Monsters. On a score of 4. 5
can move and fight as usual. or 6 that group of Monsters TARGET: Any 1 square wide area
attacks another group of Monsters across a chasm, hole or pit.
TARGET: Any Warrior on the this turn (determine randomly) DURATION: While maintained.
board. rather than the Warriors.
DURATION: One Turn.
TARGET: All Monsters on the
board.
DURATION: Immediate.

DEFENCE SPECIAL SPECIAL

6 RESURRECTION 7 BLOODPULSE 6 WINGS OF POWER

The Wizard shouts a long- A dull throbbing fills the room as Leathery wings sprout from the
forgotten invocation of great it becomes suffused with a red target's back, lifting him into the
power. passed down from glow. air.
generation to generation, that can
raise the dead. Pick any Warrior on the board This spell allows the Wizard to pick
(including the Wizard). He any Warrior on the board
You may pick any dead Warrior in immediately regains (The (including himself) and make him
the game and bring him back to Wizard's Battle-level) Wounds. fly. While airborne a Warrior may
life. Place him on the same board not make any attacks, and is
section as the Wizard. He is TARGET: Any Warrior on the immune to all attacks except those
restored to full Wounds, but loses board. from missile weapons or of a
any of the treasure and gold he has DURATION: Immediate. magical nature. An airborne Wizard
earned in this dungeon. This spell may still cast spells. While in the
may be cast even if the Warrior air a Warrior moves normally and
died several turns ago. may ignore any ground-based
obstacles such as chasms or pits.
TARGET: Any dead Warrior.
TARGET: Any Warrior on the
DURATION: Immediate.
board.
DURATION: One whole Turn.

HEALING HEALING SPECIAL


7 BURNING STORM 7 CHAIN LIGHTNING 7 DOME OF POWER

Scorching flames leap from the A lightning bolt shoots from the Wizard's White power streams from the
Wizard's outstretched hand and a fingers, hitting the nearest Monster with Wizard's eyes, forming a
sparking, elemental power. protective dome around the
column of all-consuming flame
engulfs his target. The nearest Monster to the Wizard suffers Warriors.
1D6+(the Wizard's Battlelevel Wounds.
Pick any Monster on the board After rolling for damage against the target, This spell allows the Wizard to
roll another D6. On a score of 1, 2 or 3 the protect up to one square of the
and roll (the Wizard's Battle-level) lightning earths to ground and the spell is
D6. For each D6 that scores 4, 5 spent. On a score of 4, 5 or 6 the lightning
board per Battle-level with an
or 6 the target suffers that many leaps across to the next nearest Monster impenetrable shield. The squares
Wounds, with no modifiers for and attacks it. This process continues until must be linked together, but the
anything (Toughness, armour, the lightning earths. dome can be of any shape. Models
A Monster may not be hit a second or inside the dome may not move,
Ignore Pain, etc.). subsequent time unless all the other
Monsters have also been hit that many
fight or cast any other offensive
TARGET: Any Monster on the times. magic, but are immune to all
board. If there are two or more Monsters an equal forms of attack.
DURATION: Immediate. distance away that the lightning can leap
to, you may choose which it hits. TARGET: An area of the board
TARGET: The nearest Monster to the equal to one square for each of the
Wizard. Wizard's Battle-levels.
DURATION: Immediate. DURATION: One Turn.

ATTACK ATTACK DEFENCE

7 FOOLS' GOLD 7 GLORY! 7 TIME FREEZE

The Wizard spins a coin into the The Wizard sends out tendrils of The Wizard's hand vanishes as he
air, where it hangs above the force that pierce the hearts of the reaches into the warp, holding back
Monsters and begins to shower Warriors. filling them with great the fabric of time.
gold down upon them. valour and courage beyond
measure. As soon as they have completed
Roll 1D6 for each Monster on the their actions in the Warriors' Phase,
same board section as the Wizard. All of the Warriors are suddenly the Warriors may attempt to take an
On a score of 1, 2 or 3 there is no enthused with great bravery and extra Warriors' Phase straight away,
effect. On a score of 4. 5 or 6 that each gains +1 Attack this turn. moving and attacking again before
Monster is overcome with visions the Monsters have a chance to
of treasure and wealth and may do TARGET: All Warriors on the retaliate. Roll 1D6. On a score of 1
nothing this turn except stand in a board. or 2 the spell fails. On a score of 3,
drooling stupor. Affected DURATION: One Turn. 4, 5 or 6 the spell works and the
Monsters do not cause pinning, Warriors may act again.
will not attack, but will defend Freeze may only be cast once per
themselves as normal. turn.

TARGET: All Monsters on the TARGET: All Warriors on the


same board section as the Wizard. board.
DURATION: One Turn. DURATION: Immediate.

