Spellbook

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Spell Names
School
Base Cast
Category
Description
Absorb Knowledge
Sigilist
8
Out of Game
This spell can only be cast by a wizard, and allows him to absorb the knowledge from a written work without having to read it. A wizard immediately gains 50 experience points for casting this spell to represent the speed with which he can gain knowledge. This spell may only be cast after a game in which the wizard was not reduced to 0 Health.
Animal Companion
Witch
8
Out of Game
The spellcaster summons an animal companion of his choice from the following options to join his warband: Bear, Wolf, Snow Leopard, Ice Toad (see Chapter 6: Bestiary). The animal takes the place of a soldier for the purposes of maximum warband size. Animal companions may not collect treasure or carry items. They may be controlled by another spellcaster using the Control Animal spell, although they will re-join their original warband after the game. Animal companions are more strong- willed than wild examples of their species; give them +2 to the Will stat found in the appropriate Bestiary entry. A spellcaster may only have one animal companion at any time.
Animate Construct
Enchanter
8
Out of Game
It is assumed that the spellcaster has built a construct prior to using this spell to animate it. If the spell is successfully cast, the construct immediately becomes a member of the warband, taking the place of a soldier. A spellcaster may declare that he is attempting to animate a construct of any size (Small, Medium or Large; see Chapter 6: Bestiary), but the larger the construct, the harder it is to animate, so the following modifiers are applied to his roll to cast the spell: Small -0, Medium -3, Large -6.
Awareness
Soothsayer
8
Self Only
This spell allows the spellcaster to add +1 to his warbands initiative rolls for the rest of the game. Multiple castings of this spell have no effect, but it may be cast again if the original spellcaster is removed from play.
Banish
Thaumaturge
10
Line of Sight
If successfully cast, all demons within line of sight of the spellcaster must pass an immediate Will roll versus the casting roll or be removed from the game.
Beauty
Illusionist
10
Self Only
This spell causes all humans (i.e. anything not found in Chapter 6: Bestiary) who look at the spellcaster to see a paragon of beauty. Anyone wishing to attack the spellcaster must first pass a Will roll versus the casting roll. Failing this Will roll does not cause the would-be attacker to lose an action. Any model magically compelled to fight the target must also pass a Will roll or suffer -1 to its Fight stat.
Bind Demon
Summoner
10
Line of Sight
The target demon must make an immediate Will roll versus the casting roll. If it fails, the spellcaster gains control of the demon for the rest of the game. A spellcaster may only have one bound demon at a time.
Blinding Light
Thaumaturge
10
Line of Sight
The target must make an immediate Will roll versus the casting roll. If he fails, he may not attack, shoot, or cast Line of Sight spells. His Fight stat is reduced to +0 and Move to 1. At the start of each turn, the figure may attempt to break the spell by making another Will roll against the same target, otherwise the effects last until the end of the game.
Bone Dart
Necromancer
8
Line of Sight
This spell fires a small, sharp shard of bone at a target. The spellcaster may make an immediate +5 shooting attack against any figure in line of sight. This does not count as a magic attack.
Bone of the Earth
Necromancer
10
Line of Sight
A skeletal hand reaches out of the ground and grabs the target's ankle. The target is held fast and may not move. Any magic form of movement will allow the target to escape the hand. Otherwise, the only way to escape the hand is to fight. The hand has Fight +0 and Health 1. If the hand is damaged, it vanishes, and the target is free. This spell may only be cast against a target that is standing on ground level. The maximum range for this spell is 18".
Brew Potion
Witch
12
Out of Game
A spellcaster may attempt to cast this spell before the game. If successful, he gains one potion of any type (except Elixir of Life). This potion may be given to any member of his warband.
Call Storm
Elementalist
12
Area Effect
If this spell is successfully cast, all bow and crossbow attacks are -1 for the rest of the game. This spell may be cast multiple times (and by multiple spellcasters), with each additional casting increasing the penalty by a further -1, up to a maximum penalty of -10.
Circle of Protection
Thaumaturge
12
Touch
Creates a circle with a 3" diameter that no demon can enter or pass through. This spell has no effect on a possessed individual. A spellcaster may only have one active circle of protection at a time, but he does not have to remain within it.
Combat Awareness
Soothsayer
12
Touch
This spell gives the target a magic insight into the moves his opponent will attempt in a fight. It gives the target a +2 Fight stat for the remainder of the game. Multiple castings of this spell on the same target have no effect.
Control Animal
Witch
12
Line of Sight
If successfully cast, the target animal must make an immediate Will roll versus the casting roll. If the roll fails, the spellcaster gains control of the animal for the rest of the game. A spellcaster can only control one animal at a time.
Control Construct
Enchanter
12
Line of Sight
If successfully cast, the target construct must make an immediate Will roll versus the casting roll. If the roll fails, the spellcaster gains control of the construct for the rest of the game. A spellcaster may only control one construct at a time.
Control Undead
Necromancer
12
Line of Sight
If successfully cast, the target undead creature must make an immediate Will roll versus the casting roll. If the roll fails, the spellcaster gains control of the undead creature for the rest of the game. A spellcaster may only control one undead creature at a time.
Create Grimoire
Sigilist
12
Out of Game
This spell allows a spellcaster to create a grimoire containing one spell that he already knows. In order to create a grimoire, the spellcaster must first cast Create Grimoire, and then the spell he wishes to place into the grimoire (even if it is not usually an Out of Game spell). If both are successfully cast, the grimoire is created and the wizard may then sell it.
Crumble
Chronomancer
10
Line of Sight
This spell only works against man-made structures such as buildings and walls. The spellcaster rapidly speeds up the passing of time in a small area of the structure, causing it to collapse. This can effectively create a doorway-sized hole through any wall, which should be indicated on the table somehow. The spell can also be used to collapse a section of floor beneath a figure standing on a level above the ground. In this case, the figure about to be affected must pass a Will roll versus the casting roll, or fall to the next level down and taking damage appropriately.
Curse
Witch
10
Line of Sight
The target must pass a Will roll versus the casting roll or suffer -1 to its Fight, Shoot, and Will stats for the rest of the game. This spell may be cast on the same target up to five times, for a maximum of -5 to each of the three stats.
Decay
Chronomancer
12
Line of Sight
The spellcaster selects and attacks a target's weapon, causing it to decay and fall apart, rendering it useless for the rest of the game. This spell has no effect on magic weapons (even those only temporarily enchanted).
Destructive Sphere
Elementalist
12
Area Effect
Every figure within 3" of the spellcaster suffers a +5 attack.
Dispel
Thaumaturge
12
Line of Sight
Immediately cancels the ongoing effect of any one spell. It cannot unsummon a creature, but it can cancel the control of a creature.
