The wizard

Advanced rules from the roleplay book

There is a power in the world that lies beyond the understanding of most mortal men, a power that can level mountains and destroy cities: the raw power of magic.

The great High Elf Sorcerers have studied the lore of magic for thousands of years, and their sorcery goes far beyond the understanding of any other race.  Their homeland, Ulthuan, is the most magical part of the Warhammer World, and in the far distant past the Elf mages taught some of their magic to men.

Since that time, the Wizards of mankind have established the Colleges of Magic and have been developing their skills.  Magic is recognised as a potent force that can be used for good and for evil purposes.

All armies have powerful Battle Wizards who are skilled in spells of warfare and destruction.  As men-at-arms clash on the field of battle, and as cannons roar and arrows fly, another battle is fought out between the rival spell casters of the opposing armies.  Magical energies surge and crackle above the battlefield as enemy Wizards strive for supremacy.

The Wizard seeks adventure in the dungeons and caves below the world. Not much is known about the evil creatures the Warriors will meet, but it is certain that there will be times when swords are of no use, and only magic will prevail.  The Wizard will have to call on all his guile and wisdom to bring the Warriors to safety, and for their part the Warriors would be well advised to protect him.

The above introductory text is from the Warhammer Quest Rule Book

Introduction

These rules are split into four sections: a basic Warhammer quest section, an Advanced Warhammer Quest section, a Roleplay section, and a Spell Lists section.

The Warhammer Quest rules contain all the rules for using the Wizard in your games.  The Advanced Rules cover all the rules for the progression of the Wizard through the Battle-Levels, including the learning of spells and any special rules, the Roleplay section gives rules for using the Wizard in the full roleplay system, and the Spell Lists section gives the complete listing of the spells with their full descriptions which the Wizard might be able to learn during his adventuring career.

 

Starting as A Wizard

The profile of a Wizard is as follows:

Wounds 1D6+6
Move 4
Weapon Skill  2
Ballistic Skill 6+
Strength 3
Toughness 3
Initiative 3
Attacks 1
Pinning Roll 4+
Power 1D6

Wounds

The Wizard starts off with 1D6+6 Wounds.  Remember that when rolling Wounds, if you roll a 1, you may re-roll the dice, but if you roll a 1 a second time, you must keep it.

Power

The Wizard begins with 1D6 Power Tokens.  Roll 1D6 and take that number of Power Tokens.  He may re-roll if he gets a 1, but must stick with the second number he rolls.  This represents an inner magical force that the Wizard can draw upon during the adventure.  The more Power Tokens a Wizard has the more certain he can be of casting a spell.  The rules that describe how to cast spells and how to use the Power Tokens are given in the Spell Casting section below.

Equipment

Sword - The Wizard carries a sword which does normal damage (damage dice + the Wizard's Strength of 3).

Hand of Death Scroll - The Wizard also starts with the powerful Hand of Death spell scroll.  It may be cast against any one monster, and causes 3D6 Wounds with no modifier for armour.  This spell costs no power to cast.  Once used, the scroll disintegrates and becomes worthless.

initial spell selection

The Wizard chooses one card randomly from each class of spells (Attack, Defensive, and Healing).  These three spells are the spells he knows at the beginning of the game.

Initial Spells - Below is a list of spells found on the initial spell cards, listed by type and then by alphabetical order.  The spells are numbered 1 through 5 for the alternate spell selection method given below the table.  Each spell's Casting Number shows how much power is required, or how difficult it is, to be able to cast it.  Please see the complete Spell Lists at the end of this document, or the Wizard's spell cards, for how each spell works.

Attack Cast. No. Defensive Cast. No. Healing Cast. No.
1 Fireball 5 1 Confuse 3 1 Healing Hands 2
2 Freeze 5 2 Iron Skin 5 2 Heal Wounds 4
3 Lightning Bolt 4 3 Levitate 4 3 Life Bringer 5
4 Ogre Strength 3 4 Rebound 4 4 Life Force 5
5 Pit of Despair 5 5 Shield 6 5 Resurrection 6

Alternate Initial Spell Selection Method:  Roll 1D6 once for each type of spell and look up each result on the table above referring to the numbers on the left-hand side of each spell.  If you roll a 6, re-roll the dice.

The Power phase

The Wizard rolls 1D6 in the Power Phase at the beginning of each turn to determine how much current power is available for spell casting  from the Winds of Magic.  If a 1 is rolled in the Power Phase, this triggers an Unexpected Event.  See the Warhammer Quest Rule Book for more details about Unexpected Events.

Alternate Event Phase:  Many like to roll a separate 1D6 as an Event Phase to determine whether a 1 is rolled for an Unexpected Event.  This may be rolled at the same time as the Power Phase dice.  This alternate rule provides for a bit more survivability in the game, so that an Unexpected Event does not always occur when the Wizard's current power is a 1.

Spell Casting

The Wizard is the master of arcane magic and one of the most powerful Warriors.  He is able to cast spells to destroy his foes, to protect his companions, and to heal their wounds, this section describes how the Wizard player can use his magic in the game.

The three initial spells (one Attack, one defensive, and one Healing) represent the magic that he has memorised from his spell book.  The Current Power, determined by the Power Phase roll (1D6), is the Wizard's most usual source of power for casting his spells.  The Wizard may cast any or all of his spells each turn.  He can even cast a spell more than once if he wants.  To cast a spell the Wizard must give up some of his Power.  The spell's Casting Number shows how much Power the Wizard must expend to cast it.  This amount is deducted from the Current Power immediately upon casting the spell.

WHEN CAN SPELLS BE CAST?

A Wizard may cast spells at any time during the turn.  He can even cast spells during the Monsters' Phase.  The player declares he is using a spell, gives up the Power required, and the spell is cast as described on the card (or in the Spell Lists section below).  Attack spells are an exception in that they can only be cast during the Warriors' Phase.  However, you can cast an Attack spell at any time during the phase, even during another player's turn if you wish.

The only time you can never cast a spell is to interrupt a hit.  Once a Monster, Warrior, or anything else (like a trap) has 'hit' you have to work out any damage straight away.  This is because the 'to hit' and 'damage' rolls are really the result of one continuous action, and although you make two separate dice rolls, it would be inappropriate to interrupt them to cast a spell.  At the end of each turn, any unused Power is lost.  The Wizard rolls again in the next Power Phase.

HOW LONG DO SPELLS LAST?

Every spell description includes a statement of Duration which tells you how long the spell lasts.  This will be either Immediate, This Turn, or One Whole Turn.  Immediate - This means the spell is resolved immediately, its effects are generally permanent.  For example, the spell Heal Wounds.  When this spell is cast, a chosen Warrior will have D6 Wounds healed.  This Turn - This means the spell lasts for the remainder of the turn.  Regardless of when you cast it, the spell lasts until the end of the current turn.  An example of this type of spell is the Iron Skin spell.  When you cast this spell a Warrior adds +2 to his Toughness for the rest of the turn.  One Whole Turn - This spell lasts for an entire turn.  For example, if it is cast at the start of the Monsters' Phase it will last until the start of the Monsters' Phase in the following turn.  If cast at some point during the Warriors' Phase (for example, once the Dwarf has moved, but before he attacks), it lasts until the same point next turn.  In fact, of the spells available for the basic game, only the Levitation spell lasts for 'one whole turn', so this isn't too difficult to remember.

