THE JADE CASKET
Component: Giant Spider's Web, Emerald Dust
|
The Wizard lays his hands onto the body of a fallen comrade, in an attempt to bring him
back to life. The Hero levitates and is smothered in a thin cocoon of crystaline material,
deep green in color. After a few moments, the cocoon splits and the Hero inside steps out,
fully restored to life. This spell may only be cast on a dead model and only in the turn
after the model was killed. If the Wizard passes an Intelligence test, the character is
returned to life at full vigor. If he fails, the Hero appears to be alive, only to crumble
to dust mere seconds later as his soul is destroyed.
|
|
THE EMERALD FOUNTAIN
Component: Swamp Dragon Blood
|
The Wizard raises his hands above his head, placing his palms together for a few moments.
His fingers spark and a green mist flows outward, like water from a fountain, but burning
whatever flesh it touches. Every model within 4 squares, friend or foe, takes 5 damage dice of injury.
|
|
HEALING SALVE
Component: Mistletoe Laurel
|
With some water, some earth, and the crumpled remains of the laurel ground together,
the Wizard concocts an unguent to be rubbed against the recipient's sores, curing many
ailments. Upon making a successful Intelligence test, the Wizard may heal himself or one
model in base contact of any disease that would otherwise be curable by a Healer in a
settlement.
|
|
HAND OF DECAY
Component: Spleen of Toad
|
The Wizard's hands take on a pale green hue, and the flesh seems to rot away, leaving
just the pale white of his bones showing through the lumps of peeling skin. If the Wizard
hits a target during this combat, it begins to age and wither, the flesh falling from its
body in bloody lumps. Roll a die; the target loses that many Wounds automatically.
The Wizard's hands return to normal at the beginning of the next exploration turn.
|
|
|
THE THOUSAND CUTS
Component: Jade Statuette
|
A swirling maelstrom of green shards forms around the Wizard's hand as he crushes the
statuette, growing and spinning, then leaping out at the chosen target, stabbing and slashing
at flesh. The Wizard may make a ranged attack against any target in his line of sight, up
to 12 squares away. Upon a hit, 12 damage dice of injury are inflicted. If the shards fail
to Wound the chosen target, they move on to the next nearest model. This process continues
until one model has been wounded, at which point they disappear.
|
|
MIST OF SPEED
Component: Crystal Vial of Chlorine
|
A thick green mist issues from the Wizard's mouth, enveloping the area around him as he
moves. Beyond the area covered by the cloud, time moves slowly. For one turn, the Wizard
and 1d6 others (1d12 halved, rounded up) may move at double their Speed (combat turn) or
18 squares (exploration turn).
|
|
THE EMERALD WATERFALL
Component: Swamp Dragon Blood, Emerald Dust
|
The Wizard throws his arms into the air, clapping his hands together three times. As he
does so, a raging torrent of green fire arcs upwards from between his palms, and drenches
the surrounding area. If the Wizard passes
an Intelligence test, every model within four spaces, friend or foe, takes 7 damage dice of injury; otherwise, only roll 5 damage dice.
|
|
THE BLADED BRAMBLE
Component: Mistletoe Laurel
|
The laurel is thrown to the ground, whereupon it expands, driving roots into the floor and
growing sharp thorns. A thorny barrier fills up to
5 contiguous (previously empty) squares, with at least one square adjacent to the Wizard,
until the next exploration turn. A model may force its way through by passing
a Strength test, but suffers 5 dice of injury. Ranged attacks may pass through the
barrier, and it may be attacked,
having Toughness of 12 and 1 Wound per square.
|
|