Draining Word
Sigilist
14
Area Effect
This spell draws a bright rune of power in the sky. The spellcaster may choose one spell for the Draining Word to affect. All rolls to attempt to cast that particular spell are at -3 for the rest of the game. A spellcaster may only have one Draining Word spell in effect at any given time.
Elemental Ball
Elementalist
12
Line of Sight
The spellcaster chooses an enemy figure within 24" and line of sight and hurls a ball of destructive elemental energy at it. The target, and every figure (including friendly ones) within 1.5" and line of sight of the target, immediately suffers a +5 shooting attack (roll each attack separately). This spell may not target an enemy figure that is even partially obscured by another figure.
Elemental Bolt
Elementalist
12
Line of Sight
The spellcaster may make an immediate +8 shooting attack against any figure in line of sight.
Elemental Hammer
Elementalist
10
Line of Sight
This spell is cast upon a weapon. The next time this weapon causes at least 1 point of damage, it inflicts an additional 5 points of damage.
Elemental Shield
Elementalist
10
Self Only
The spellcaster forms a floating shield to protect himself. This shield absorbs the next 3 points of damage against the spellcaster from any source. Once 3 points have been absorbed the shield vanishes. A spellcaster may only have one Elemental Shield active at any time.
Embed Enchantment
Enchanter
12
Out of Game
This spell causes any Enchant Armor or Enchant Weapon spell that is still active at the end of a game, to become permanent, and the weapon or armor in question to become a magic item. Alternatively, a spellcaster may cast either of those spells after a game (even though neither are usually an Out of Game spell), immediately followed by Embed Enchantment. If both spells are successful, the item becomes permanently enchanted.
Enchant Armor
Enchanter
8
Line of Sight
The armor worn by the target now counts as magic armor and grants a +1 to Armor for the rest of the game. Multiple castings of this spell on the same target have no effect.
Enchant Weapon
Enchanter
8
Line of Sight
A target weapon is given a temporary magic boost by the spellcaster. Melee weapons affected by this spell count as magic weapons and give their users +1 Fight for the rest of the game. Bows and crossbows targeted by the spell give +1 Shoot instead, but do not count as magic weapons. Multiple castings of this spell on the same weapon have no effect. Alternatively, the spell can be used to enchant one arrow or quarrel. This gives +1 Shoot and counts as a magic weapon, but only for the next shot. A bow or crossbow boosted by Enchant Weapon may be used to fire arrows or quarrels similarly enchanted, and the bonuses stack.
Explosive Rune
Sigilist
10
Touch
The spellcaster draws a bright, glowing rune of power on the ground or a wall. A marker should be placed on the table to represent the rune. If any character or creature that was not part of the spellcaster's warband at the start of the game comes within 1" of the rune, it explodes, and every figure, friend or foe, within 2" suffers an immediate +5 shooting attack. A spellcaster may have up to three such runes in play at any time. At the end of any turn, he may choose to cancel any or all of his runes. If the spellcaster is removed from play, any runes he placed are also removed.
Familiar
Witch
8
Out of Game
A spellcaster may attempt to cast this spell before any game. If successful, he gains a familiar in the form of a small creature of his choosing. A spellcaster with a familiar gains +2 Health (write as a split stat). If the spellcaster is ever reduced to his last point of health, the familiar is destroyed. At the start of the next game, the spellcaster will revert to his normal health, unless another Familiar spell is successfully cast. This additional health may take a spellcaster over his usual maximum for the stat.
Fast Act
Chronomancer
8
Line of Sight
The target figure will act first next turn, in a special phase before either player's wizard phase. If this spell is cast multiple times in the same turn, all figures so affected will act in this special phase, starting with the last figure to have had Fast Act cast upon it, and concluding with the first.
Fleet Feet
Chronomancer
10
Line of Sight
Target receives +2 Move for the rest of the game. Multiple castings of Fleet Feet on the same target have no effect.
Fog
Witch
8
Line of Sight
A line of fog, 6" long, 3" high and 1" thick settles across the battlefield within line of sight of the caster (use cotton or paper to mark the patch of fog). Figures can move through the fog with no difficulty, but no- one may draw line of sight through it. At the start of each new turn, roll a d20. On a result of 19 or 20 the fog dissipates and is removed from the table.
Fool's Gold
Illusionist
8
Out of Game
This spell allows the spellcaster to place one additional treasure token before the start of the game. However, he must also secretly note down which of the treasures he has placed is the Fool's Gold. When any figure comes into contact with the Fool's Gold, the treasure token immediately vanishes and is removed from the game.
Forget Spell
Soothsayer
12
Line of Sight
The spellcaster picks one spell known by the target and causes him to temporarily forget how to cast it. The target may make a Will roll to attempt resist the effects of this spell; if unsuccessful, the he may not cast that spell for the remainder of the game.
Furious Quill
Sigilist
10
Line of Sight
The target is attacked by a sharp animated quill. Although the quill does no damage, it is highly irritating and extremely distracting. While under attack, the target suffers -1 Move, -2 Fight, -4 Shoot and -2 to any casting rolls. At the start of the target's activation each turn, he may make a Will roll versus the casting roll; if successful, the quill is caught and destroyed. Multiple castings of Furious Quill against the same target have no effect. This spell may be cast against a figure in combat with no penalty.
Glow
Illusionist
10
Line of Sight
A brightly glowing light surrounds the target figure. For the rest of the game, all shooting attacks against this figure are at +3. Multiple Glow spells on the same target have no effect.
Grenade
Enchanter
10
Line of Sight
The spellcaster takes an object, commonly a simple rock, imbues it with magic energy and throws it at his target, whereupon it explodes into hundreds of fragments. The caster picks a target point within 12". Every figure, including allies, within 1.5" of that point immediately suffers a +3 shooting attack.
Heal
Thaumaturge
8
Touch
This spell restores 5 points of Health to the target model. This spell cannot take a model above its starting health.
Illusionary Soldier
Illusionist
12
Out of Game
Causes an illusionary soldier to join the warband for the next battle. This soldier can be of any type. This soldier cannot pick up treasure, nor can it deal damage. If the soldier ever suffers damage of any type, it is removed. A warband may only have one illusionary soldier at any given time.
Imp
Summoner
10
Line of Sight
An imp immediately appears, anywhere within the spellcaster's line of sight, but no closer than 3" to another figure. The imp follows the normal rules for creatures and will act in the next creature phase. If the same spellcaster casts this spell a second time, the first imp will immediately vanish.
Invisibility
Illusionist
12
Touch
The target figure becomes invisible and may not be attacked or targeted by spells (although he may still be affected by area effects, such as the blast radius of a Grenade spell). The effects of this spell last until the target attacks, casts a spell, or picks up an item of treasure. The spell can be cast on a figure already carrying treasure, rendering both invisible.
Leap
Summoner
8
Line of Sight
The target makes an immediate 10" move in any direction, including vertically. This move is not hindered by any terrain unless that terrain is over 10" high. Target may take no other action this turn. This spell cannot be used to move a figure into combat.
