DISPEL MAGIC
Component: Small Stone Tablet
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The effects of a single spell may be negated. The Wizard rolls 1d12 and adds this to his Intelligence. The caster of the target spell must do the same, if present (otherwise, just roll 1d12). If the High Wizard's total is higher, the spell's effect is negated. This will not restore wounds inflicted by damage-causing spells or negate healing. |
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CORUSCATION OF FINREIR
Component: Mithril Ring
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The Wizard raises himself on high atop a pillar of white fire. He has the power to Fly until the next exploration turn, able to move 24 spaces each turn, with a clear line of sight to anywhere in the combat area.
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GLAMOUR OF TECLIS
Component: Large Crystal
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The Wizard weaves a complex spell around the foe, twisting perceptions and confusing the senses so that they pass into a maze-like realm of mist and shadows. This may be cast on a single model up to 36 spaces away. Each time it wishes to move, it must pass an Intelligence test, or else be moved by the caster. This lasts until the next exploration turn. |
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THE TEMPEST
Component: Mithril Ring
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The Wizard unleashes a mighty magical storm of terrifying intensity. All enemies must pass a Bravery test each turn in order to move. No creatures may Fly. All missile fire suffers a -4 modifier to hit. This lasts until the next exploration turn.
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FIERY CONVOCATION
Component: Silver Symbol and a Diamond
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The Wizard may place the fireball template within 12 spaces. All under the template, friend or foe, are hit by the flames. Each turn, the Wizard must pass an Intelligence test. If he succeeds, anyone in the area of effect takes 5 damage dice of injury. If the Intelligence test is failed initially or thereafter, or if combat ends, the spell immediately dissipates. |
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AURA OF THE UNICORN
Component: Lock of a True Unicorn's Mane
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The caster or an adjacent model is protected against magic until the next exploration turn. Any enemy spell cast upon the target will have no effect on a roll of 7 or greater. In the case of area-effect spells such as Fireball, this offers no protection to others caught in the blast. |
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DWEOMER
Component: Drop of Elixir
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The High Wizard places an enchantment upon a single mundane weapon, lasting for the rest of the expedition. This will make a single weapon magical for the purpose of being able to harm Invincible creatures, but conveys no other bonuses. A sword so enchanted may be used by a Wizard normally. |
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DEADLOCK
Component: Small Stone Tablet
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The High Wizard sets up a keening resonance of power to nullify a magic item or spell within 12 spaces. A single magic item is rendered powerless or a spell unusable until the next exploration turn.
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