DEFENCE SPECIAL SPECIAL

8 VOIDMASTER 8 CHORUS OF VALOUR 7 WARP JUMP

The Wizard temporarily leaves the The Wizard's whispered words The Warriors vanish with a thunderflash,
leaving a crackling of energy, a coil of blue-
physical universe for the cold mystically fill the Warriors with black smoke and the heady tang of ozone in
depths of the void, where he can courage. the air.
recover his strength.
For the rest of this turn, all of the Upon casting this spell, the Wizard and all
Warriors adjacent to him are transported to
This spell allows the Wizard to Warriors are immune to the effects another part of the dungeon that they have
manipulate his power to mend his of Fear and Terror. already explored (Wizard player's choice).
broken body. Upon casting this They re-appear in exactly the same formation
that they were in when they disappeared.
spell, the Wizard disappears from TARGET: All Warriors on the If one of the Warriors that Warp Jumps is
the board. One whole turn later he board. carrying the only light source, all the
reappears anywhere on the same DURATION: One Turn. Warriors who were left behind in the
dungeon are immediately Lost in the Dark
board section with all of his and must roll on the Escaping Table from the
Wounds restored. Adventure Book. Likewise, if a number of
Warriors Warp Jump without a light source
TARGET: The Wizard. they immediately become Lost in the Dark
upon reaching their
DURATION: One Turn. destination.

TARGET: The Wizard and any Warriors


adjacent to him.
DURATION: Immediate.

HEALING SPECIAL SPECIAL


8 HELLBEAST 8 SPEAR OF LIGHT 8 CAGE OF STONE

The Wizard assumes the aspect of The Wizard hurls a spear of pure The Wizard screams an invocation of
confinement as pillars of stone shoot
a ravaging daemonic creature. energy at his chosen victim.
down from the roof and up from the
floor. trapping the target.
This turn the Wizard gets +1 Any single Monster in the
Attack, +1 to hit. causes +2 Wizard's line of sight immediately This spell allows the Wizard to
Wounds on his damage roll, suffers 1D6 Wounds for each of confine any Monster that is attacking
cannot use a weapon and is the Wizard's Battle-levels. him in a prison of magical stone.
immune to all psychological While confined, the victim may
effects. TARGET: Any Monster in the neither move nor fight (Though it
Wizard's line of sight. may cast magic), and all attacks
TARGET: The Wizard. DURATION: Immediate. against it are made at +1 on all to hit
DURATION: One Turn. rolls.
At the start of each Monsters' Phase
including the turn in which the spell
was cast) roll 2D6. If the score is less
than the trapped Monster's Strength it
breaks free and the spell fails.

TARGET: Any Monster attacking the


Wizard.
DURATION: Until broken.

ATTACK ATTACK DEFENCE

8 HALO OF VENGEANCE 9 HOUNDS OF GRIMNAIR


10 WINDBLAST

The Wizard casts a glowing halo The air is filled with an eerie howling and A howling gale sweeps through
dimly seen, incorporeal shadows hurl
around the target. themselves at the Wizard's foes. the dungeon, buffeting the
Warriors and slamming into the
This spell surrounds the target This spell allows the Wizard to summon 1 Monsters.
Hound of Grimnair for each of his Battle-
with a protective shield. At the levels. The Wizard may choose which
start of each turn roll 1D6. This Monster each Hound attacks, with no Choose any Monster on the board.
turn that many attacks can be restrictions imposed by where the target is: it It is immediately picked up and
doesn't matter if there are no squares free
absorbed by the halo and may be next to the target as the Hounds are non-
hurled to the floor by a magical
ignored. material beasts. gust of wind, taking 1D6 Wounds
The halo remains intact until the Each turn from now on, each Hound hits its for each of the Wizard's Battle-
target moves or you roll a 1 on the target on a 1D6 roll of 5 or 6, and causes levels, with no modifiers for
1D6 Wounds, with no modifiers for anything
dice to see how many attacks are (Toughness, armour, Ignore Pain, etc.). anything (Toughness, armour,
absorbed. However, if you roll a 1 or 2 for a Hound's Ignore Pain, etc.). The target may
attack the Hound vanishes, returning to do nothing else for the rest of the
where it came from. As soon as there are no
TARGET: Any Warrior on the more Monsters left on the board all of the turn as it gets to its feet.
board. remaining Hounds vanish. While there are
DURATION: Until the target Hounds still active this spell cannot be cast TARGET: Any Monster on the
again.
moves or the dice roll is a natural board.
1. TARGET: Any Monster on the board. DURATION: Immediate.
DURATION: Variable.

DEFENCE SPECIAL ATTACK

9 LIFESTEALER 10 RADIANCE OF PTOLOS 10 WINDS OF FATE

With a sharp hiss of breath the The Wizard's eyes close and he Time blurs and shifts as the
Wizard lightly touches his opponent, clenches his fists. As his eyelids Wizard changes the course of
stealing his energy.
open just a crack, a red light reality.
This spell allows the Wizard to steal pours out, bathing the Warriors in
Wounds from nearby Monsters and a bloody hue. This spell allows the players to
use them to heal himself and his disregard one of each Warrior's
companions. For the rest of this turn, each time dice rolls this turn and re-roll it.
Keeping track of the total number of one of the Warriors is attacked roll
Wounds caused, each Monster 1D6. On a score of 1, 2 or 3 the TARGET: All Warriors on the
adjacent to the Wizard suffers 1D6 spell has no effect. On a score of board.
Wounds, with no modifiers for 4, 5 or 6 the attack is rebounded DURATION: One Turn.
anything (Toughness, armour, Ignore onto the attacker.
Pain, etc.).
These Wounds may then be
distributed amongst the Wizard and TARGET: All Warriors on the
the other Warriors to heal them as you board.
see fit. DURATION: One Turn.

