Wizard Militant

(Formerly "Wizard's Apprentice")(or Wizard's Apprentice v. 2.0)

By Peter Haresnape, revision by Oldwarrior

The Collages of Magic have a variety of methods of recruiting and training their young members. However, the typical warrior-wizard is not constrained by the methods of the Collages. If a young wizard decides to take up this career then he often seeks the patronage of an older, more powerful wizard to guide him to magical supremacy. The relative youth and vigour of the young man is often a stark contrast, undiminished by years of study, or the toll that living by magic takes, to his master. Indeed, some of the older Wizards take apprentices based more on their apparent ability to act as bodyguard, rather than their magical ability.
In some circumstances, a young wizard might venture on the same sort of quest his master did, even without his protection. He might be on a quest for the old man, proving his skill, or perhaps have decided that he was tired of sweeping up messy experiments, and have struck out on his own, determined to learn the rest of his trade by experience. Perhaps his master has been slain, and the young wizard seeks to take his revenge. Thus, it is not impossible for a young wizard to go adventuring, provided that he can find companions stout enough to defend him until he masters his own potential.

Thus the story goes for the Wizard's apprentice, who for whatever reason goes forth on his own to become a Wizard and a Warrior in his own right. Having left his master, he not only continues to pursue his magical talent, more and greater knowledge and usefulness therein, but also, he must give heed to physical training and become better at the martial arts as well. Such a Wizard might better be known as a Wizard Militant. He might be a mercenary or be devoted to some cause, but, whatever the case, he is a warrior, a wizard, and an adventurer!

Starting as a Wizard Militant

Wounds

 1D6+7

Move

4

Weapon Skill   

3

Ballistic Skill

6+

Strength

3

Toughness

3

Initiative

3

Attacks

1

Pinning Roll

5+

He begins with a common Sword (normal damage: 1D6 + 3 Starting out).

Also, he took from his master's home a Healing Potion, which heals 1D6 Wounds when used.

Starting Spells

To select the initial spells, the Wizard Militant takes one random spell card from each class (Attack, Defense, and Healing) from the Wizard's beginning spell cards. However, he must then decide which of the three spell cards to discard. He begins with only two spells. If he gets the Healing Hands spell card, replace it with the Healing Mist spell described below. All other starting Wizard's spells work as normal. (See full Spells List below the Battle-Level Table in these rules).

Healing Mist Spell  -- Casting No. 2

With some concentration, the Wizard calls up a healing mist which momentarily surrounds the Warriors.
Roll 1D6. On 1, 2 or 3, the spell fails. On 4+ every Warrior on the board has 1 Wound healed.

The Wizard Militant receives Power equal to the Power Dice each turn.
He begins with 1D3 Stored Power (Power Tokens).

Spell Casting

The Wizard Militant casts spells in the same way as the normal Wizard, using his current power (from the Power Phase) and/or any stored power from his Power Tokens or from any magic items which store power (Like a Wizard's Staff)..

Starting Skill

To represent his martial prowess, the Wizard Militant also gains skills. He may roll for one Skill from the list in the Skills section below, re-rolling any result of Spell Storm or Focused Mind, since starting out he has not yet had time to develop so far in magical ability.

Rules for Treasure and Equipment-

The Wizard Militant can use anything usable by the Wizard.

Advanced Rules

Generally the Wizard Militant can be assumed to follow the rules for the Wizard. However, he is also a better warrior, in part because he has devoted more time to learning such skills. This means that he is slightly more 'physical', but is also less skilled at matters of the arcane than is a fully-fledged Wizard.

Power
The Wizard Militant gains the following bonuses to the Power Dice. These are not applied if the Power Dice is a 1.