Mind Control
Soothsayer
12
Line of Sight
This spell only affects soldiers and creatures. If the target fails a Will roll against the casting roll, he temporarily joins the spellcaster's warband and can be activated as normal during the soldier phase of the spellcaster's turn. After each activation, the soldier may make a Will roll versus the casting roll to shake off the spell's effects. A spellcaster may only have one active Mind Control spell at a time.
Miraculous Cure
Thaumaturge
12
Out of Game
This spell removes all of the effects of one type of Permanent Injury. For example, a wizard suffering from Lost Fingers regrows all his missing digits, regardless of how many times he has suffered that particular injury.
Monstrous Form
Illusionist
8
Self Only
Any figure wishing to move into contact with the spellcaster must make an immediate Will roll versus the casting roll. If failed, the figure sees a hideous creature instead of the spellcaster and is too scared to attack; he may only make a move that takes him further away. A spellcaster may not have Beauty and Monstrous Form cast at the same time. Undead, constructs, and demons are immune to Monstrous Form.
Mud
Witch
10
Line of Sight
All ground within a 3" radius of a target point becomes rough ground for the rest of the game.
Petrify
Chronomancer
12
Line of Sight
The target is temporarily frozen solid and may take no actions on its next activation. After the next activation, the figure may move as normal. The target may attempt to resist this spell by succeeding with a Will roll versus the casting roll.
Plague of Insects
Summoner
12
Line of Sight
The target figure is attacked by a cloud of stinging or biting insects that irritate and distract. The cloud of insects has a 1" radius centered on, and moving with, the target figure. It affects all figures, including the target figure, fully or partially within this radius. While being pestered by the insects, a figure has -4 Fight and -4 Shoot. The target figure must pass a Will roll versus the original casting roll at the start of his activation in order to beat off all the insects. Other figures within the radius may simply move away to escape. A figure may only ever be affected by one Plague of Insects, whether as a target or by virtue of being within the 1" radius.
Planar Tear
Summoner
12
Line of Sight
The spellcaster creates a small tear in the fabric of the universe. This rift is painful to humans and creatures, but lethal to demons. The spellcaster selects a target point. All figures within 2" of that point must make a Will roll versus the casting roll or suffer 2 points of damage. Demons that fail the Will roll take damage equal to the casting roll.
Plane Walk
Summoner
14
Self Only
Although the spellcaster remains in the same physical location, he briefly moves between planes. Until his next activation, he can ignore all terrain when moving, walking through walls and across chasms. He may not be the target of any shooting attacks or spells. The spellcaster will never be considered in combat during the turn, nor can he be attacked by any figure. However, he also may not pick up treasure, or in any way affect other characters or terrain on the board. If he is carrying treasure, he drops it. It is incredibly draining to move between planes of existence, so if a spellcaster attempts to cast this spell in a second consecutive turn, he suffers a -5 modifier. He suffers a -10 modifier if he attempts it three turns in a row and -15 on the fourth turn and beyond.
Poison Dart
Witch
10
Line of Sight
The spellcaster flings a small dart coated in a potent poison. The spellcaster makes an immediate +5 shooting attack against any figure in line of sight. If the attack beats the target's Armor it causes no damage, but he loses one of his two standard actions per activation for the rest of the game, or until healed by either a Heal spell or a Healing Potion. The remaining action does not have to be the otherwise compulsory movement. Multiple Poison Darts against the same figure have no effect.
Possess
Summoner
12
Line of Sight
This spell may only be cast on a member of the spellcaster's own warband. The target is possessed by a demon and gains +2 Fight, +2 Armor, and -2 Will for the remainder of the battle and counts as a demon for all intents and purposes (e.g. Banish, Bind Demon). If removed from the game for any reason (such as being hit by a Banish spell), check for the character's survival as normal. A spellcaster may only have one Possess spell active at a time.
Power Word
Sigilist
14
Area Effect
This spell draws a bright rune of power in the sky. The spellcaster may pick one spell for the Power Word to affect. All rolls to cast that particular spell are at +3 for every spellcaster for the rest of the game. Each spellcaster may have only one Power Word in effect at any given time.
Push
Sigilist
8
Line of Sight
The target suffers an immediate +10 attack. Instead of taking damage from this attack, the target is moved 1" directly away from the spellcaster for every point of damage he would have taken. If this pushes the target into a piece of terrain or the edge of the board, he stops immediately. Other figures do not stop (or get hit by) a pushed figure; they are assumed to step out of the way. If the target is pushed off a height, he suffers falling damage as normal.
Raise Zombie
Necromancer
8
Out of Game OR Touch
This spell can be used both "Out of Game" and during the game. If successful, the spellcaster adds one zombie to his warband (see Chapter 6: Bestiary). If the spell is cast before the game, the zombie can be deployed normally. If it is cast during a game, the zombie appears in base contact with the spellcaster. A warband may only have one raised zombie at any one time. If the zombie is killed during a game, Raise Zombie can be cast again to create another. A raised zombie does not count towards the warband size limit and remains with a warband until the end of the game, at which point it crumbles into dust.
Restore Life
Thaumaturge
20
Out of Game
This spell can only be cast by a wizard. A wizard may cast this spell immediately after a game in which a member of his warband has died. If successful, that figure is brought back to life, and may return to action in the very next game.
Reveal Death
Necromancer
12
Line of Sight
This spell causes the target to see a vision of his own death. The target must make an immediate Will roll versus the casting roll. If the target fails, he loses his next activation.
Reveal Invisible
Soothsayer
8
Area Effect
This spell cancels all Invisibility spells within 24" of the caster.
Reveal Secret
Soothsayer
12
Out of Game
This spell reveals the location of secret treasure, and may be cast immediately before a game. If successful, the spellcaster's warband may place one additional treasure token within 6" of their deployment area. Only one extra treasure per warband may be placed in this way each game.
Scatter Shot
Elementalist
12
Area Effect
The spellcaster may make one +0 attack against every enemy figure (either from an opposing warband or a creature) within 12". This may include enemy figures in combat, although the normal rules for shooting into combat are followed in this case.
Shield
Thaumaturge
10
Line of Sight
The target receives +2 Armor for the rest of the game. Multiple Shield spells on the same target have no effect.
Slow
Chronomancer
12
Line of Sight
The target must pass a Will roll or be reduced to one action per activation. After each activation, the target may attempt another Will roll versus the original casting roll, in order to shake off the effects of the spell. Otherwise, its effects last until the end of the game. Multiple castings of this spell on the same target have no effect.
Spell Eater
Necromancer
12
Line of Sight
This spell cancels the effects of any one spell currently in play, and the spellcaster immediately takes 1 point of damage. It cannot unsummon a creature, but it can cancel the control of a creature.