TARGET: All Monsters adjacent to


the Wizard.
DURATION: Immediate.

HEALING DEFENCE SPECIAL


10 HEARTBEAT 11 CARNIVAL OF DEATH 12 FIRESTORM

While the Wizard chants an Overcome by an unreasoning A blazing wall of fire springs up,
incantation power surges through madness, the Monsters leap towards filling the area with searing
the target's body and his heart each other in a berserk killing frenzy, flames.
completely ignoring the Warriors.
beats with renewed vigour.
Roll 1D6 for every Monster on the Pick a 2 square by 2 square area of
The Wizard may use this spell to same board section as the Wizard. If a board section within the
restore 1D6 Wounds per the the score is a 1 the spell has no effect Wizard's line of sight. All
Wizard's Battle-level to a single on that Monster. On a score of 2 or Monsters on the targeted area
Warrior, up to his Starting more that Monster moves towards its suffer 6D6 Wounds (roll once for
Wounds. nearest companion and this turn all the Monsters), with no
attacks it instead of the Warriors. If modifiers for anything
there is any confusion about which
TARGET: One Warrior. (Toughness, armour. Ignore Pain,
Monsters are attacked, the Wizard
DURATION: Immediate. player decides. etc.).
While affected by this spell, the
Monsters are not subject to the rules TARGET: All Monsters on a 2
for pinning. square by 2 square area within the
Wizard's line of sight.
TARGET: All Monsters on the same DURATION: Immediate.
board section as the Wizard.
DURATION: One Turn.

HEALING ATTACK ATTACK

12
VORTEX OF
DESTRUCTION
11 WINDOW OF THE VOID
12 TRANSMUTE
The Wizard creates a dark. glittering
portal that hypnotically attracts any
The Wizard grins as he touches
The Wizard creates a howling Monsters in its vicinity. his foe. invoking the power of the
vortex of destruction in the room. earth to possess him.
This spell allows the Wizard to create a
hole into the Realm of Chaos that nearby This spell allows the Wizard to
Roll 2D6 for every Monster on the Monsters are drawn into.
same board section as the Wizard. The hole is created in any empty square
turn a single Monster in an
If the score is equal to or less than within the Wizard's line of sight. Once adjacent square to stone on a
the Wizard's Battle-level that the hole is active. roll 1D6 for each successful to hit roll, killing it.
Monster is sucked into the void Monster adjacent to it. On a score of 1, 2, Because of the power of this spell,
3 or 4 that Monster stands its ground and if the target has Magic Resistance
and is removed from the board. If may ignore the hole. On a score of 5 or 6
the score is greater than the or Magic Dispel the roll required
the Monster is hypnotically attracted to
Wizard's Battle-level the target is the hole, steps through it and vanishes. At to ignore the spell is at -1
unaffected. the end of the turn the hole disappears
with a crack. TARGET: One Monster adjacent
Warriors are not affected by the hole and to the Wizard.
TARGET: All Monsters on the
can ignore it. although they cannot enter DURATION: Immediate.
same board section as the Wizard. that square.
DURATION: Immediate.
TARGET: Any empty square within the
Wizard's line of sight.
DURATION: One Turn.

ATTACK ATTACK ATTACK

11 TISSUE OF LIFE
12
TRANSPORT OF THE
DAMNED
11 TOWER OF ISOLATION

The Wizard channels a vast surge The Wizard summons a ghostly The Wizard suddenly vanishes.
of energy through his body, carriage to take himself and his transported back to his study
redirecting it as glowing bolts that companions many leagues away from the
slam into his companions and heal away from the dungeon. dungeon.
their wounds.
This spell allows the Wizard to This spell allows the Wizard to
Roll 1D6 for each Warrior on the transport all the Warriors out of the transport himself out of the
board (including the Wizard). On dungeon to the nearest Settlement dungeon to the nearest Settlement
a score of 1, 2 or 3 the spell has no (and back) at any time. (and back) at any time.
effect on that Warrior. On a score However, while the Wizard himself
of 4, 5 or 6 that Warrior is restored always gets through safely, you TARGET: The Wizard.
to his Starting Wounds. must roll 1D6 for each of the other DURATION: Immediate.
Warriors for each journey made. On
TARGET: All Warriors on the a score of 1
that Warrior is sucked into the warp
board.
and his soul is spread across the
DURATION: Immediate. dimensions, destroying him utterly.

TARGET: All Warriors on the


board.
DURATION: Immediate.

HEALING SPECIAL SPECIAL

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