   Battle Level   

Power Bonus

1-2

0

3

+1

4

+2

5-6

+3

7

+4

8

+5

9

+6

10

+7

Wizard Militants in Settlements

A Wizards Militant very much enjoy the cosmopolitan buzz of the city, and tend to do well. They can visit all of the places the Wizard can get to, and have much the same modifiers. In alehouses and such, their youth and inexperience will betray them, so they have the same negatives, but in upper-class joints they fit in well, having been trained to mingle with society, so gain the positives.
The Wizard Militant may also visit the Fighting School if he feels particularly mercurial, rolling 2D6-2.

Seeking a Patron

Now that the Wizard Militant is separated from his original master, it makes sense for him to seek another sponsor. This sponsor, will not necessarily travel with him, but will still offer him some assistance, in return for a bit of work.
He may seek a Patron once per Settlement. If unsuccessful, there is no Patron to offer him help. To Seek a Patron the Wizard Militant must roll 1D6. A Novice must roll 4+, a Champion 5+, and a Hero or Lord 6+. If the roll is a success the Wizard Militant must work for 1D6 days. He does nothing else while working for his patron (similar to training). Then he may roll 2D6 on the table below to see what aid he is given.

Roll  

Aid Given

2

The Wizard Militant is given 1D6+BLx10 gold.

3

The Sponsor offers the Wizard Militant 1D3 potions. Roll for each potion on the Magic Potions table in the Wizards Guild.

4

The Wizard Militant gains +1 when rolling to Recharge Magical Items in this settlement.

5

Roll on the Consultation Table, +1

6

Roll on the Consultation Table, +2

7

If the Wizard Militant has a Wizards' Staff, for the next adventure it gains a new Enhancement (roll on the table below). Otherwise, reroll.

8

The Wizard Militant may choose one benefit from the Consultation Table (not extra Wounds)

9

If the Wizard Militant has a Spell Sword, he learns to cast another spell through it. Roll on the random spell table (in the Training section)  to see what. He cannot cast both in one turn however- he must choose one. If he doesn't have a Spell Sword, reroll.

10

A strict course of diet and regime is prescribed for his stay, and the Wizard Militant grows in strength and fitness. He gains +1 Starting Wound.

11*

The Wizard Militant gains a new permanent Enhancement to his Wizard's Staff (roll on the table below). IF he does not already have a Wizard's Staff, he gains one instead (same as can be purchased from the Wizard's Guild). (see note below Enhancement table**) *

12

The Sponsor teaches the Wizard Militant one new spell. Roll 2 dice and buy a single spell as usual (like when training). Example: if he rolls 1 and 6, he may learn one Spell with a casting cost of 7, or one at cost of 6, or one at cost of 1.

* If result 11 is rolled and the Wizard Militant already has a Wizard's Staff with the maximum number of permanent Enhancements allowed, then he may either gain a temporary Enhancement OR re-roll on the Patron Aid table.

Wizard's Staff Enhancements

Roll 2D6 Enhancement (mostly enchantments) Effect

2

Oaken Toughness**

+1 Toughness while wielding the Wizard's Staff as a weapon.

3

Strength of Iron**

+1 Strength for damage while wielding the Wzzard's Staff as a weapon.

4

Rune of Skill**

When wielded in combat, the Wizard's Staff gains +1 to hit. This negates the -1 to hit that the Wizard's Staff normally has OR adds a further +1 to hit IF that penalty has already been negated.

5

Absorption Aura

Once per Adventure, the Wizard may partially absorb one blow on his Staff, thereby reducing the number of wounds he suffers by 50% (use normal rounding, meaning that a half wound in this case favors the defender).  If the Wizard's Staff already has this Enhancement re-roll on this table.

6

Spiteful Cap

A magical hard leather or metal cap attached to the end of the staff, giving it that extra umph. If a monster misses the Wizard, the Wizard may choose to strike back, resolving an immediate Attack against that monster before it can perform any further Attacks. The Wizard's Staff may have a maximum of two Spiteful Caps. The ability may be used once per Adventure for each cap.