Steal Health
Necromancer
10
Line of Sight
The target must make an immediate Will roll versus the casting roll. If failed, the target immediately loses 3 Health and the spellcaster regains 3 Health. This may not take the spellcaster above his starting health. This spell has no effect on undead, constructs or demons. A spellcaster may target a member of his own warband; if he does, however, the target will immediately (and permanently) leave the warband and will move as quickly as possible off the board.
Strength
Enchanter
10
Line of Sight
The target receives +2 Fight for the rest of the game. Multiple Strength spells on the same target have no effect.
Strike Dead
Necromancer
18
Line of Sight
This spell may target a figure within 8". The target must make a Will roll versus the casting roll or be immediately reduced to 0 Health. All figures may empower their Will roll to resist this spell, even non- spellcasters. The spellcaster immediately loses 1 Health upon attempting this spell (even if it is cast successfully), plus any additional loss incurred by failure or empowerment.
Summon Demon
Summoner
12
Touch
If successfully cast, a demon is immediately placed on the table within 1" of the spellcaster. It may not be placed straight into combat. The demon is treated as though it is already subject to a Bind Demon spell. A spellcaster may only have one bound demon at a time. The type of demon summoned depends on the amount by which the spellcaster succeeded on his casting roll: 1-5 Imp, 6-12 Minor Demon, 13+ Major Demon (see Chapter 6: Bestiary). If a spellcaster rolls a 1 while attempting to cast this spell, a demon is placed on the table and immediately attacks the summoner. The type of demon is determined using the same chart as above, but using the amount by which the casting roll was failed.
Telekinesis
Enchanter
8
Line of Sight
The spellcaster may move any currently unclaimed treasure within 24" by up to 6" in any direction. As long as he can maintain line of sight to the treasure, he can move it over any terrain or obstacle. If the treasure moves out of line of sight, it immediately falls straight to the ground.
Teleport
Illusionist
10
Self Only
The spellcaster immediately moves to any location within line of sight, but may take no other action this turn. This spell may not be used to enter combat.
Time Store
Chronomancer
14
Self Only
The spellcaster captures a fragment of his own present to save for future use. To cast this spell, the spellcaster must be able to take two actions during the turn. He must spend the first action casting Time Store. If successful, the second action is lost. This spellcaster is now considered to have a stored "extra action" that he may use in a future turn. This action can only be used while the spellcaster is taking his normal actions for the turn, essentially giving him three actions in that turn. A spellcaster may only ever have one stored action at any time.
Time Walk
Chronomancer
18
Self Only
The spellcaster is allowed to activate, with the usual two actions, for a second time in the turn; during the soldier phase. If a spellcaster fails to cast this spell, he suffers 2 damage in addition to any other damage for failing to cast the spell. A spellcaster cannot cast Time Walk if he is currently using Time Store.
Transpose
Illusionist
12
Line of Sight
This spell switches the position of two figures on the board. The two figures being transposed must be within 10" of each other and both must be within line of sight of the spellcaster. The spellcaster may cast Transpose to switch himself with another figure. If he attempts to transpose an enemy figure (either a creature or member of a rival warband), they may each make a Will roll versus the casting roll. If even one succeeds with this Will roll, the spell fails. This spell may target figures in combat
Wall
Elementalist
10
Line of Sight
This spell creates an impenetrable 6"-long, 3"-high wall within 6" of the spellcaster. At the end of each following turn, roll a d20; on a 17+ the wall vanishes.
Will Power
Soothsayer
10
Line of Sight
Target gains +3 Will for the rest of the game. Multiple Will Power spells on the same target have no effect.
Wizard Eye
Soothsayer
8
Line of Sight
This spell may be cast on any terrain feature within 12" that has a flat side, such as most ruins. Place a token next to the terrain feature to represent the Wizard Eye. For the rest of the game, the spellcaster may choose to draw line of sight from the Wizard Eye instead of from his figure when casting spells. The Wizard Eye has 180-degree field of vision. A spellcaster may only maintain one Wizard Eye at a time.
Write Scroll
Sigilist
12
Out of Game
A spellcaster may attempt to cast this spell once after every game. If successful, one scroll is created. The scroll must be of a spell that the spellcaster knows.
Spell Names
School
Base Cast
Category
Description
Absorb Knowledge
Sigilist
12
Out of Game [A]
Wizard only. This spell allows a wizard to absorb the knowledge from a written work without having to read it. A wizard immediately gains 40 experience points for casting this spell to represent the speed with which they can gain knowledge. This experience does not count against the maximum that can be earned in one game. This spell may only be cast after a game in which the wizard was not reduced to 0 Health.
Animal Companion
Witch
10
Out of Game [B]
The spellcaster summons an animal companion of their choice from the following options to become a permanent member of their warband: bear (page 179), ice toad (page 180), snow leopard (page 182), or wolf (page 182). All Animal Companions count as standard soldiers. Animal companions are more strong-willed than wild examples of their species and receive a permanent +3 Will. A spellcaster may only have one animal companion at any time.
Animate Construct
Enchanter
10
Out of Game [B]
It is assumed that the spellcaster has built a construct prior to using this spell to animate it. If the spell is successfully cast, the construct immediately becomes a permanent member of the warband, taking the place of a soldier. A spellcaster must declare the size of construct they are attempting to animate (small, medium, or large (page 183) before rolling to cast the spell. The larger the construct, the harder it is to animate, so the following modifiers are applied to the Casting Roll: Small -0, Medium -3, Large -6. There is no limit to the number of constructs in a warband other than the normal limits for soldiers. Large constructs count as specialist soldiers, the others as standard soldiers.
Animate Skull
Necromancer
8
Line of Sight
The spellcaster fills a skull with magic malice and throws it at an opponent. Place one animated skull (page 190) within 6" of the spellcaster. It can be placed directly into combat. This skull is an uncontrolled creature. The spellcaster may not cast this spell again until this creature is removed from the table, but may spend an action to cancel the spell, in which case the animated skull is immediately removed from the table.
Awareness
Soothsayer
12
Out of Game [B]
If this spellcaster is on the table, its warband may add +2 to its Initiative Rolls for the purposes of determining the primary player only. This bonus stacks so, if both the wizard and the apprentice have cast this spell and are both on the table, the player may add +4 to their Initiative Rolls. The maximum possible bonus is +4. This spell counts as active on the spellcaster during the game and may be cancelled by anything that cancels spells.
Banish
Thaumaturge
10
Line of Sight
All demons within line of sight of the spellcaster must pass an immediate Will Roll with a Target Number equal to the Casting Roll. If a demon fails the roll and its current Will is +4 or less, it is immediately reduced to 0 Health and removed from the table. If its current Will is +5 or higher, it suffers damage equal to three times the amount by which it failed the Will Roll.
