SPIRIT CONTROL
Component: Stiffened Velvet Tube
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The Wizard holds the tube to his forehead to form a third eye. With it, he may see into a previously
unexplored area. Generate the contents normally. If there are any monsters present, the
Wizard may choose one and control his actions.
(This may not be a special character.)
The creature may be made to open doors, move into unexplored areas
(revealing them to the Wizard as it moves), attack other monsters (which will retaliate),
or perform any other action which isn't alien to its nature (like injuring itself). The spell
is broken when the Wizard takes an action, or the monster is wounded.
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SLEEP
Component: Amethyst Dust and Fine Sand
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Throwing the amethyst dust and sand into the air, the Wizard hums gently. Place a
fireball template anywhere within 12 squares of his position and within line of
sight, like a ranged attack. Any models, friendly or enemy, which fall under the fireball
template are hit and must roll under their Toughness to stay awake. For purposes of this
test only, Large Monsters add +2 to their Toughness before rolling. Sleeping models will
remain unconscious until physically disturbed. Unconscious models have a WS of 1 if attacked.
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ROUT
Component: Griffon Feather
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The Wizard whispers an incantation that only his chosen victim can hear, which can be
any model to which he has whole or partial line of sight. The Wizard may force the model
to run any direction he chooses. All models adjacent to the squares that the fleeing model
moves must make Bravery tests. If failed, they will run the same direction.
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THE CHOKING FOE
Component: Suspension of Amaranth
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A single model within 18 spaces and line of sight of the caster is subjected to a horrible
vision, as purple energy seems to ooze from the caster's ears, nose and mouth, forming a
misshapen mass that engulfs the victim, suffocating him. The victim must take an Intelligence
test; if he passes, he either disbelieves, or successfully holds his breath. Failure means
that he is "suffocated" by the imaginary mass, dropped to 0 Wounds instantly.
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DISILLUSION
Component: Corundum Globe
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The Wizard smashes the globe at his feet, bellowing a powerful incantation. As the sound of
the breaking glass dies, the Wizard's opponents begin to doubt their cause and are
thoroughly disheartened. All enemy models in the same dungeon section as the Wizard have
their Weapon Skill, Bow Skill and Bravery reduced by -2 until the next exploration turn.
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SOUL SHARE
Component: Amethyst and a Hammer
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The Wizard forms a magical bond between himself and one of his companions, drawing upon
the other's strengths to offset his own weaknesses. Shattering the amethyst with the hammer,
the Wizard chants, and a steady beam of light shoots from the broken gem to one of his
companions. The Wizard may choose any friendly model within six squares. Until the start of
the next exploration turn, the Wizard's characteristics, with the exception of Fate Points and
Wounds, are identical to the chosen model's.
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SPASM
Component: Purple Dragon's Blood
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The Wizard gulps down the poisonous dragon's blood, and is consumed by an inner pain.
As his nerves burn and agony wracks his body, at the point of passing out, the Wizard
points at his enemy; the pain is transferred to the target. The Wizard may choose a
single model within 9 squares and line of sight. If the Wizard passes an Intelligence
test, the model suffers 12 damage dice of injury; otherwise, roll only 9 damage
dice.
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MANACLE OF CALOE
Component: Stiffened Velvet Tube
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At the direction of the Wizard, a heavy manacle of
energy seems to form around an enemy within 24 spaces and line of sight of the
caster. Roll three dice. This is the total points of Strength that may be confined by
this illusory manacle. Any single model or group of models adjacent to each other may
be bound, so long as their total Strength does not exceed this amount. The target cannot
move from the spot, but is otherwise unaffected and can perform other actions normally. While this spell
is active, the Wizard cannot cast it again; it lasts until the next exploration turn,
or until dispelled.
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