7

Rune of Defense**

One turn per Adventure, the Wizard may activate this rune while wielding his Wizard's Staff to Fight Defensively for one entire turn without having to give up any Attacks. He is at -1 to be hit in the chosen turn versus all physical Attacks (melee and missiles).

8

Trick of the Light

Once per combat, the Wizard twirls his Staff in the air and magical sparks cause an illusion to flash briefly. Roll 1D6. On a roll of 5+, a monster which was going to attack him thinks the Wizard is a monster and moves to the next available Warrior to attack them instead of the Wizard. Note this does NOT prevent the same monster from attacking the Wizard in subsequent turns. If the Wizard's Staff already has this Enhancement re-roll on this table.

9

Fate Changer

One Extra Reroll of the Power Phase per Adventure (in addition to the one that comes with the Wizard's Staff). If the Wizard's Staff already has this  enhancement re-roll on this table.

10

Power Glyphs

The Wizard's Staff gains +1D3 stored power (in addition to the 6 stored power with which the Wizard's Staff starts). These points come charged. If the Wizard's Staff already has this enhancement re-roll on this table.

11 Rune of Vengeful Restoration** While he wields this Wizard's Staff, the bearer automatically gets 1 Wound back each turn in which he has actually inflicted one or more wounds upon a monster. However, if the wielder is knocked to zero Wounds the rune ceases to work until he is healed and back on his feet again.

12

Hypnotic Glow

Every time the Wizard rolls a natural 6 to hit with his Staff, in additional to causing damage as normal, if the Monster is not slain and the combined Damage Dice total (before Strength and other modifiers are applied) is greater than the Monster’s Toughness (excluding armour), it becomes hypnotised. Hypnotised Monsters cannot do anything in the following Monsters' Phase  and until the end of the next Warriors Phase cannot pin Warriors and are at +1 to be hit. If the Wizard's Staff already has this enhancement re-roll on this table.

**Note: A Wizard's Staff may have more than one Enhancement at a time. Only Oaken Toughness, Strength of Iron, Rune of Skill, Rune of Defense, and Rune of Vengeful Restoration may be gained multiple times on the same Wizard's Staff. Remember to note whether the Enhancement is for a single Adventure or whether it is permanent (determined by the Patron Table above). The Wizard Militant may only gain a certain number of permanent Enhancements based upon his title level: Novice = 1, Champion = 2, Hero = 4, and Lord = 5.

In order to make use of any combat-related Enhancement, the Wizard Militant must actually use the Wizard's Staff as a weapon in combat during the turn in which the Enhancement is used. The only non-combat Enhancements are Fate Changer and Power Glyphs.

Training

The Wizard Militant trains as normal, paying his money and taking a week to advance. Because he is trying to maintain a fighting form as well as learn magic, he has to compromise between the two extremes. Each time he goes up a level he gains spells according the same method as the Wizard (rolling dice and buying them from the Spells List found in the RolePlay Book), but he rolls fewer D6 at each Battle-Level. When training up to Battle-level 2, the Wizard's Apprentice rolls 1D6 instead of 2D6 for the purpose of buying spells and 2D6 instead of 3D6 at Battle-Level 3. When training to Battle-Levels 4 through 10, the Wizard Militant only rolls 3D6 for learning new spells, since he must spend so much of his time and energy in maintaining his physical prowess! But, this also means that he will occasionally learn a new Skill as indicated on his Battle-Level table.
As well as this, the Wizard Militant gains 1D3 Stored Power each time he gains a Battle Level.

