Amber Spell List
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Amber Wizard's Spell Book

 
checkbox THE AMBER TRANCE
Component: Amber Bead
A single model within line of sight of the Wizard is mesmerized. The Wizard and victim should each roll 1d12 and add their Intelligence. If the Wizard's total is greater than the target's, the victim is transformed into amber, totally immobile. None may attack or move the victim in this state. This effect lasts until the next exploration turn.

checkbox HIDE OF THE BEAST
Component: Claw of Manticore
A great pelt grows forth from the claw, and wraps itself around the target. This may be cast on any model in the Wizard's death zone. Until the next exploration turn, add +1 to the model's Toughness.
 
checkbox HUNTING SPEAR
Component: Ivory Arrowhead
The Wizard plucks a glowing amber spear out of the air and casts it at a single model within 24 spaces. Intervening models may be ignored for purpose of determining line of sight. The spear hits automatically, inflicting 8 damage dice of injury.

checkbox MASTER OF THE WILD
Component: Flute
The Wizard plays an enchanting melody which puts simple beasts under his sway. Hazard rooms containing bats, rats, rock eels or other vermin may be safely traversed by the Wizard and his companions once this spell is cast.

You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.

checkbox THE SAVAGE BEAST OF HORROS
Component: Claw of Manticore
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.

checkbox THE FLOCK OF DOOM
Component: Giant Eagle Feather
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.

checkbox THE WRITHING WORM
Component: Bolt of Silk and Amber Bead
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.

checkbox THE FLYING BOWER
Component: Ivory Arrowhead
The caster is swallowed up by a whirlwind of glowing amber energy and transported to any unoccupied square of a previously explored dungeon section.
 
checkbox TANGLING THORN
Component: Amber Bead
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.

checkbox THE VENGEFUL HOOD
Component: Bolt of Silk and Ivory Arrowhead
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.

checkbox THE CURSE OF ANRAHEIR
Component: Claw of Manticore
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).

checkbox KING OF BEASTS
Component: Flute and Amber Bead
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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