Beauty
Illusionist
10
Self Only
This spell causes anyone who looks on the spellcaster to see a paragon of beauty. Any member of an opposing warband must make a Will Roll with a Target Number equal to the Casting Roll if they wish to do any of the following: move into combat with the spellcaster, make a shooting attack that could potentially hit the spellcaster (including shooting attacks generated by spells), or cast any spell that targets the spellcaster. Spellcasters may empower this Will Roll in the same way they would to resist a spell. A figure may only attempt such a Will Roll once per turn. This spell has no effect on creatures (anything found in Chapter Six: Bestiary, page 176) or war hounds.
Blinding Light
Thaumaturge
8
Line of Sight
The target must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, it may not attack, shoot, or cast Line of Sight spells. Its Fight stat is reduced to +0 and its Move to 1. At the end of each turn, the figure may attempt another Will Roll with the same Target Number. If successful, the spell is cancelled.
Blink
Illusionist
12
Line of Sight
This spell may target any figure within 12". Move that figure 4" in a random direction. A figure may make a Will Roll with a Target Number equal to the Casting Roll in order to resist this spell. If successful, the figure does not move. Uncontrolled creatures will always attempt this Will Roll.
Bone Dart
Necromancer
10
Line of Sight
This spell fires a small, sharp shard of bone. The spellcaster makes a +5 shooting attack against any figure within line of sight and 12". This does not count as a magic attack.
Bones of the Earth
Necromancer
10
Line of Sight
A skeletal hand reaches out of the ground and grabs the target's ankle. The figure may not take any move actions until it escapes. Any form of magic movement, except the Leap spell, allows a figure to escape the hand; otherwise, the only way to escape is to fight the hand, which has Fight +0, Health 1. If the hand takes one point of damage, it vanishes, and the target is free. Other figures in base contact may attack the hand or give a support bonus. If the hand wins the fight, it does damage as normal. This spell may only be cast against a target that is standing on the ground. Large creatures are unaffected by this spell. The maximum range for this spell is 18".
Brew Potion
Witch
12
Out of Game [B]
The spellcaster creates one Lesser Potion of their choice (page 86) that may be sold, stored in the wizard's vault, or given to a member of the warband. A wizard (and only a wizard) may use this spell to create a Greater Potion (page 87). First, they must declare what potion they are attempting to brew and pay the listed ingredients cost. The wizard should then roll to cast Brew Potion with a -4 to the Casting Roll. If successful, the potion is created and can be immediately assigned to a figure in the warband, sold, or stored in the wizard's vault. If unsuccessful, the potion is not created and the money spent on ingredients is lost.
Bridge
Sigilist
10
Line of Sight
The spellcaster uses the parchment of a long scroll to create a temporary bridge, ramp, or staircase. Place a bridge 6" long and 2" wide anywhere that is completely in the line of sight of the spellcaster. The bridge has no appreciable thickness and is essentially two-dimensional. The ends of this bridge do not have to be on the same horizontal plane, nor do the ends of the bridge need to be anchored on terrain, they may float in the air. Figures may move along this bridge at their normal movement rate, even when essentially climbing. Each spellcaster may only have one bridge in play at any time. Whenever the spellcaster activates, they may cancel this spell as a free action. Otherwise roll a die at the end of every turn: on a 1-2 the bridge vanishes. Figures on the bridge when it vanishes will fall to the ground.
Call Storm
Elementalist
12
Area Effect
All bow and crossbow attacks are made with -1 Shoot for the rest of the game. This spell may be cast multiple times (and by multiple spellcasters), with each additional casting increasing the penalty by a further -1, up to a maximum of -5.
Circle of Protection
Thaumaturge
12
Touch
Creates a circle with a 3" diameter which no demon or undead creature can enter or pass through. If something forces them into contact with the circle, they stop at its edge. A spellcaster may only have one active circle of protection at a time, but they do not have to remain within it. The spellcaster may cancel this spell at the end of any turn. Otherwise, roll a die at the end of every turn: on a 1-3 the spell is cancelled.
Combat Awareness
Soothsayer
12
Touch
This spell gives the target a magic insight into the moves their opponent will attempt in a fight. It grants the target +1 Fight and +1 Armor for the remainder of the game. Multiple castings of this spell on the same target have no effect.
Control Animal
Witch
12
Line of Sight
The target animal must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the animal becomes a temporary member of the spellcaster's warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one animal at a time.
Control Construct
Enchanter
12
Line of Sight
The target construct must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the construct becomes a temporary member of the spellcaster's warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one construct at a time.
Control Demon
Summoner
10
Line of Sight
The target demon must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, it becomes a temporary member of the spellcaster's warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one demon at a time.
Control Undead
Necromancer
12
Line of Sight
The target undead creature must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the undead creature becomes a temporary member of the spellcaster's warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one undead creature at a time.
Crumble
Chronomancer
10
Line of Sight
This spell can only target inanimate structures such as buildings and walls. The spellcaster rapidly speeds up the passing of time in a small area of the structure, causing it to collapse. This can create a doorway-sized hole through any wall, which should be indicated on the table somehow. The spell can also be used to collapse a section of floor beneath a figure standing on a level above the ground. In this case, the figure about to be affected must pass a Move Roll (TN22) or fall to the next level down and taking damage appropriately. If this spell is cast on a wall created by the Wall spell, the wall is completely destroyed. If it is cast on terrain holding a Wizard Eye, the Wizard Eye is cancelled.
Curse
Witch
8
Line of Sight
The target suffers -2 to all die rolls. At the end of each turn, the target may make a Will Roll with the Target Number equal to the Casting Roll (at -2, of course). If successful, this spell is cancelled. Curse cannot be cast on a figure already suffering the effects of a Curse spell.
Decay
Chronomancer
12
Line of Sight
The spellcaster selects and attacks a target's weapon, causing it to decay and fall apart, rendering it useless for the rest of the game. This spell has no effect on magic weapons (even those only temporarily enchanted). This spell has no effect on creatures (unless they are specifically identified as being equipped with a weapon from the General Arms and Armor List).
Destroy Undead
Thaumaturge
10
Line of Sight
The target undead creature must make a Will Roll with a Target Number equal to the Casting Roll. If the undead creature fails the roll and its current Will is +2 or less, it is immediately reduced to 0 Health and is removed from the table. If its current Will is +3 or higher, it suffers damage equal to three times the amount by which it failed the Will Roll.
Destructive Sphere
Elementalist
12
Area Effect
Every figure within 3" of the spellcaster (but not counting the spellcaster) suffers a +5 elemental magic attack.
Dispel
Thaumaturge
12
Line of Sight
Immediately cancels the ongoing effect of any one casting of any one spell. It cannot unsummon a creature, but it can cancel the control of a creature that is a temporary member of a warband.
Draining Word
Sigilist
14
Area Effect
This spell draws a bright rune of power in the sky. The spellcaster may choose one spell for Draining Word to affect. All rolls to attempt to cast that particular spell are at -3 for the rest of the game. A spellcaster may only have one Draining Word spell in effect at a time. Only one Draining Word can be active for each specific target spell at one time.