search and plunder

Since he always seems to be running behind the more powerful Wizards of the empire, the Wizard Militant sometimes will attempt to search out and plunder some places where Wizard's store magical items. It may be a Wizard's tower, a cave, a little known storage cellar, a secret room in a library, or even a tomb chamber.  Each time he advances a Title (at BL 2, 5 and 9) then he may go out on a short Search and Plunder mission. He is searching for better knowledge or magical items to help him on his quest to be a better Wizard. The Wizard Militant must travel 1D6 days to reach the location. He may bring any other warriors who want to come. When he arrives, he enters  by whatever means necessary. Place the Tomb Chamber, and roll on the Objective Room Table, modified for how many warriors are present. Fight the combat as normal. These monsters are either magical creations, placed to guard and to test you, or real monsters that have come to inhabit the abandoned place. Any Spell-casters benefit from an extra 1D6 Power each turn. Chance-casters (Elf Ranger) gain +1 to the Power Dice per turn. This is because the tower has been situated to best channel the winds of magic.
Once the combat is over, each warrior may take an Objective Room Treasure. The Wizard Militant may either gain (as the other Warriors) an Objective Room Treasure OR he may search for some special magic item, rolling on the table below to see what he finds.

Roll 1D6 Magic Item
1. Spell Sword
The Sword acts as normal sword, and stores a spell in it. It has the Stored Spell ability -- roll on the random spell table below. This is a permanent attribute. In addition, the sword is a magical weapon. Reroll this result if he already has a Spell Sword.
2. Wizard's Staff
The Wizard Militant can only access a portion of this Staff's energy. It starts with the Power Store and Reroll Power Dice ability, though it only carries 1D3 power points initially (though can be charged to 6). The Staff follows all of the usual rules for Wizards Staffs. Reroll this result if he already has a Wizard's Staff.
3. Potions
1D3+3 potions, chosen randomly from the Magic Potions table in the Wizard's Guild.
4. Rechargeable Jewel of Power
Carries an extra 1D6 Power Points. Unlike normal Jewel of Power, this one can be recharged, to a total of 6 Power Points (per the normal rules for recharging the Wizard's Staff at the Font of Power). Reroll this result if he already has a Rechargeable Jewel of Power.
5. Cloak of Mystery
The wearer may use this 1D6 times each adventure (Reroll before each Adventure), either to make them at -1 to be hit for a turn, or to break pinning automatically. Each use can only be activated during the Warrior Phase, though the -1 to hit effect will then last to the end of the turn. Reroll this result if he already has a Cloak of Mystery.
6. Spell Book
Roll 3D6 and buy spells as normal. Each spell takes up one page in the Spell Book and may be cast just like a spell scroll. Each spell costs no power to cast, but the page in the book crumbles to dust as soon as the spell is cast. Once the last spell has been cast and its page crumbles, the Spell Book itself mysteriously vanishes.

Stored Spell Ability and Random Spell Table:

Stored Spell Ability --
The Spell Sword comes with the ability to cast a spell automatically when the power phase is a certain level. This table shows the actual dice roll (the unmodified dice roll) needed in the Power Phase to activate the ability.

Novice 6 Hero 5+
Champion 6 Lord 4+

 

 

The spell is cast once during the turn if the wizard chooses, free of charge as long as the Power Phase dice roll activates this ability. He must have the Spell Sword equipped in the turn in which he wishes to use the Stored Spell ability.

The spell is determined by rolling a D66. This is the spell permanently stored in the Spell Sword.

11-13 Dispel Magic 41-43 Ice Blades
14-16 Lightning Bolt 44-46 Confuse
21-23 Heal Wounds 51-53 Ogre Strength
24-26 Levitate 54-56 Speed
31-33 Glittering Robe 61-63 Nausea
34-36 Rebound 64-66 Blur

 

 

 

 


(This Stored Spell ability is copied from Thecustodian's Wizard's Guild document.)

Skills

The Wizard Militant's reliance on his fighting skills separates him from more experienced warrior-wizards. As well as this, his relative youth (and arrogance!) allow him to attempt magical feats that other, wiser wizards would never dream of trying. If he is lucky, he will live to know better!

Whenever the Wizard Militant gains a new level and his Battle-Level Table indicates that he gains a new skill, roll a D66 on the table below. If he rolls a skill that he already knows, then re-roll until he gains a new skill.