POWER TOKENS

The Wizard's Power Tokens represent his inner magical resources.  At the start of the game, the Wizard has 1D6 Power Tokens in his Power Store.  He can give them up during play to gain extra Power.  Each Power Token the Wizard trades in gives him 1 extra point of Power.  Once a Power Token has been given up it is gone for good, so you must be careful how you use them.

Advanced Rules

The rules in this section are used in conjunction with the Role-playing game.  They explain all about taking your Wizard through the Battle-Levels, visiting Settlements and gaining skills.

Wizard's power

Power Phase - As your Wizard gets more experienced he is better able to tap into the  natural magical source (the Winds of Magic).  To reflect this, each time your Wizard goes up a Battle-level, add 1 point to his Power Phase dice roll.  For example: a Wizard of Battle-Level 2 would have 1D6+1 Current Power, and a Wizard of Battle-level 4, gets 1D6+3 Current Power.  However, if the dice comes up with a natural 1, an Unexpected Event occurs just as in the basic game, and the Wizard has just 1 Power for the turn.  He does not add his Battle-level bonus in this instance.

Power Tokens - At the beginning of each adventure, the Wizard's Power Tokens are reset to the full number -- the number rolled on his 1D6 when he was created.  This amount increases at higher levels as well.  See the Training section below.

Healing spells and gold

For every Wound that the Wizard heals on another Warrior, he gains 5 gold.  This is not deducted from the other Warrior's total, it is simply a measure of success of the Wizard's healing attempts.

Alternative Healing Spells Rule:  Give the Wizard 5 experience points (instead of gold) for each Wound that he heals on another Warrior.  Then allow the healing experience points to be spent on training along with gold.  Experience may not be spent on anything except training, and it cannot be lost due to any events or Hazards which cause the loss of gold.

Equipment and Treasures

Of all equipment (weapons, armour, other mundane items, and magic items found as treasures) both in shops and that which is found in the dungeons, the Wizard can only use those things identified with a capital W or which specifically state that a Wizard can use them.

Some guidelines probably worth mentioning:  The Wizard never wears armour or a helm, nor does he ever use a shield.  Though the Wizard tends to do his best fighting by using magic, he may also use many different types of missile weapons.  He is rather limited in the types of melee weapons he can use, though various special swords and daggers will prove helpful.  There are many magical treasures that can prove most useful to the Wizard, especially power-enhancing and spell-related items.  He should be on the lookout for them when in the dark dungeons.

 

The Wizard IN SETTLEMENTS

A Wizard may visit all the shops in a settlement, but usually will have no reason to visit the Armourer.

A Wizard may also visit the following special locations: The Alchemist Laboratory, the Alehouse (2d6-3), the Wizard's Guild (see below), the Gambling House, and the Temple. He must find these special locations according to the normal rules (a result of 7+ by rolling 3d6 in a city and 2d6 in a town).  Of these special locations, only an Alehouse is available in a village (see the Settlements section of the RolePlay Book for more details concerning the shops and special locations).

The Wizard's guild

While in a Settlement any Wizards in the party may want to visit the local Wizards' Guild, where they can get advice and possibly magical help for their up and coming adventure.  In smaller Settlements, the Wizards' Guild may be little more than an darkened antechamber at the tavern or hostelry.  In larger Settlements, it may be a grand building in which a number of Wizards reside.  Whatever the premises, Wizards' consulting rooms have many things in common.  They reek of magic and unseen power, and have many strange objects hanging from the ceiling and cluttering up the floor Multicoloured smoke fills the air, and bizarre creatures flap and crawl unseen in the rafters.

Who Can Visit The Wizard's Guild?  Only Wizards may visit the Wizards' Guild.  Barbarians and Dwarfs never visit Wizards, as they have no time for magic and spell casting, while the Elf knows little of mankind's magic.

Payment - The Guild Mages demand 1D6 x 50 gold for the consultation.  If a Wizard hasn't got enough gold to pay for the consultation, he must leave the premises immediately.  Unfortunately, even though the consultation wasn't fruitful, he has spent a long time in the Guild's antechambers and may do nothing else today, such as visit another Special Location or see a trader.

The Consultation - Roll a dice (1D6) on the following table for the consultation.  The number in the second or third column is the number of rolls the Wizard then gets on the Wizards' Guild Table.

Roll Town City
1-2 1 2
3-5 2 2
6 3 3

For example, your Warrior goes to consult a Wizard in a city.  You roll a 4 on the above table, and may therefore make two rolls on the Wizards' Guild Table.

Wizards' Guild Table
(Results of Consultation)

2-3 Nothing The Wizard's efforts come to nothing and his magicks have no effect.
4 Treasure of the Damned At any time during the next adventure, on one occasion your Wizard can double the amount of gold he gets for killing a single Monster.
5 Guided Hand At any one time during the next adventure, any one of your Wizard's Attacks (not including any death-blow) automatically hits the target.  After this, you must roll to hit as normal.
6 Healing Touch At any time during the next adventure, on one occasion your Wizard can call upon the powers of magic to heal himself. Roll 1D6+2 to determine how many Wounds he regains.
7 Cutting Edge Choose any one of your Wizard's bladed weapons. At any one time during the next adventure, one Attack using that weapon (not including a deathblow) inflicts 1D6 extra Wounds.
8 Giant Strength At any time during the next adventure, for one turn your Wizard can add 1D6 to his Strength.
9 Dragon Toughness At any time during the next adventure, for one turn your Wizard can add 1D6 to his Toughness.
10 Elemental Speed At any time during the next adventure, for one turn your Wizard can add +2 to his Movement and automatically break from pinning..
11 Extra Wounds Roll 1D6 on the following table to determine how many Wounds are permanently added to your Wizard's Starting Wounds.
1-2  1 Wounds
3-5  2 Wounds
6  3 Wounds
12 Cheat Death The next time your Wizard is reduced to 0 Wounds this magical spell deflects the killing blow and it causes no damage.

Note these abilities on your Wizard's Adventure Record sheet.  If they aren't used by the end of the next adventure they are lost.

Magic Potions - While he is visiting the Wizards' Guild, the Wizard may buy some magic potions.

The Wizard must declare that he is going to buy some potions before he rolls the dice to see how much the potions cost, and how many are for sale.  Once he has committed himself to buying magic potions, he cannot back out when he finds out how expensive they are!  The total value of the items comes to 1D6 x 100 gold.  For this amount of money, the Wizard gets 1D6 potions.  This means that at one extreme he may spend 100 gold and find six potions, while at the other he may spend 600 gold and only get one potion...

Any Warrior may drink a potion.  If different potions are drunk at the same time their effects are cumulative. Multiple potions of the same type have no further effect.

To determine what each potion actually is, roll 1D6 on the following table:

1 Potion of Strength - This potion gives your Warrior +1 Strength for one turn. *
2 Potion of Toughness - This potion gives your Warrior +1 Toughness for one turn.*
3 Potion of Battle - This potion gives your Warrior +1 Attack for one turn.
4 Potion of Swiftness - This potion gives your Warrior +1D6 Movement and the ability to automatically break from pinning for one turn.
5 Potion of Instability - This potion shifts the dimensional position of your Warrior, making him temporarily ethereal and insubstantial. He cannot be pinned, make an attack, cast magic or be attacked for one turn.
6 Potion of Flight - Once drunk, the potion causes your Warrior to fly for one turn. While airborne, he moves a+1D6+2 squares, can fly over all obstacles, and cannot be pinned. If he is in contact with a Monster at the end of his flight, he may attack it.