Elemental Ball
Elementalist
12
Line of Sight
The spellcaster selects an enemy figure within 16" and line of sight and hurls a ball of destructive elemental energy at it. The target and every figure within 1" and line of sight of the target immediately suffers a +5 elemental magic shooting attack. Roll this shooting attack separately for each figure. Treat the target figure as the origin of the attack for the purposes of determining cover or intervening terrain for all other figures suffering the attack. This spell may not target an enemy figure that is even partially obscured by another figure.
Elemental Bolt
Elementalist
12
Line of Sight
The spellcaster makes a +7 elemental magic shooting attack against a target figure within 16" and line of sight.
Elemental Hammer
Elementalist
10
Line of Sight
This spell is cast upon a weapon. The next time the figure wielding this weapon wins a round of combat and does at least 1 point of damage, this weapon inflicts an additional 5 points of elemental magic damage. If cast on a normal weapon, which is then used against a creature that is Immune to Normal Weapons, this weapon will only deal the 5 points of elemental magic damage. If cast on a bow or crossbow the spell only applies to the next attack.
Elemental Shield
Elementalist
10
Self Only
The spellcaster forms a floating shield that absorbs the next 3 points of damage the spellcaster would normally suffer in combat or from a shooting attack. Once 3 points have been absorbed the spell is cancelled. A spellcaster may only have one Elemental Shield active at any time.
Embed Enchantment
Enchanter
14
Out of Game
This spell causes any one Enchant Armor or Enchant Weapon spell that is still active at the end of a game to become permanent, and the weapon or armor in question to become a magic weapon or armor. The newly created magic weapon or armor takes up an item slot as normal.
Enchant Armor
Enchanter
8
Line of Sight
This spell may only be cast on a figure wearing armor. The armor worn by the target now counts as magic armor and grants +1 Armor for the rest of the game. Multiple castings of this spell on the same target have no effect.
Enchant Weapon
Enchanter
8
Line of Sight
This spell targets a weapon of the spellcaster's choosing. If cast on a melee weapon, this weapon counts as a magic weapon with +1 Fight. Bows and crossbows count as magic weapons with +1 Shoot, but the attacks made with them do not count as magic attacks. This spell may be cast on a single arrow or crossbow bolt, in which case that ammunition gives +1 Shoot and its attack counts as magic, but for the next shooting attack only. This spell may only be cast once on each weapon. When using both a magic missile weapon and magic ammunition, the shooter may choose to apply the bonus of one or the other, but not both.
Explosive Rune
Sigilist
10
Line of Sight
The spellcaster draws a bright, glowing rune of power on the ground or a wall anywhere within 4" and line of sight. A marker should be placed on the table to represent the rune. If any character or creature that was not part of the spellcaster's warband at the start of the game moves within 1" of the rune, it explodes, and every figure, friend or foe, within 2" suffers an immediate +5 magic attack. Note that if the rune is placed within 1" of a figure, it does not explode immediately - that figure must move to set it off. A spellcaster may have up to three such runes in play at any time. At the end of any turn, they may choose to cancel any or all their runes. If the spellcaster that placed a rune is no longer on the table, roll a die for each rune at the end of each turn: on an 11+ the rune vanishes.
Familiar
Witch
10
Out of Game [B]
The spellcaster gains a familiar, which can take the form of any small creature. It is not depicted on the table, unless the player wants to include it on the spellcaster figure. A spellcaster with a familiar gains +2 Health (write as a split stat). If the spellcaster is ever reduced to 1 Health or less, the familiar is destroyed. At the start of the next game, the spellcaster reverts to their normal Health, unless another Familiar spell is successfully cast
Fast Act
Chronomancer
8
Line of Sight
This spell may only be cast on a member of the spellcaster's warband or an uncontrolled creature. This figure will activate at the end of the current phase instead of in its normal phase. For example, if an apprentice casts this spell on an uncontrolled creature, the creature will activate at the end of that player's Apprentice phase instead of the Creature phase. Spellcasters may not cast this spell on themselves, nor on a figure that has already activated in the current turn.
Fleet Feet
Chronomancer
10
Line of Sight
Target receives +2 Move for the rest of the game. Multiple castings of Fleet Feet on the same target have no effect.
Fog
Witch
8
Line of Sight
Place a line of fog, 6" long, 3" high, and 1" thick anywhere on the table as long as some part of it is within line of sight of the spellcaster and all of it is within 24". Figures can move through the fog with no penalty, but line of sight may not be drawn through it. At the start of each new turn, roll a die. On a result of 1-4 the fog dissipates and is removed from the table.
Fool's Gold
Illusionist
10
Line of Sight
This spell may only be cast on a figure carrying a treasure token. That figure must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, the spellcaster may take the treasure token from the figure and move it up to 4" in any direction, provided the final spot is within line of sight of the spellcaster.
Furious Quill
Sigilist
10
Line of Sight
The target is attacked by a sharp animated quill. Although the quill does no damage, it is highly irritating and extremely distracting. While under attack, the target suffers -1 Move, -2 Fight, -4 Shoot, and -2 to all Casting Rolls. Whenever the target is activated, it may make a Will Roll with a Target Number equal to the Casting Roll - if successful, the quill is caught and destroyed. Multiple castings of Furious Quill against the same target have no effect.
Glow
Illusionist
10
Line of Sight
A brightly glowing light surrounds the target figure. For the rest of the game, all shooting attacks against this figure from any source are at +3. Multiple castings of Glow on the same target have no effect.
Grenade
Enchanter
10
Line of Sight
The spellcaster takes an object, commonly a simple rock, imbues it with magic energy and throws it at their target, whereupon it explodes into hundreds of fragments. The spellcaster picks a target point within 14". Every figure, including allies, within 1.5" of that point immediately suffers a +3 magic shooting attack. Use the target point as the origin of the attack for working out line of sight and cover.
Heal
Thaumaturge
8
Line of Sight
This spell restores up to 5 points of lost Health to a target figure within 6". This spell cannot take a model above its starting Health. This spell has no effect on undead or constructs.
Illusionary Soldier
Illusionist
12
Out of Game [B] OR Touch
An illusionary soldier becomes a temporary member of the warband for the next battle (if cast Out of Game) or until the end of the game (if cast during a battle). This soldier can be of any type found on the Soldier Tables (pages 30 and 31) except an apothecary. This soldier cannot pick up treasure, nor can it deal damage, but will otherwise count as a regular soldier for all other the purposes - it may engage in combat, albeit dealing no damage if it wins (it would still have the option to push back its opponent, however), lend support to other figures in combat, etc. If the illusionary soldier ever suffers damage of any type, it is removed. A warband may only have one illusionary soldier at any given time. The player must reveal which member of their warband is the illusionary soldier.