Roll a D66

11-13

Ambidextrous
Grasping his staff in one hand and his glowing sword in the other, the Wizard Militant struck the Orc three times in quick succession, before it had the chance to retaliate.
Your warrior may now fight with two single-handed weapons at once, gaining +1 Attack. You should specify which attacks are made with which weapons.

14-16

Tunnel Fighter
This skill gives your Warrior +1 on his to hit rolls when fighting in corridors, junctions, stairways. and other similar enclosed places.

21-23

Dirty Blow
Whenever he rolls a 6 to hit, he has struck a dirty blow. This blow can ignore up to 2 points of armour In addition, a dirty blow is not affected by the Monster's Ignore Blow or ignore Pain abilities.

24-26

Spell-storm
The Wizard Militant closed his eyes and sunk into a deep trance. The monsters ignored him as they closed in on the outnumbered warriors. Suddenly a blast of flame echoed through the dungeon, and magic erupted, smashing into the monsters and forming a shield around the warriors. The Wizard Militant can go into a trance for up to a number of turns based on his Title Level (Champion: 3 turns; Hero: 4 turns; Lord: 5 Turns). In this state he counts as being in the Feign Death Spell. He must declare the number of turns before entering the trance. While in the trance, he stores all of the magic from the Power Phases, and he must use the accumulated power immediately upon coming out of the trance. Removed the statement that limits the monsters' Magic Dispel and Magic Resistance.  Afterwards, the Wizard Militant loses a number of wounds equal to the turns he spent in the trance, and cannot cast spells for 1D6 turns. He may not attack except with spells in the turn he releases the magic. He may do this once per adventure. Focused Mind cannot be used in any turn in which Spell-storm is in effect (the trance or the spell casting).

31-33

Killing Blow
Does +1D6 wounds on a to hit roll of 6.

34-36

Dodge
The Wizard Militant now can dodge incoming blows just like the Elf. For each incoming physical blow whether melee or missile, roll 1D6. On a result of 6+, the Wizard Militant dodges the blow and suffers no damage.

41-43

Focused Mind
Whenever the Winds of Magic are waning low, there is a chance that the Wizard Militant is able to so focus his mind that he can gain more from the Winds of Magic than normally thought possible.
Whenever the Power phase is a roll of 1, the Wizard Militant may now attempt to focus his mind and gain more power to cast spells than normal. In order to attempt this, he must forego all other activities in his turn except the casting spells. When he attempts this, 1D6. Then subtract 4 for Champion or 3 for Hero or Lord. If the result is 0 or less, the Wizard Militant fails to gain any extra power for his effort, but still can only cast spells (cannot move and attack). If the result is 1 or higher, the Wizard Militant adds this amount to his Current Power for the turn. Focused Mind cannot be used in any turn in which Spell-storm is in effect (the trance or the spell casting).

44-46

Mighty Blow
This skill allows your Warrior to increase the Strength of his blows by trading the number of attacks he makes. For each Attack your Warrior gives up, he may roll an extra 1D6 Wounds on one of his remaining Attacks. You must declare that your Warrior is using this skill before rolling his to hit dice. This skill may be used once per turn.

51-53

Parry
The Wizard Militant now can parry incoming physical blows. For each incoming hand-to-hand Attack, roll 1D6. On a result of 6+, the Wizard Militant parries the blow and suffers no damage.

54-56

Retorts
As the beastman loomed over, the Wizard Militant remembered a song he heard in a tavern in Nuln…
The Wizard Militant has learned to insult and distract his enemies. Once per turn, at the beginning of the Warrior Phase, he can try to distract a Monster pinned to him. On a successful roll the Monster cannot attack, Novice & Champion 6+, Hero & Lord 5+.

61-63

Run
This skill allows your Warrior to attempt to increase his speed. Roll 1D6. If you score a 5 or 6 your Warrior's Move is doubled and he may not be pinned this turn. This skill may be used once per turn.

64-66

Herblore
This skill allows your Warrior to try to heal himself or an adjacent wounded companion. Roll 1D6 on the following table.