* In addition, roll 1D6.  If the score is a 6, this potion gives your Warrior an extra +1 Strength or +1 Toughness, as appropriate for the rest of this adventure.

Wizard's Staff - Only the Wizard may buy a Wizard's Staff, for a cost of 500 gold.  To determine if there is one available when the Wizard visits the Guild roll 1D6.  On a score of 4, 5 or 6 there is one for sale.  A Wizard may only ever have one Wizard's Staff.

The Wizard may use the staff in hand-to-hand combat at -1 on his to hit roll.  It causes (1D6+the Wizard's Strength) Wounds on the target.  It can also be wielded defensively, giving the Wizard +1 Toughness while he carries it.  The Wizard's staff is inherently magical, and once per adventure you can use it in the Power Phase to re-roll the Wizard's Power (and perhaps avoid an Unexpected Event!).

A Wizard's Staff comes with 1D6 points of Power already stored in it, which the Wizard can use in the same way as his Power Tokens.  To recharge it he must visit the Font of Power.

Clarification Regarding the use of the Wizard's Staff - The Wizard may use the re-roll option and the points of power while he has the Wizard's Staff anywhere on his person.  However, in order to gain the +1 Toughness benefit (and -1 to hit penalty as well) in any turn, he must have the staff equipped as a weapon.

Font of Power - While at the Wizard's Guild, the Wizard can visit the Font of Power to recharge his staff.  The total cost of the recharging process is 1D6 x 100 gold.  For this amount of money, the staff is charged with 1D6 points of Power.  These points of Power are used to augment the Wizard's spell casting ability as normal.  Once this Power is used up it is gone for good, or at least until such a time as the Wizard recharges the staff once more.  A Wizard's Staff may never contain more than 6 points of Power at any one time.

Changing Spells - While at the Wizard's Guild, your Wizard can attempt to change the spells he has memorised by entering a trance-like, near coma state, in which he can hopefully erase the unwanted knowledge from his mind and replace it.  Unfortunately, this is a risky business.  If the Wizard attempts to learn a new set of spells in this manner, roll 1D6 on the following table:

1-3 The Wizard fails to erase and replace his spells, and must play the next dungeon with them as normal. He may try again at the end of the dungeon.
4-5 The Wizard successfully blanks one spell from his mind. The Wizard player may now discard one of the Wizard's Spell cards.
6 The Wizard manages to erase all the spells he wishes to replace. The Wizard player may now discard any or all of the Wizard's Spell cards (up to three spells total).

If the Wizard manages to erase one or more spells, he may attempt to learn one or more replacements in time for the next dungeon.  Roll 1D6 on the following table for each empty 'slot' in the Wizard's brain that he is trying to fill with a new spell.

1-2 The Wizard fails to learn a new spell in time, and will have one less spell in the next dungeon. He may try again at the end of the dungeon.
3-5 The Wizard is successful in his studies.  Shuffle the spare Spell cards of the same type of spell as the one being replaced (Attack, Defence, Healing, or Special) and deal one to the Wizard player.  This is the Wizard's new spell, and replaces the discarded Spell card.*
6 Through careful and rigorous research and study, the Wizard locates and learns precisely the spell that he needs for the next dungeon.  The Wizard player may pick any spell of the same type to replace the spell being discarded.*

* As the Wizard gains new spells at higher levels, you may wish to allow him to replace an erased spell with a spell from the complete spell lists.  But, still roll on the above table and randomize the spell selection for result 3-5.

Training

The Wizard takes one full week for training to perfect the things he has learned in the dungeon(s).  During this time, he cannot do anything else and does not pay living expenses, nor does he experience Settlement Events.  After paying the required amount of gold as indicated on his Battle-Level Table (at the bottom of these rules), the Wizard's characteristics are permanently adjusted according to the same table.

Additional Wounds - Whenever the table shows an increase in Wounds, roll 1d6 just like when creating your Wizard in the beginning.  Yes, you may re-roll the dice if the first roll is a 1; but, like before, you must accept the second roll even if it is a 1.  The result is the number permanently added to the Wizard's Starting Wounds.

Additional Power Tokens - When your Wizard goes up to the next Battle-level he gains an extra 1D6 Power Tokens.  These Power Tokens are permanent additions to your Wizard's Power Token total, not temporary adjustments that only apply for one adventure.  For instance, your Wizard has just gone up to Battle-level 2.  Referring to the Wizard Battle-level Table, we can see that upon reaching Battle-level 2 he gets 1D6 extra Power Tokens, taking his total up to 2D6.  Note, however, that you do not roll all his Power Tokens again, but simply roll the extra 1D6 and add that to the Power Tokens he already had.  If you get a 1 when rolling to see how many extra Power Tokens your Wizard gets you may roll again, but must keep the score of your next dice roll even if it too is a 1.

New Spells

Each time the Wizard goes up a Battle-level, he may learn some new spells.  In order to find out which spells he learns, use the following rules:

1 Roll a number of dice equal to your Wizard's new Battle-level.  For instance, if your Wizard has just reached Battle-level 3, roll 3D6 to determine which spells he learns.
2 Take the three numbers rolled and combine them in any way you like.  Each number you end up with indicates which casting number spell your Wizard has learnt.  For instance, the three dice in the above example come up as a 2, 4 and 5.  Your Wizard can therefore:
- Take one casting number 2 spell, one casting number 4 spell, and one casting number 5 spell, or:
- Add the 2 and 4 and take one casting number 6 spell and one casting number 5 spell, or:
- Add the 4 and 5 and take one casting number 9 spell and one casting number 2 spell, or:
- Add all three numbers up and take one Level 11 spell.

The only restriction is that each dice roll cannot be split.  In the above example, for instance, you couldn't split the 4 into two 2s and add one to each of the 2 and 5.

3 Once you have determined which casting number spells your Wizard has learnt, choose whether each is a healing, attack, defensive or special spell.
4 Finally, choose the specific spells that your Wizard has learnt from the spell list for the correct casting number and spell type and write them down on his Adventure Record sheet.  These spells are permanent additions to the Wizard's repertoire, and can only be changed using the rules under 'The Wizards' Guild' from the Settlements section.

SPELL LISTS - The spell lists found just below the Wizard's Battle-Level Table are arranged by casting number, with the weakest spells having a casting number of 1 and the most powerful having a casting number of 12.  Within each spell list, the spells are further subdivided by their type - healing, attack, defensive and special.

 

Roleplay Guidelines

CHARACTERISTIC TESTS

Wizards are perhaps the strangest of the Warriors.  Wizards' abilities have nothing to do with fighting, or standing up to the blows of enraged Monsters.  Wizards are not particularly mechanically minded, as they specialise in one thing and one thing only MAGIC!  As such, the Wizard is very good at identifying magic weapons, items, etc.  He has the best chance of recognising artefacts and deciphering scrolls.  He can sometimes spot magical traps or secret doors, as he detects the aura of the power within them.  These sorts of situations are usually resolved with 'intellectual' Initiative tests or with Willpower tests, both of which a Wizard will be pretty good at.  In tests of a physical nature, however, they come off poorly.

