THE SAPPHIRE ARCH
Component: Sapphire Dust
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A sweeping arch of pure sapphire swirls into being. 5 models per turn may go through the arch to any explored section of the dungeon. The models are placed in a 5 by 1 square area centered around the first model placed. The arch lasts until the end of the next exploration turn. |
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FATE
Component: Silver Charm
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Glittering mists coalesce around the Wizard as he draws upon the forces of fate to warp them in his favor, regaining one expended Fate Point.
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ILL OMEN
Component: Deck of Cards
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A chill wind blows as the image of Death is drawn from a deck of cards. At the Wizard's choice, the GM is forced to discard all dungeon counters held in hand or else one victim in line of
sight is cursed, losing all Fate Points, or else he will automatically fail on one die roll of the Wizard's choice at any time during this expedition.
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STORM OF SHEMTEK
Component: Blue Dragon Horn, Copper Amulet
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The caster's body is wracked with a fierce storm of light and energy. 1d12 lightning bolts lash out with a range of up to 24 spaces. Each bolt strikes the first model in its path, causing 4 damage dice of injury. The caster must then pass an Intelligence test, or fall unconscious. Each subsequent turn, he may attempt to regain consciousness by rolling 7 or more on 1d12.
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CRYSTAL CHARIOTEER
Component: Large Crystal
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The winds of fate close around a single model within 24 spaces. In each subsequent turn, the Wizard may move the model at its normal Speed; he may not force it to Run, or otherwise control its actions. This spell ends at the end of the next exploration turn. |
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ASTROLOGOS
Component: Silver Charm, Large Crystal
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Tiny star-like forms of glowing energy issue forth from the Wizard's outstretched hands. Upon a successful Intelligence test, the Wizard or one model in his death zone has Fate Points restored to maximum. A model may benefit from this spell only once per adventure. |
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DISASTER
Component: Deck of Cards
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The Wizard weaves the energies of fate as he draws forth ill portents for his enemies. He may take one dungeon counter from the referee, and apply it at any time during this expedition. |
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PRECOGNITION
Component: Sapphire Dust, Copper Amulet
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Upon casting this, the Wizard and comrades gain a vision of a possible future. Play out the next combat (or 6 exploration turns). Upon passing an Intelligence test, the Wizard may discard the results of this episode, and start over at the time when he cast this spell, as if none of these events had occurred. No fate chips or re-rolls may apply to this test.
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