1  The wounded Warrior reacts badly to the salve and takes another 1D6 Wounds
2-3  Nothing happens
4-5  The salve works and the wounded Warrior regains 1D6 Wounds
6  The treatment is even better than expected and the wounded Warrior regains 2D6 Wounds

This skill may be used once per turn.

Roleplay Guidelines

The Wizard Militant can be played in a number of ways. He could be a studious type who doesn't really want to go adventuring. Equally, he could be a young warrior, destined for great things, who uses magic as just another tool. He might be a typical student, trying to experience something of the world (which translates into getting drunk) before settling down to a life of toil. Equally, he might be hell-bent on revenge, and be trying desperately to gain the skills necessary. A lot depends on what you choose as his background. If you cannot decide why he went adventuring, roll on the following table:

1

His master was killed, and he intends to take revenge. He is scouring the Old World for the culprits, and is determined to learn the skills, martial and magical, that will allow him victory.

This translates to a passionate hatred of evil.

2

He left his master, as he was desperate for adventure.

He will be impatient and brash

3

His master threw him out because of a few 'missing' items…

He is a sneaky so-and-so, and has few moral scruples.

4

The Wizard Militant seeks a cure for his master's disease, inflicted in a battle with foul chaos creatures

The Wizard Militant must develop his martial skills, so he can better pursue his quest.

5

The Wizard Militant's master was old and feeble, and died of old age. Since that day, the Wizard Militant has sought to honour his memory, and attain the height of his powers.

The Wizard Militant seeks perfection in magical skills.

6

The Wizard Militant is destined to wander; honing his skills, until he is ready to undertake the task assigned him by the gods.

The Wizard Militant seeks perfection in all skills.

This should be a clue to how to roleplay him.

Wizard Militant ACTION MODIFIERS

Barge Aside -1
Bluffing Enemies +1
Climb on Shoulders 0
Climb Wall 0
Construction 0
Crawl 0
Disarm Enemy -2
Disarm Trap 0
Distract Enemy +1
Duck 0
Fight Defensively 0
Hide +1
Hold Door Open/Closed -1
Identify +1
Improvise Weapon 0
Interrogate 0
Jump 0
Kick Over 0
Leap -1
Lift Trapdoor -1
Listen at Door 0
Loosen/Tie Bonds 0
Make Bandages 0
Difficult Shot -1
Make Rope -1
Moving Heavy Objects       0
Pick Lock 0
Play Dead +1
Read +1
Search Object +1
Searching Rooms +1
Starting Fires +1
Stunning Enemies 0
Swing on Rope -1
Taking Cover 0
Understand Speech +1
Wait/interrupt 0
Wedge Door 0

 

· wizard militant BATTLE-LEVEL TABLE ·

BL

Gold

Title

M

WS

BS

S

DD

T

W

I

A

L

WP

Pin

Power/Spells

Skills

1

0

Novice

4

3

6+

3

1

3

1D6+7

3

1

0

3

5+

1D3/(See Above)