 

Wizard Battle·Level Table

Battle Level Gold Title WS BS STR Damage Dice T W I A Luck WP Power* Pin
1 0 Novice 2 6+ 3 1 3 1D6+6 3 1 0 3 1D6 4+
2 2,000 Champion 2 6+ 3 1 3 2D6+6 4 1 0 4 2D6 4+
3 4,000 Champion 3 6+ 3 1 3 2D6+6 4 2 1 4 3D6 4+
4 8,000 Champion 3 5+ 3 1 3 3D6+6 4 2 1 4 4D6 4+
5 12,000 Hero 3 5+ 3 2 4 3D6+6 4 2 2 4 5D6 3+
6 18,000 Hero 4 5+ 4 2 4 4D6+6 4 2 2 5 6D6 3+
7 24,000 Hero 4 5+ 4 2 4 4D6+6 4 3 2 5 7D6 3+
8 32,000 Hero 4 5+ 4 2 4 5D6+6 5 3 3 5 8D6 3+
9 45,000 Lord 4 4+ 4 3 4 5D6+6 5 3 3 5 9D6 3+
10 50,000 Lord 4 4+ 4 3 4 6D6+6 6 3 3 5 10D6 3+

* A Wizard gains spells instead of skills.  The number of D6's listed in the above table indicates both the amount of stored personal power (number of Power Tokens) and,  beginning with Battle-Level 2, the number of dice rolled in the process of learning new spells at each level.   See the New Spells section above for more details.

wizard's spell lists

The following spells are available to the Wizard as he increases in skill. They are listed by casting number, subdivided by type and alphabetical order.

The  spells listed under each casting number require that same amount of Power to cast.  Acid Blast is listed under Casting Number 4 and costs more than 4 power to cast, but it is learned by spending 4 points from the spell learning dice.

· CASTING NUMBER 1 ·

Attack spells

Bloodblade

The Wizard's sword glows as a thick red liquid coagulates on the blade.

Roll 1D6 for each Monster adjacent to the Wizard.  On a score of 6 that target takes 1 Wound, with no modifiers for Toughness or armour.  This spell may be cast once per turn.

Target:  All Monsters adjacent to the Wizard
Duration:  Immediate

Sting

With a high-pitched buzzing sound, the Wizard makes a large hornet appear inside his opponent's armour.

Pick any Monster on the same board section as the Wizard and roll 1D6.  On a score of 4, 5 or 6 the Monster takes 1 Wound, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).

Target:  Any Monster on the same board section as the Wizard
Duration:  Immediate

 

defensive spells

Coughing

The Wizard's opponent suddenly bursts out in a hacking cough of such violence that he almost drops his weapon.

Pick any Monster on the same board section as the Wizard and roll 1D6.  On a score of 5 or 6 the target collapses in a coughing spasm and is at -1 on his to hit rolls for the rest of the turn.

Target:  Any Monster on the same board section as the Wizard
Duration:  One Turn

Drop

The Wizard mutters an invocation and gestures towards the ground, causing the target's grip on his weapon to fail.

Pick any Monster on the same board section as the Wizard and roll 1D6.  On a score of 6 the target drops any one object he is holding.  He cannot move this turn as he retrieves it.

Target:  Any Monster on the same board section as the Wizard
Duration:  Immediate

 

healing spells

Create Food

From nowhere the Wizard conjures up a hot and filling meal, ideal for restoring the constitution after a hard fight.

The Wizard conjures up a simple meal.  Roll 1D6 for the Warrior that eats it.  On a score of 3, 4, 5 or 6 that Warrior has 1 Wound restored.

Target:  Any Warrior on the board
Duration:  Immediate

Cure Small Wounds

Holding up a symbol of life, the Wizard pricks his finger with a small dagger and lets his blood drip onto the talisman before touching it to the target's wound, thus healing it.

Pick any Warrior on the board (including the Wizard) and heal 1 of his Wounds.  Each individual Warrior may only have this spell cast on him once per turn.

Target:  Any Warrior on the board
Duration:  Immediate

 

special spells

Fleet of Foot

Sprinkling a small quantity of glittering powder on his boots, the Wizard starts to move very quickly.

Upon casting this spell, the Wizard gets +1 Move this turn.

Target:  The Wizard
Duration:  One Turn

Open

The Wizard produces a small glowing key made from pure energy that can open any lock.

The Wizard may open any non-magical lock on the same board section as himself. Any traps on the lock are set off as normal.

Target:  Any non-magical lock on the same board section
Duration:  Immediate

 

· CASTING NUMBER 2 ·

Attack spells

Flesh Worm

The Wizard produces a small glowing worm and hurls it at his opponent.

Pick any Monster on the same board section as the Wizard.  He becomes infected with a Flesh Worm and immediately loses 1 Wound with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).  At the start of each subsequent turn, roll 1D6.  On a score or 1, 2, 3, or 4 the Flesh Worm dies.  On a score of 5 or 6 it continues to feed and the victim takes another 1 Wound, again with no modifiers for anything.

Target:  Any Monster on the same board section as the Wizard/only 1 Flesh Worm per Monster
Duration:  Until Flesh Worm dies

Strength

Calling on the forces of magic, the Wizard uses the power to increase the target's strength.

Pick any Warrior on the board (including the Wizard).  This turn he is at +1 Strength.  Each individual Warrior may only have this spell cast on him once per turn.

Target:  Any Warrior on the board
Duration:  One Turn

 

defensive spells

Feign Death

The Wizard suddenly slumps to the ground. seemingly dead.

This spell puts the Wizard into a corpse-like state.  While in this state, the Wizard may do nothing.  No Monster will attack him unless there are no other Warriors standing, in which case the Monster automatically hits.

Target:  The Wizard
Duration:  Indefinite, minimum one whole Turn and whole Turns thereafter

Marsh Lights

The Wizard sends a sparkling, dancing light down the corridor, drawing his opponents away.

Roll 1D6 for each Monster that appears as a result of an Unexpected Event.  On a score of 1, 2, 3. 4 or 5 place that Monster as normal.  On a score of 6 that Monster follows the marsh lights away from the Warriors and isn't placed on the board at all.  May only be cast once per Event.

Target:  All Monsters that are about to be placed on the board
Duration:  Immediate

Nausea

The Wizard emits a shrill. deathly shriek, causing his opponent to stagger and reel.

Pick any Monster on the board. This turn it is at -1 on its to hit rolls.  May only be cast once per Monster per turn.

Target:  Any Monster on the board
Duration:  One Turn

Slip

With a wave of his hand the Wizard causes the ground his opponent stands on to shift.

Pick any Monster on the board and roll 1D6.  On a score of 1 to 4 the spell has no effect.  On a score of 5 or 6 the Monster slips over and can do nothing else this turn as it regains its balance. May only be cast once per Monster per turn.

Target:  Any Monster on the board
Duration:  One Turn

 

healing spells

Healing Hands

Muttering under his breath, the Wizard feels a soothing calmness descend upon himself and his companions.

Every Warrior on the board has 1 Wound healed.