Imp
Summoner
10
Line of Sight
The spellcaster places an imp (page 184) on the table anywhere within the spellcaster's line of sight, but no closer than 3" to any other figure. The imp follows the normal rules for uncontrolled creatures and will activate in the next Creature phase. If the spellcaster casts this spell a second time, the first imp immediately vanishes.
Invisibility
Illusionist
12
Touch
The target figure becomes invisible. No figure may move into combat with the invisible figure, nor target it with any attack or spell (although it may still be affected by area effects, such as the blast radius of a Grenade spell). If the invisible figure moves into combat, casts a spell, or picks up a treasure token, the Invisibility spell is cancelled. This spell may be cast on a figure already carrying treasure, rendering both invisible. In this case, if the figure drops the treasure, the spell is cancelled.
Leap
Summoner
8
Line of Sight
This spell may only be cast on a member of the spellcaster's warband. Immediately move the target figure up to 10" in any direction, including vertically. This move must either be in a straight line or an arc. It cannot curve around corners. If this move leaves the figure above the ground, it immediately falls, taking damage as normal. If the target is carrying treasure, this move is reduced to 5". This move may not take a figure off the table or into combat. The target of the Leap spell may take no other actions this turn, though it may have taken actions previously.
Mind Control
Soothsayer
12
Line of Sight
The target figure must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, the target temporarily joins the spellcaster's warband, activating as normal. After the figure activates each turn, it must make another Will Roll with a Target Number equal to the Casting Roll. If successful, the spell is cancelled and the figure returns to its normal allegiance. A spellcaster may only have one active Mind Control spell at a time. A figure under Mind Control cannot purposely take any action that causes it immediate damage but can be moved into combat and may attack an enemy figure. A figure under Mind Control is not allowed to move off the table. A spellcaster may cancel an active Mind Control at the end of any turn. This spell has no effect on spellcasters.
Mind Lock
Soothsayer
12
Line of Sight
The target of this spell becomes immune to Mind Control and Suggestion spells for the rest of the game, and any current Mind Control spells on the figure are cancelled. The figure gains +2 Will for the rest of the game.
Miraculous Cure
Thaumaturge
16
Out of Game [A]
Wizard only. This spell may be used in several different ways. A successful casting of this spell will remove all permanent injuries from one figure. For example, a wizard suffering from Lost Fingers regrows all their missing digits, regardless of how many times they have suffered that particular injury. Or, it may be cast on a Badly Wounded figure - if successful, the soldier is healed and may participate in the next game with no penalty. Finally, it may be used to attempt to bring a figure back from the dead. The figure must have died in the game just played, and using the spell in this fashion incurs a -4 penalty to the Casting Roll. If successful, the figure is restored to life, and may participate in the next game with no penalty. If Miraculous Cure is cast using a scroll, it cannot be used to resurrect the dead.
Mud
Witch
10
Line of Sight
All ground within 3" of a target point becomes rough ground.
Petrify
Chronomancer
10
Line of Sight
The target figure must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, it receives no actions in its next activation. Furthermore, the figure suffers -3 Fight (to a minimum of +0) and may not have Leap cast upon it until after it makes its next move action. Large creatures receive +8 to their Will Roll to resist this spell.
Plague of Insects
Summoner
10
Line of Sight
The target figure is attacked by a cloud of stinging or biting insects that irritate and distract. The cloud of insects has a 1" radius centered on, and moving with, the target figure. It affects all figures, including the target figure, fully or partially within this radius. While being pestered by the insects, a figure has -4 Fight and -4 Shoot. The target figure must pass a Will roll versus the original casting roll at the start of his activation in order to beat off all the insects. Other figures within the radius may simply move away to escape. A figure may only ever be affected by one Plague of Insects, whether as a target or by virtue of being within the 1" radius.
Planar Tear
Summoner
12
Line of Sight
The spellcaster creates a small tear in the fabric of the universe. This rift is painful to humans and creatures, but lethal to demons. The spellcaster selects a target point. All figures within 2" of that point must make a Will Roll with a Target Number equal to the Casting Roll or suffer 2 points of damage. Demons that fail the Will Roll take damage equal to the Casting Roll.
Plane Walk
Summoner
10
Self Only
Although the spellcaster remains in the same physical location, they move briefly between planes of existence. For the rest of this turn, they can ignore all terrain when moving, thus walking through walls or across chasms. They may not be the target of any shooting attacks or spells. The spellcaster will never be considered in combat during the turn, nor can they be attacked by any figure. They may not, however, pick up treasure or in any way affect other figures or terrain on the table. If they are carrying treasure, they drop it. It is incredibly draining to move between planes of existence, so if a spellcaster attempts to cast this spell in a second consecutive turn, they suffer a -5 modifier to their Casting Roll, -10 if they attempt it three turns in a row, and -15 on the fourth turn and beyond.
Poison Dart
Witch
10
Line of Sight
Make an immediate plus +3 poisoned shooting attack against the target figure. This is a non-magic attack.
Possess
Summoner
12
Line of Sight
This spell may only be cast on a permanent or temporary member of the spellcaster's own warband, except the wizard, apprentice, or demons. The target is possessed by a demon and gains +2 Fight, +1 Armor, and -2 Will and counts as a demon (i.e. it will be affected by Banish, Control Demon, Circle of Protection, etc.). This figure may not be part of a group activation. If removed from the game for any reason (such as being hit by a Banish spell), check for the character's survival as normal. A spellcaster may only have one Possess spell active at a time.
Power Word
Sigilist
14
Area Effect
This spell draws a bright rune of power in the sky. The spellcaster may pick one spell for the Power Word to affect. All rolls to cast that particular spell are at +3 for every spellcaster for the rest of the game. A spellcaster may only have one Power Word spell in effect at a time. Only one Power Word can be active for each specific target spell at one time.
Push
Sigilist
8
Line of Sight
The target suffers an immediate +10 attack. Instead of taking damage from this attack, the target is moved 1" directly away from the spellcaster for every point of damage they would have taken. If this pushes the target into the edge of the table or a piece of terrain over 1/2" high, they stop immediately. Other figures do not stop (or get hit by) a pushed figure - they are assumed to step out of the way. If this spell is cast from beneath a figure it will push them up. If the target is pushed up or off a height, it suffers falling damage as normal. This spell can push a figure out of combat, and as it is not a shooting attack, the target is not randomized.
Raise Zombie
Necromancer
10
Out of Game OR Touch
The spellcaster adds one zombie (page 193) to their warband as a temporary member. If the spell is cast before the game, the zombie can be deployed normally. If it is cast during a game, the zombie appears in base contact with the spellcaster. A warband may only have one raised zombie at any one time. If the zombie is killed or exits the table, Raise Zombie can be cast again to create another.