1

2

2000

Champion

4

3

6+

3

1

3

2D6+7

3

2

0

3

5+

2D3/1D6

2

3

4000

Champion

4

3

5+

3

1

3

2D6+7

4

2

1

3

5+

3D3/2D6

2

4

8000

Champion

4

4

5+

4

1

3

3D6+7

4

2

1

4

4+

4D3/3D6

2

5

12000

Hero

4

4

5+

4

2

4

3D6+7

4

2

2

4

4+

5D3/3D6

3

6

18000

Hero

4

4

5+

4

2

4

4D6+7

4

3

2

4

4+

6D3/3D6

3

7

24000

Hero

4

4

5+

4

2

4

4D6+7

4

3

2

4

4+

7D3/3D6

3

8

32000

Hero

4

5

4+

4

2

4

5D6+7

5

3

3

4

4+

8D3/3D6

3

9

45000

Lord

4

5

4+

4

3

4

5D6+7

5

3

3

5

3+

9D3/3D6

4

10

50000

Lord

4

5

4+

4

3

4

6D6+7

6

3

3

5

3+

10D3/3D6

4

* A Wizard Militant gains spells at each level very much like the Wizard does. The number of D3's listed represents the amount of Power Tokens (personal stored power) he has at each level. The number of D6's listed in the above table indicates the number of dice rolled in the process of learning new spells at each level. The Wizard Militant rolls one less D6 at each level for learning spells than the Wizard does for Battle-Levels 2 and 3, and then rolls 3D6 each time for Battle-Levels 4 through 10.

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 Mist

With some concentration, the Wizard calls up a healing mist which momentarily surrounds the Warriors.

Roll 1D6. On 1, 2 or 3, the spell fails. On 4+ every Warrior on the board has 1 Wound healed.

Target:  All Warriors on the board
Duration:  Immediate

*Note that this is the only spell that has been changed from the Wizard's version for the Wizard Militant. It replaces Healing Hands.
 

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

The Apprentice was actually something of a spoof warrior when I started, but it seems to be fairly serious. As ever, he is entirely unplaytested, and I have not balanced all of his skills. He may actually be a more powerful wizard than the Wizard himself after a while, especially as I couldn't think of very many 'magical' skills.
The idea for a Wizard's Apprentice came from the Hero Quest games, where I believe they could be hired as additional warriors. I thought vaguely that it might be a good idea for a warrior, but didn't really do anything. Then I started thinking about a Student of the Collages of Magic, which led me to this.
It could be quite interesting if the Apprentice was present with his master. I would cut back on his Stats, to make him weaker, but give him bonuses for magic, as his master instructs him.
Enjoy!

Peter Haresnape 4th October 2003
"Bigger Tables! Better Choices! More Rules!"

 

Revision Notes

With some discussion and some collaboration with Peter Haresnape and others, I have set about to revise the Wizard's Apprentice to make him more balanced and acceptable to the gaming community. The following notes primarily show the changes made. However, this is such a huge overhaul that something was bound to be missed.

The character class name has been changed from Wizard's Apprentice to Wizard Militant. He still has some of the same back story, having started out as an apprentice, but some objected to him being call an "apprentice" for his entire career.

In the beginning background info, the Wizard Militant's class name change is represented by emphasizing the attention given to physical combat training.

Starting Out (Warrior Creation)

His beginning stats: Strength changed from 4 to 3 and Escape Pinning changed from 4+ to 5+.
Beginning Equipment: He begins with a Healing Potion (heals 1D6 Wounds) instead of getting to choose from his Master's magical items.
Starting Spell Selection: changed to draw one spell card from each class and discard one of them. He then begins with two spells. Healing Hands has been replaced with Healing Mist (both for beginning spells and in the Spells List).
Starting Skill: Removed the possibility of gaining Spell-storm or Focused Mind starting out.
Spell Casting: added a short explanation to show that he casts spells the same way as the Wizard.

Advanced Rules

No change to the Current Power modifier at each level.

Wizards Militant in Settlements

We have removed from this section the dependence upon the custom Wizards' Guild document AND have tried to balance the "Enchantments" and other enhancements of a Wizard's Staff. A new table was added entitled Wizards' Staff Enhancements. That table is only partially influenced by the original Wizards' Guild custom document.

Finding a Patron has been clarified to show that the Wizard Militant can only try to find a Patron once per settlement. If it fails, then the settlement does NOT have a Patron for him to visit.
The Patron table now refers to the Magic Potions table in the Wizard's Guild (found in the RolePlay Book). It also has two results on the table that instruct to roll on the Wizard's Staff Enhancements Table. One result is for a temporary Enhancement (for one Adventure), while the other is for gaining a permanent Enhancement.
Permanent Enhancements maximums are set based upon the Wizard's title level: Novice = 1, Champion = 2, Hero = 4, Lord = 5. This roughly limits the permanent Enhancements to about one for every two levels. The gaining of a Wizard's Staff attribute as part of the leveling up process has been removed.
The requirement of using the Wizard's Staff as a weapon for the combat benefits has been made explicit.
The Patron result for gaining knowledge of new spells has been tonex down to allow the rolling of two d6s and buying only ONE spell with either die or the two combined. Previously it involved rolling three D6s and buying/learning spells as normal (like when gaining a level).