Target:  All Warriors on the board
Duration:  Immediate

special spells

Tongues

The Wizard passes his hands over his ears and suddenly understands every word being spoken.

This spell allows the Wizard to understand anything said to him this turn, regardless of the language the words are spoken in.  It does not allow the Wizard to speak that language.

Note: This spell could be particularly useful in a roleplay-heavy game.  However, there seems no other use for it within game play.

Target:  The Wizard
Duration:  One Turn

Zone of Silence

The Wizard puts his finger to his lips and a deathly hush descends.

Pick any board section.  For the rest of the turn no sound can be made by any model on this board section.

Note: This spell could be particularly useful in a roleplay-heavy game.  No, this spell cannot be used to prevent the casting of spells.  It could certainly be used to help the Warriors to hide or to sneak about with less chance of being detected.

Target:  Any board section
Duration:  One Turn

 

· CASTING NUMBER 3 ·

Attack spells

Fist of Iron

The Wizard conjures up a huge iron-mailed fist and sends it hurtling towards his opponent.

Pick any Monster up to 6 squares away from the Wizard and roll 1D6.  If the score is greater than or equal to the range of the target it suffers 1D6+ 1 Wounds.

Target:  Any Monster up to 6 squares away
Duration:  Immediate

Ice Blades

The air around the Wizard is suddenly filled with racing shards of razor-sharp ice.

All Monsters adjacent to the Wizard take 1 Wound, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).

Target:  All Monsters adjacent to the Wizard
Duration:  Immediate

Ogre Strength

Calling on the forces of magic. the Wizard uses the power to increase the target's strength fourfold.

Pick any Warrior on the board (including the Wizard).  This turn the chosen Warrior is at +2 to his Strength for the purpose of resolving damage.  Each individual Warrior may only have this spell cast on him once per turn.

Target:  Any Warrior on the board
Duration:  One Turn

defensive spells

Confuse

The Wizard creates confusing images around his opponents head.

Pick any Monster on the same board section as the Wizard.  This turn it loses 1 attack.

Target:  Any Monster on the same board section as the Wizard
Duration:  Immediate

Glittering Robe

The Wizard creates a robe of magical energy that shimmers and glitters about him as he moves.

This spell creates a cloak of magical energy around the Wizard that can absorb 1D6 Wounds.

Target:  The Wizard
Duration:  One Turn

 

healing spells

Finger of Life

The Wizard points at one of his companions and a thin stream of blue energy pours from his fingertip, revitalising him.

Pick any Warrior on the board (including the Wizard) and roll 1D6.  On a score of 1, 2 or 3 the spell has no effect.  On a score of 4. 5 or 6 the chosen Warrior has that many Wounds healed.

Target:  Any Warrior
Duration:  Immediate

special spells

Speed

Breathing deeply, the Wizard uses his power to speed up the target's metabolism and movement.

Pick any Warrior on the board (including the Wizard).  His Move is doubled this turn.

Target:  Any Warrior
Duration:  One Turn

 

· CASTING NUMBER 4 ·

Attack spells

Acid Blast

Acid spits from the Wizard's fingertips, creating a burning river that gushes towards the enemy.

This spell allows the Wizard to create a corridor of corrosive acid 1 square wide, travelling directly away from him in one of the compass directions and continuing until it hits a Monster, Warrior or other obstacle.  Note that the Casting Number for the Acid Blast spell is 4+(the Wizard's Battle-Level).  The first model in the path of the acid suffers 2D6+(the Wizard's Battle-Level) Wounds.  If this is sufficient to kill the model, the acid continues until it hits another model, which it wounds in the same way.  This process continues until a target survives or the acid hits a solid obstacle, such as a wall.

Target:  A 1-square wide corridor
Duration:  Immediate

Ice Tomb

The Wizard's chill breath fills the room, coalescing around a single Monster and encasing it in a solid tomb of ice.

Pick any Monster that lies within the Wizard's line of sight and roll 1D6.  If the score is less than or equal to the targets Toughness the spell has no effect.  If the score exceeds the target's Toughness it is encased in a sarcophagus of ice and may not move or fight.  While entombed, the target cannot be attacked.  Note that for every 2 extra points of power the Wizard adds to cast this spell you may add +1 to the dice roll to see if the target is trapped.  The target remains entombed as long as the Wizard continues to spend power points equal to the target's Toughness each turn.

Target:  Any Monster within the Wizard's line of sight
Duration:  While maintained

Lightning Bolt

Raw power arcs across the Wizard's fingertips and a bolt of white power streaks from his eyes towards his opponent..

Pick any Monster that lies within the Wizard's line of sight.  The target suffers 2D6 Wounds.

Target:  Any Monster within the Wizard's line of sight
Duration:  Immediate

 

defensive spells

Levitate

A crackling sound fills the room as the Wizard raises the target to the roof, carrying him aloft on a column of coruscating power.

Pick any Warrior on the board (including the Wizard) and levitate him.  A levitating Warrior can only be attacked with missile weapons or spells.  He cannot move, however, and may not fight in hand-to-hand combat.  He may fire missile weapons as normal.  His square remains impassable, just as if he were standing in it normally.  He may levitate out of a pit.

Target:  Any Warrior on the board
Duration:  One Turn

Rebound

As the Wizard chants the words of this spell a shimmering mirror of power surrounds the target. protecting him from harm.

Pick any Warrior on the board including the Wizard).  Each time he is physically attacked this turn roll 1D6.  On a score of 6 all the Wounds that the attack inflicted are rebounded onto whoever caused them.  Note that this spell does not rebound spells.

Target:  Any Warrior on the board
Duration:  One Turn

 

healing spells

heal wounds

Muttering soothing words, the Wizard makes a complicated pattern in the air with a glowing sphere and suffuses the target in a golden glow.

Pick any Warrior on the board (including the Wizard) and heal 1D6 of his Wounds.

Target:  Any Warrior on the board
Duration:  Immediate

 

special spells

Dispel Magic

The Wizard raises his hand and shouts the words of warding, diffusing his opponent's magic.

May be cast once against each incoming spell.  Roll 1D6 for each.  If you score 4, 5, or 6 the target spell is prevented from working.  Only one attempt may be made to dispel each incoming spell.

Target:  One Incoming Spell
Duration:  Immediate

Second Sight

The Wizard stands still for a moment, allowing his spirit to leave his body and investigate what lies beyond the next door.

This spell allows the Wizard to determine what is in a room before the Warriors enter it.  Once cast, this spell allows you to look at the next Event card in the Event deck just before the Warriors enter a room and reveal it, rolling on tables if necessary.  If you then decide that the Warriors don't want to face that Event place it on the discard pile.  Second Sight may only be cast once per room.

Target:  One Not-yet-entered Room
Duration:  Immediate

 

· CASTING NUMBER 5 ·

Attack spells

Fireball

Furrowing his brow in concentration, the Wizard stretches out his arms and shoots a ball of fire across the room, engulfing his foes in flames.

Pick a 2 square by 2 square area of a board section within the Wizard's line of sight.  Each Monster in that area suffers 1D6+(the Wizard's Baffle-Level) Wounds.  To match the spell card of the same name, the Fireball spell causes 1D6+2 damage at both Battle-Level 1 and 2.

