THE SAVAGE BEAST OF HORROS
Component: Claw of Manticore
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The Wizard's eyes blaze with power and with a bestial roar he takes on a wild visage.
Until the next exploration turn, he is treated as a Berserker, a Fearsome Monster, and
may attack with magical Claws and Fangs (p. 44, AHQ rulebook). He may not cast any
further spells while in this form unless he voluntarily returns to normal, ending the
spell.
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THE FLOCK OF DOOM
Component: Giant Eagle Feather
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With an unearthly screeching call the caster summons a massive Flock of birds which cover
his enemies with a ferocious mass of feather, beak and claw, before disappearing once
more into thin air. 1d12 enemies present are attacked, each taking 4 damage dice of
injury.
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THE WRITHING WORM
Component: Bolt of Silk and Amber Bead
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The caster summons a worm of amber energy which drops to the ground and wriggles toward
an enemy model within line of sight. The Worm crawls all over its victim, encasing it
in a cocoon unless the victim makes a successful Strength roll. The cocooned victim
is immobilized and helpless (having a WS of 1 if attacked) until the next exploration turn.
The Wizard must pass an Intelligence test to cast this spell.
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THE FLYING BOWER
Component: Ivory Arrowhead
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The caster is swallowed up by a whirlwind of glowing amber energy and transported to any
unoccupied square of a previously explored dungeon section.
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TANGLING THORN
Component: Amber Bead
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A mass of dense plant growth erupts from the floor and overwhelms those trapped in it.
All those within a 5 space by 5 space area, except for those designated by the Wizard,
are affected. Those affected are unable to move but otherwise may defend themselves and
take actions normally. The thorns last until the next exploration turn.
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THE VENGEFUL HOOD
Component: Bolt of Silk and Ivory Arrowhead
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A cowl of amber light forms around the Wizard. The Vengeful Hood will negate any Wound
inflicted on the caster on a 1d12 roll of 7 or more. In hand-to-hand combat any Wound saved
by means of the hood is rebounded against the model that struck it. The Hood vanishes at the
end of combat. An Intelligence test is needed to cast this spell.
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THE CURSE OF ANRAHEIR
Component: Claw of Manticore
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Wispy, ethereal spirits rise from the ground and harass a target of the Wizard's choosing
within his line of sight. The target is affected by a curse until the next exploration
turn, only able to hit any target on a roll of 11 or 12, and has its movement halved
(round up).
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KING OF BEASTS
Component: Flute and Amber Bead
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The Wizard plays a haunting melody that may mesmerize a single beast or beastman
(including Chaos Beastmen, Minotaurs and Skaven) model in his line of sight. The Wizard
and victim each roll 1d12 and add this to their Intelligence scores. If the Wizard
scores higher, the victim is treated as a Henchman under his command. Upkeep for the
monster for future expeditions is 10 GC per point of Strength, double for Large Monsters.
The Wizard may have no more than one "Henchman" gained in this way at a time.
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