Training

Spell-learning dice have been reduced when gaining Battle-level 2 (only 1D6) and Battle-Level 3 (only 2D6).
Power Token dice have been reduced from +1D6 at each level to +1D3.
The concurrent learning of new spells AND new Skills at each level has been changed. There is no longer a choice between spells and skills.
The learning of new Skills has been limited to Battle-Levels 2, 5, and 9.
All these limitations have also been represented in the Battle-Level Table.

"Visiting the Master" has been changed to "Search and Plunder". The emphasis thematically is upon the Wizard Militant's efforts to try to gain something to help him become a better Wizard.
The option has been added for the Wizard Militant to join with the other Warriors in gaining a random Objective Room Treasure after the combat in a Search and Plunder event. He may still opt to get a magic item particular to him instead. However, now it is a random table (1D6).
The Magic Items have been modified as follows: all items except Potions and Spell Book cannot be obtained IF the Wizard Militant already has one (re-roll on the table). The Stored Spell ability (including the random spell table) for the Spell Sword has been added to these rules (no reference to the custom Wizard's Guild is needed). The Jewel of Power has been renamed Rechargeable Jewel of Power, and its initial power has been changed to 1D6. The Spell Book has been changed to one-use spells (each takes up a page in the book) instead of adding to spells that the Wizard can cast permanently as long as he only casts spells from the book during the turn.

Skills

The two skills Dodge and Parry have been limited to only succeeding on a roll of 6 at all levels.
Spell-storm has been greatly diminished in power. The overpowering effect versus Magic Resistance and Magic Dispel have been removed (they will work as normal against spells cast as a result of Spell Storm). The number of turns that the Wizard Militant can be in a trance when using this skill is now limited based on his Title Level (Champion: 3 turns; Hero: 4 turns; Lord: 5 Turns). Otherwise, it works as it did before including the penalties and limitations.
Spell-Storm and Focused Mind have been clarified so that they cannot be attempted at the same time (or overlap in the same turn).
Focused Mind has been modified. Now it has a chance to fail and less power built into the description (only up to 2 or 3 additional power, depending on title; originally was +1D6 power). Also, it can be attempted in any turn in which the Power Phase is a 1, but in no other turns. The limitation on spell-casting has been lifted (used to be only Healing and Defense), BUT the limitation on moving and attacking have been retained.

Wizard Militant ACTION MODIFIERS

This section was added. They were compared with the normal Wizard. Most modifications were to make him less "Wizardly" than the Wizard.

Wizard Militant Battle-Level Table

The Battle-Level Table was modified to fit the original idea behind the Wizard's Apprentice -- that he would be a little better at physical combat and a little less proficient at magical things. A side-by-side comparison between the Wizard Militant's table and that of the normal Wizard should make it fairly obvious that this was the aim in all the changes made to the Wizard Apprentice'/Wizard Militant's table. The biggest changes were probably Strength 4 to Strength 3 (taking it back to the Wizard's Stength 3, but the Militant will still get Strength 4 earlier in the table), the amount of power the Wizard Militant gets at each level (1D3 Power Tokens instead of 1D6), and the big cut in spell learning ability when gaining Level 2 and Level 3.

Wizard's Spells List

This was added for easier reference.
Also, Healing Hands was replaced by Healing Mist in this list. Healing Mist works the same as Healing Hands, except that it has a 50% chance to fail each time it is cast.

OldWarrior 25th December 2019
"God of Machinations"