Target:  All Monsters on a 2 square by 2 square area within the Wizard's line of sight
Duration:  Immediate

Firehammer

A blazing hammer appears in the Wizard's fist and smashes a burning path through his toes.

Pick any Monster adjacent to the Wizard.  It immediately suffers 3D6 Wounds.

Target:  Any Monster adjacent to the Wizard
Duration:  Immediate

Freeze!

A freezing wind swirls through the room, chilling the Monsters to the bone yet leaving the Warriors unharmed.

Roll 1D6.  The number you roll shows two things:  1. The number of Monsters affected by this spell this turn.  2. The number of Wounds each Monster affected suffers, with no modifiers for anything (Toughness, armour. Ignore Pain, etc.).  The targets of this spell must be on the same board section as the Wizard.  The Wizard player chooses which Monsters are affected.

Target:  Any Monsters on the same board section as the Wizard
Duration:  Immediate

Pit of Despair

A stream of blinding white light pours from the Wizard's mouth.  Where it hits the stone a bottomless pit opens with a loud crack.

Pick any 2 square by 2 square area on the board and place the Pit of Despair marker on it.  Roll 1D6 for each model standing in the four squares covered by the pit.  On a score of 1 or 2 it falls into the pit and is killed.  On a score of 3, 4, 5 or 6 it scrambles out of the way - place it in any empty square on this or any adjacent board section.  If there are no empty squares available the model falls into the pit anyway.  Once the pit is in place, no model may enter the squares it covers.

Target:  Any 2 square by 2 square area on the board
Duration:  Permanent

 

defensive spells

Blur

The Wizard's outline shimmers and becomes an indistinct. hazy blur that is continually changing.

Pick any Warrior on the board (including the Wizard).  For this turn, all attacks made against the chosen Warrior are at -1 to their to hit roll.

Target:  Any Warrior on the board
Duration:  One Turn

Dazzle

A blurring screen of energy shoots towards the target, engulfing it in a myriad maze of glittering colours.

Pick any Monster on the board.  For this turn, all hand-to-hand attacks made against that Monster only miss on a natural to hit roll of 1.

Target:  Any Monster on the board
Duration:  One Turn

Iron Skin

The Wizard scatters a handful of meteoric iron dust over the target, coating him in a fine layer of powder that quickly sets into a magical second skin.

Pick any Warrior on the board (including the Wizard).  This turn the chosen Warrior is at +2 to his Toughness.

Target:  Any Warrior on the board
Duration:  One Turn

 

healing spells

Life Force

A stream of pure energy flows from the Wizard's fingertips, redirecting a Monster's life-force into one of the Warriors and healing him.

Pick any Warrior on the board, including the Wizard, who has yet to start his attacks.  For each Wound that Warrior inflicts this turn, after the target's Toughness and armour have been taken into account, you may heal 1 Wound on a single Warrior of your choosing, including the Wizard.  If the chosen Warrior inflicts no Wounds this turn the spell is wasted.

Target:  Any Warriors on the board
Duration:  One Turn

Lifebringer

Blazing fire leaps from the Wizard's eyes, striking the Warriors and bathing them in a corona of energy that heals their wounds.

Pick any number of Warriors on the board, including the Wizard.  Roll 1D6 for each Warrior chosen.  Each Warrior gets that number of his Wounds healed.  If any two or more of the dice rolled come up with the same number the spell fails, and none of the Warriors get any Wounds back.

Target:  Any or all Warriors on the board
Duration:  Immediate

 

special spells

Invisibility

With a shimmer of light, the Warrior's outline slowly fades until he is completely invisible.

This spell allows you to pick any Warrior on the board (including the Wizard) and make him invisible.  While invisible a Warrior may carry out any action except attacking an opponent: moving, healing, etc. are therefore valid actions, while firing a bow, pushing a Monster into a pit, casting offensive spells, etc. are not.

Target:  Any Warrior on the board
Duration:  One Turn

Sleep

Murmuring quietly, the Wizard sends his opponents into an enchanted sleep.

The Wizard may roll a number of D6 equal to his Battle-Level.  If the total score is more than the target's Starting Wounds it falls asleep for 1 turn.  The dice may be split between multiple targets.  You must declare how the dice are being split before rolling.  If split, the total of the combined dice for each target must be greater than its Starting Wounds for the spell to work on that Monster.  While asleep a Monster may be hit automatically.

Target:  Any Monsters on the same board section as the Wizard
Duration:  One Turn

 

· CASTING NUMBER 6 ·

Attack spells

Cataclysm

Moaning in anguish, the Wizard spreads his arms as an area of blackness takes shape around his foes.

Pick any 2 square by 2 square area on the same board section as the Wizard.  Every Monster in the chosen area suffers 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).

Target:  Any 2 square by 2 square area on the same board section as the Wizard
Duration:  Immediate

Swords of Doom

Instead of him wielding one sword, a great many blades suddenly start to whirl and slash the air before the Wizard.

Pick any Warrior on the board (including the Wizard).  This turn he gets a number of extra Attacks: +1 if the casting Wizard is a Novice Wizard, +2 if he is a Wizard Champion, +3 if he is a Wizard Hero, and +4 if he is a Wizard Lord.

Target:  Any Warrior on the board
Duration:  One Turn

Weaponmaster

The Wizard calls on the powers of magic to guide his hand as he moves to strike down his enemies.

Pick any Warrior on the board (including the Wizard).  This turn he gets an increase in his Weapon skill: +1 if the casting Wizard is a Novice Wizard, +2 if he is a Wizard Champion, +3 if he is a Wizard Hero, and +4 if he is a Wizard Lord.

Target:  Any Warrior on the board
Duration:  One Turn

 

defensive spells

Invulnerability

Shouting words of power, the Wizard points a finger at one of his companions, surrounding him with a glowing screen of magical energy.

Pick any Warrior on the board (including the Wizard).  The next blow that hits this Warrior, whatever its source, has no effect.

Target:  Any Warrior on the board
Duration:  Until Warrior is attacked

Shield

As the Wizard chants the words of this spell a shimmering mirror of power surrounds the target, protecting him from harm.

Pick any Warrior on the board including the Wizard).  For this turn the chosen Warrior is immune to all attacks except either those made with a natural 6 to hit or that are magical in nature.  The Warrior can move and fight as usual.

Target:  Any Warrior on the board
Duration:  One Turn

 

healing spells

Resurrection

The Wizard shouts a long-forgotten invocation of great power, passed down from generation to generation, that can raise the dead.

You may pick any dead Warrior in the game and bring him back to life.  Place him on the same board section as the Wizard.  He is restored to full Wounds, but loses any of the treasure and gold he has earned in this dungeon.  This spell may be cast even if the Warrior died several turns ago.

Target:  Any dead Warrior
Duration:  Immediate

 

special spells

Cause Animosity

Chanting strange words in a guttural tongue, the Wizard brandishes his sword in an elaborate, aggressive gesture.

Roll 1D6 for each group of Monsters in the room.  A group is defined as all those Monsters of the same type on that board section.  On a score of 1, 2 or 3 the spell has no effect on those Monsters.  On a score of 4. 5 or 6 that group of Monsters attacks another group of Monsters this turn (determine randomly) rather than the Warriors.

Target:  All Monsters on the board
Duration:  Immediate

Create Bridge

Solid rock leaps from the Wizard's outstretched fingertips, building a bridge across the room..