Reveal Secret
Soothsayer
12
Out of Game [B]
This spell imparts knowledge on some lost treasure. Every successful casting of this spell before a game allows the player to make two rolls for a single treasure token (other than the central treasure, which is unaffected by this spell) after the game and choose which one to take.
Scatter Shot
Elementalist
12
Area Effect
The spellcaster makes a +0 elemental magic shooting attack against every enemy figure (either from an opposing warband or uncontrolled creature) within 12" and line of sight. This may include enemy figures in combat, although the normal rules for shooting into combat are followed in this case.
Shield
Thaumaturge
10
Line of Sight
The target receives +2 Armor for the rest of the game. The maximum armor rule (see, p.36) still applies. Multiple castings of Shield on the same target have no effect.
Slow
Chronomancer
12
Line of Sight
The target is reduced to a maximum of one action per activation (which can be any action, it does not have to be movement). It may make an Will Roll verses the Casting Roll at the end of each of its activations. If successful the spell is cancelled.
Spell Eater
Necromancer
12
Line of Sight
Casting this spell causes the spellcaster to immediately take 1 point of damage. When this spell is cast, it cancels the effects of a single casting of any one spell currently in play. This spell cannot unsummon a creature, but it can cancel the control of a creature.
Steal Health
Necromancer
10
Line of Sight
The target must make an immediate Will Roll with a Target Number equal to the Casting Roll. If failed, the target immediately loses 3 Health and the spellcaster regains 3 Health. The spellcaster gains 3 Health, even if the target had less Health than that remaining. This may not take the spellcaster above their starting Health. This spell has no effect on undead or constructs. A spellcaster may target a member of their own warband - if they do, however, the target immediately (and permanently) leaves the warband and is treated as an uncontrolled creature for the rest of the game.
Strength
Enchanter
10
Line of Sight
The target receives +2 Fight for the rest of the game. Multiple Strength spells on the same target have no effect.
Strike Dead
Necromancer
18
Line of Sight
This spell targets a figure within 8". The target must make a Will Roll with a Target Number equal to the Casting Roll or be immediately reduced to 0 Health. All figures may empower their Will Roll to resist this spell, even non-spellcasters. The spellcaster immediately loses 1 Health upon attempting this spell (even if it is cast successfully), in addition to any loss incurred by failure or empowerment. This spell has no effect on undead or constructs.
Suggestion
Soothsayer
12
Line of Sight
The target of this spell immediately drops any treasure tokens it is carrying. The spellcaster may move the figure up to 3" in any direction provided this does not move the figure into combat or cause it any immediate damage (e.g. falling more than 3"). The target of this spell may make a Will Roll with a Target Number equal to the Casting Roll. If successful, the spell has no effect.
Summon Demon
Summoner
12
Touch
Immediately place a demon on the table within 1" of the spellcaster. It may not be placed straight into combat. This demon is considered to be under the effects of a Control Demon spell by the same spellcaster, and thus this spell may not be cast if the spellcaster is already controlling a demon. The type of demon summoned depends on the amount by which the spellcaster succeeded on their Casting Roll: 0-5 imp, 6-12 minor demon, 13+ major demon. If a spellcaster rolls a 1 while attempting to cast this spell, they summon an uncontrolled demon and must place this demon in combat with the spellcaster. Roll a die to determine the type of demon 1-10 imp, 11-17 minor demon, 18+ major demon. A spellcaster cannot empower a roll of 1 when casting this spell but there is otherwise no limit on empowering this spell. It may be empowered above 18.
Telekinesis
Enchanter
10
Line of Sight
The spellcaster may move any treasure token within 16" by up to 6" in any direction, so long as it remains in line of sight the entire time. If the treasure moves out of line of sight, it immediately falls straight to the ground. This spell has no effect on a treasure token that has any special requirements for how and when it can be picked up, nor on one being carried by a figure. This spell may not target the central treasure, until after that treasure has been picked up for the first time.
Teleport
Illusionist
10
Self Only
The spellcaster immediately moves to any location within line of sight, but may take no other actions this turn after casting this spell. This spell may not be used to enter combat or to move off the table.
Time Store
Chronomancer
14
Self Only
The spellcaster captures a fragment of their own present to save for future use. To cast this spell, the spellcaster must be able to take two actions during their activation. They must spend the first action casting Time Store. If successful, the second action is lost. This spellcaster is now considered to have a stored 'extra action' that they may use in a future turn. This action can only be used during the spellcaster's activation and can give the spellcaster three actions in one activation.
Time Walk
Chronomancer
14
Self Only
Wizard only. The wizard will activate again in the Apprentice phase and the Soldier phase. This is in addition to the figures that can normally activate in those phases. The wizard may not activate any additional soldiers or be part of a group activation in these phases. The wizard may perform one action in each of these two phases and may take any action - they are not limited to movement. If the wizard moved at all in a previous activation during the turn, any additional move actions are at half rate. If a wizard casts this spell in consecutive turns, they immediately suffer 8 points of damage.
Transpose
Illusionist
12
Line of Sight
This spell switches the position of two figures on the table. The two figures being transposed must both be within line of sight of the spellcaster and within 12" of one another. The spellcaster may cast Transpose to switch themselves with another figure. Members of opposing warbands are eligible targets for being transposed but may make a Will Roll with a Target Number equal to the Casting Roll to attempt to resist the spell. If successful, the spell is cancelled and no figures are moved. Friendly figures and uncontrolled creatures will not make such Will Rolls.
True Sight
Soothsayer
10
Self Only
The spellcaster, and all friendly figures within 6" of the spellcaster, can see invisible figures and are immune to the effects of the Beauty spell. Furthermore, if an invisible figure is within 6" of the spellcaster, the Invisibility spell is cancelled. If an Illusionary Soldier is within 6" of the spellcaster, it is immediately removed from the table.
Wall
Elementalist
10
Line of Sight
This spell creates a 6"-long, 3"-high wall, part of which must be within 10" and line of sight of the spellcaster. This wall can be climbed as normal. At the end of each turn, after the turn in which the spell was cast, roll a die, on a 1-4 the wall vanishes.
Wizard Eye
Soothsayer
8
Line of Sight
This spell may be cast on any terrain feature within 12" that has a flat side, such as most ruins. Place a token on or next to the terrain feature to represent the Wizard Eye. For the rest of the game, the caster may choose to draw line of sight from the Wizard Eye instead of from the figure when casting spells. The Wizard Eye has 180-degree field of vision. A spellcaster may only maintain one Wizard Eye at a time. If the terrain piece on which the Wizard Eye is placed is damaged or destroyed (such as by a Crumble spell) the spell is cancelled. The spellcaster may cancel this spell at the end of any turn.
Write Scroll
Sigilist
12
Out of Game [A]
This spell creates one scroll. The scroll must be of a spell that the spellcaster either knows or a spell for which they own the grimoire. The scroll may be sold, given to a figure, or stored in the wizard's vault.