This spell allows the Wizard to create a magical bridge 1 square wide across any pit, hole or chasm.  The bridge remains in place as long as the Wizard spends 2 Power per turn keeping it active.

Target:  Any 1 square wide area across a chasm, hole or pit
Duration:  One Turn, beyond the first turn: while maintained

Wings of Power

Leathery wings sprout from the target's back, lifting him into the air.

This spell allows the Wizard to pick any Warrior on the board (including himself) and make him fly.  While airborne a Warrior may not make any attacks, and is immune to all attacks except those from missile weapons or of a magical nature.  An airborne Wizard may still cast spells.  While in the air a Warrior moves normally and may ignore any ground-based obstacles such as chasms or pits.

Target:  Any Warrior on the board
Duration:  One whole Turn

 

· CASTING NUMBER 7 ·

Attack spells

Burning Storm

Scorching flames leap from the Wizard's outstretched hand and a column of all-consuming flame engulfs his target.

Pick any Monster on the board and roll (the Wizard's Battle-Level) D6.  For each D6 that scores 4, 5 or 6 the target suffers that many Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).

Target:  Any Monster on the board
Duration:  Immediate

Chain Lightning

A lightning bolt shoots from the Wizard's fingers, hitting the nearest Monster with sparking, elemental power.

The nearest Monster to the Wizard suffers 1D6+(the Wizard's Battle-Level) Wounds.  After rolling for damage against the target, roll another D6.  On a score of 1, 2 or 3 the lightning earths to ground and the spell is spent.  On a score of 4, 5 or 6 the lightning leaps across to the next nearest Monster and attacks it.  This process continues until the lightning earths.  A Monster may not be hit a second or subsequent time unless all the other Monsters have also been hit that many times.  If there are two or more Monsters an equal distance away that the lightning can leap to, you may choose which it hits.

Target:  The nearest Monster to the Wizard
Duration:  Immediate

 

defensive spells

Dome of Power

White power streams from the Wizard's eyes, forming a protective dome around the Warriors.

This spell allows the Wizard to protect up to one square of the board per Battle-Level with an impenetrable shield.  The squares must be linked together, but the dome can be of any shape.  Models inside the dome may not move, fight or cast any other offensive magic, but are immune to all forms of attack.

Target:  An area of the board equal to one square for each of the Wizard's Battle-Levels
Duration:  One Turn

Fools' Gold

The Wizard spins a coin into the air, where it hangs above the Monsters and begins to shower gold down upon them.

Roll 1D6 for each Monster on the same board section as the Wizard.  On a score of 1, 2 or 3 there is no effect.  On a score of 4, 5, or 6 that Monster is overcome with visions of treasure and wealth and may do nothing this turn except stand in a drooling stupor.  Affected Monsters do not cause pinning, will not attack, but will defend themselves as normal.

Target:  All Monsters on the same board section as the Wizard
Duration:  One Turn

 

healing spells

Bloodpulse

A dull throbbing fills the room as it becomes suffused with a red glow.

Pick any Warrior on the board (including the Wizard).  He immediately regains (The Wizard's Battle-Level) Wounds.

Target:  Any Warrior on the board
Duration:  Immediate

 

special spells

Glory!

The Wizard sends out tendrils of force that pierce the hearts of the Warriors, filling them with great valour and courage beyond measure.

All of the Warriors are suddenly enthused with great bravery and each gains +1 Attack this turn.

Target:  All Warriors on the board
Duration:  One Turn

Time Freeze

The Wizard's hand vanishes as he reaches into the warp, holding back the fabric of time.

As soon as they have completed their actions in the Warriors' Phase, the Warriors may attempt to take an extra Warriors' Phase straight away, moving and attacking again before the Monsters have a chance to retaliate.  Roll 1D6.  On a score of 1 or 2 the spell fails.  On a score of 3, 4. 5 or 6 the spell works and the Warriors may act again.  Time Freeze may only be cast once per turn.

Target:  All Warriors on the board
Duration:  Immediate

Warp Jump

The Warriors vanish with a thunder-flash, leaving a crackling of energy, a coil of blue-black smoke, and the heady tang of ozone in the air.

Upon casting this spell, the Wizard and all Warriors adjacent to him are transported to another part of the dungeon that they have already explored (Wizard player's choice).  They re-appear in exactly the same formation that they were in when they disappeared.

If one of the Warriors that Warp Jumps is carrying the only light source, all the Warriors who were left behind in the dungeon are immediately Lost in the Dark and must roll on the Escaping Table from the Adventure Book.  Likewise, if a number of Warriors Warp Jump without a light source, they immediately become Lost in the Dark upon reaching their destination.

Target:  The Wizard and any Warriors adjacent to him
Duration:  Immediate

· CASTING NUMBER 8 ·

Attack spells

Hellbeast

The Wizard assumes the aspect of a ravaging daemonic creature.

This turn the Wizard gets +1 Attack, +1 to hit, causes +2 Wounds on his damage roll, cannot use a weapon, and is immune to all psychological effects.

Target:  The Wizard
Duration:  One Turn

Spear of Light

The Wizard hurls a spear of pure energy at his chosen victim.

Any single Monster in the Wizard's line of sight immediately suffers 1D6 Wounds for each of the Wizard's Battle-Levels.

Target:  Any Monster in the Wizard's line of sight
Duration:  Immediate

defensive spells

Cage of Stone

The Wizard screams an invocation of confinement as pillars of stone shoot down from the roof and up from the floor. trapping the target.

This spell allows the Wizard to confine any Monster that is attacking him in a prison of magical stone.  While confined, the victim may neither move nor fight (Though it may cast magic), and all attacks against it are made at +1 on all to hit rolls.  At the start of each Monsters' Phase including the turn in which the spell was cast) roll 2D6.  If the score is less than the trapped Monster's Strength it breaks free and the spell fails.

Target:  Any Monster attacking the Wizard
Duration:  Until broken

Halo of Vengeance

The Wizard casts a glowing halo around the target.

This spell surrounds the target with a protective shield.  At the start of each turn roll 1D6.  This turn that many attacks can be absorbed by the halo and may be ignored.  The halo remains intact until the target moves or you roll a 1 on the dice to see how many attacks are absorbed.

Target:  Any Warrior on the board
Duration:  Until the target moves or the dice roll is a natural 1

 

healing spells

Voidmaster

The Wizard temporarily leaves the physical universe for the cold depths of the void, where he can recover his strength.

This spell allows the Wizard to manipulate his power to mend his broken body.  Upon casting this spell, the Wizard disappears from the board.  One whole turn later he reappears anywhere on the same board section with all of his Wounds restored.

Target:  The Wizard
Duration:  One Turn

 

special spells

Chorus of Valour

The Wizard's whispered words mystically fill the Warriors with courage.

For the rest of this turn, all of the Warriors are immune to the effects of Fear and Terror.

Target:  All Warriors on the board
Duration:  One Turn

 

· CASTING NUMBER 9 ·

healing spells

Lifestealer

With a sharp hiss of breath the Wizard lightly touches his opponent, stealing his energy.

This spell allows the Wizard to steal Wounds from nearby Monsters and use them to heal himself and his companions.  Keeping track of the total number of Wounds caused, each Monster adjacent to the Wizard suffers 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).  These Wounds may then be distributed amongst the Wizard and the other Warriors to heal them as you see fit.

Target:  All Monsters adjacent to the Wizard
Duration:  Immediate

 

special spells

Hounds of Grimnair

The air is filled with an eerie howling and dimly seen, incorporeal shadows hurl themselves at the Wizard's foes.

This spell allows the Wizard to summon 1 Hound of Grimnair for each of his Battle-Levels.  The Wizard may choose which Monster each Hound attacks, with no restrictions imposed by where the target is: it doesn't matter if there are no squares free next to the target as the Hounds are non-material beasts.  Each turn from now on, each Hound hits its target on a 1D6 roll of 5 or 6, and causes 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).  However, if you roll a 1 or 2 for a Hound's attack the Hound vanishes, returning to where it came from.  As soon as there are no more Monsters left on the board all of the remaining Hounds vanish.  While there are Hounds still active this spell cannot be cast again.

Target:  Any Monsters on the board
Duration:  Variable


· CASTING NUMBER 10 ·

Attack spells

Windblast

A howling gale sweeps through the dungeon, buffeting the Warriors and slamming into the Monsters.

Choose any Monster on the board.  It is immediately picked up and hurled to the floor by a magical gust of wind, taking 1D6 Wounds for each of the Wizard's Battle-Levels, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).  The target may do nothing else for the rest of the turn as it gets to its feet.

Target:  Any Monster on the board
Duration:  Immediate

defensive spells

Radiance of Ptolos

The Wizard's eyes close and he clenches his fists.  As his eyelids open just a crack, a red light pours out, bathing the Warriors in a bloody hue.

For the rest of this turn, each time one of the Warriors is attacked roll 1D6.  On a score of 1, 2 or 3 the spell has no effect.  On a score of 4, 5 or 6 the attack is rebounded onto the attacker.

Target:  All Warriors on the board
Duration:  One Turn

 

healing spells

Heartbeat

While the Wizard chants an incantation power surges through the target's body and his heart beats with renewed vigour.

The Wizard may use this spell to restore 1D6 Wounds per the Wizard's Battle-Level to a single Warrior, up to his Starting Wounds.

Target:  One Warrior
Duration:  Immediate

 

special spells

Winds of Fate

Time blurs and shifts as the Wizard changes the course of reality.

This spell allows the players to disregard one of each Warrior's dice rolls this turn and re-roll it.

Target:  All Warriors on the board
Duration:  One Turn

 

· CASTING NUMBER 11 ·

Attack spells

Carnival of Death

Overcome by an unreasoning madness, the Monsters leap towards each other in a berserk killing frenzy, completely ignoring the Warriors.

Roll 1D6 for every Monster on the same board section as the Wizard.  If the score is a 1 the spell has no effect on that Monster.  On a score of 2 or more that Monster moves towards its nearest companion and this turn attacks it instead of the Warriors.  If there is any confusion about which Monsters are attacked, the Wizard player decides.  While affected by this spell, the Monsters are not subject to the rules for pinning.

Target:  All Monsters on the same board section as the Wizard
Duration:  One Turn

Window of the Void

The Wizard creates a dark. glittering portal that hypnotically attracts any Monsters in its vicinity.

This spell allows the Wizard to create a hole into the Realm of Chaos that nearby Monsters are drawn into.  The hole is created in any empty square within the Wizard's line of sight.  Once the hole is active, roll 1D6 for each Monster adjacent to it.  On a score of 1, 2, 3 or 4 that Monster stands its ground and may ignore the hole.  On a score of 5 or 6 the Monster is hypnotically attracted to the hole, steps through it and vanishes.  At the end of the turn the hole disappears with a crack.  Warriors are not affected by the hole and can ignore it, although they cannot enter that square.

Target:  Any empty square within the Wizard's line of sight
Duration:  One Turn

 

healing spells

Tissue of Life

The Wizard channels a vast surge of energy through his body, redirecting it as glowing bolts that slam into his companions and heal their wounds.

Roll 1D6 for each Warrior on the board (including the Wizard).  On a score of 1, 2 or 3 the spell has no effect on that Warrior.  On a score of 4, 5 or 6 that Warrior is restored to his Starting Wounds.

Target:  All Warriors on the board
Duration:  Immediate

 

special spells

Tower of Isolation

The Wizard suddenly vanishes, transported back to his study many leagues away from the dungeon.

This spell allows the Wizard to transport himself out of the dungeon to the nearest Settlement (and back) at any time.

Target:  The Wizard
Duration:  Immediate

 

· CASTING NUMBER 12 ·

Attack spells

Firestorm

A blazing wall of fire springs up, filling the area with searing flames.

Pick a 2 square by 2 square area of a board section within the Wizard's line of sight. All Monsters on the targeted area suffer 6D6 Wounds (roll once for all the Monsters), with no modifiers for anything (Toughness, armour. Ignore Pain, etc.).

Target:  All Monsters on a 2 square by 2 square area within the Wizard's line of sight
Duration:  Immediate

Transmute

The Wizard grins as he touches his foe, invoking the power of the earth to possess him.

This spell allows the Wizard to turn a single Monster in an adjacent square to stone on a successful to hit roll, killing it.  Because of the power of this spell, if the target has Magic Resistance or Magic Dispel the roll required to ignore the spell is at -1.

Target:  One Monster adjacent to the Wizard
Duration:  Immediate

 

Vortex of Destruction

The Wizard creates a howling vortex of destruction in the room.

Roll 2D6 for every Monster on the same board section as the Wizard.  If the score is equal to or less than the Wizard's Battle-Level that Monster is sucked into the void and is removed from the board.  If the score is greater than the Wizard's Battle-Level, the target is unaffected.

Target:  All Monsters on the same board section as the Wizard
Duration:  Immediate

 

special spells

Transport of the Damned

The Wizard summons a ghostly carriage to take himself and his companions away from the dungeon.

This spell allows the Wizard to transport all the Warriors out of the dungeon to the nearest Settlement (and back) at any time.  However, while the Wizard himself always gets through safely, you must roll 1D6 for each of the other Warriors for each journey made.  On a score of 1 that Warrior is sucked into the warp and his soul is spread across the dimensions, destroying him utterly.

Target:  All Warriors on the board
Duration:  Immediate


NOTES:

Many of the above rules were copied word-for-word from the RolePlay Book and the Rule Book.  The wording of some of the above rules was somewhat modified to hopefully clarify some things.

Edited and formatted by Old Warrior especially for online gaming reference.

Disclaimer: This document is not meant to violate any copyrights.  Please ensure that it is only used for personal reference and that it is not posted in any public forum.  These rules are primarily intended for a quick reference for those who already know and use the Warhammer Quest rules and gaming tools.  Online referencing of this document is strictly limited to private gaming groups who already have access to the full rules of Warhammer Quest.

Games Workshop, Warhammer, Warhammer Quest, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world, along with all references to the official and semi-official Warhammer Quest characters (warriors: Barbarian, Bretonnian Knight, Elf, Dwarf, Wizard, Pit Fighter, Trollslayer, Halfling Thief, Witch Hunter, Chaos Warrior, Imperial Noble, Elf Ranger Mage, Elf Ranger Knight, Kislevite Shaman, Ogre, Warrior Priest and Wardancer) are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.