Една млада дама седеше на един стар стол и чакаше клиенти .
AMETHUST MAGIC
Fortitude cost: 100 p
components: black opal
Muttering soothing words the Wizard does what he can to mend the wounds of an injured comrade. While little physical damage is actually healed this way, such is the power of the reassuring words spoken by the Wizard that the hero stands up ignoring all pain, ready to face his foes with renewed energy as his soul is filled with vigour and enthusiasm. By means of this spell the Wizard way heal a single friendly model in his death zone (including himself) to full wounds.
Spirit Control cost: 100 p
components: nightshade
The Wizard’s incantations cause the nightshade to wither and pulverize, leaving behind only a small cloud of fragrant purple smoke. The cloud is then sent towards an enemy model and as it inhales the intoxicating fumes its willpower will gradually be drained, leaving it powerless to the commands of its new master. The Wizard may pick any single enemy model within 12 squares and make it act as he wishes. It may open doors, move into unexplored areas, attack other monsters (who will retaliate), or perform any other action which is not alien to its nature, like injure itself. The spell is broken when the Wizard performs an action or when the monster is wounded.
Heroism cost: 100 p
components: amethyst crystal
The Wizard holds up the amethyst crystal, and as he pronounces the incantation the gem begins to pulsate with intense vibrant light. A beam of purple light shoots from the crystal towards one of the Wizard’s companions, and the very moment it reaches him he feels a sudden surge of courage and prowess, feeling confident in his skills and ready to face any challenge. A single friendly model within the Wizard’s line of sight may be the target of the Heroism spell and will sustain its effects until the end of the exploration or combat phase in which the spell was cast. Heroism increases by one the value of any two chosen characteristics of the target, with the exception of fate points. Characteristics that may be increased this way are not only Speed, Strength and such, but also Surprise, Lockpicking, Discovering and Deactivating traps. Another choice is to improve the chances of resisting hostile spells by one if the hero already has some sort of magic resistance, otherwise conferring him a resistance of 12+.
Charm cost: 100 p
components: silver chain
Moving his hands to trace a complex pattern in the air, the Wizard waves an enchantment of fellowship and serenity and for just a moment his shape appears to be surrounded with a glowing purple corona. Enemies looking upon the wizard will not wish to attack him as if they were his friends. The Wizard player must choose a single enemy model in line of sight. For the duration of the spell it will be totally unable to target the Wizard with any spells or attacks of any kind, nor will the Wizard be in any way affected by the target’s death zone, or any rules for fearsome monsters, hypnotize and such. The spell ends if at any time the Wizard is the only hero in the line of sight of the target of this spell, if it is ever attacked or damaged in any way by the Wizard or if the combat ends. Note that the Wizard may at no time have more than three enemy models befriended by means of the Charm spell (i.e. he may not cast Charm more than three times during a single combat).
The Vengeful Seeker cost: 125 p
components: amethyst crystal
As the Wizard channels all his feelings of hatred and vengeance into the amethyst crystal, he crushes it with his bare hands so that only a single purple shard is left floating in mid-air. He then directs it to seek out and cut down a single enemy model with its razor-sharp edges. This spell is unique because its target may be any single enemy model on the table-top, regardless of range and line of sight. The amethyst shard will seek out the chosen enemy model and cause 4 dice of damage, ignoring all bonuses due to armour (roll all DDs against opponent's initial toughness). Note that the Vengeful Seeker cannot pass through closed doors, walls and such, and may not be directed at character models who have escaped by means of an escape counter.
Rout cost: 150 p
components: black opal
The Wizard may use this spell to rout an enemy force. He picks out his enemy and utters an incantation that only the chosen person can hear. A look of sheer terror crosses the victim’s face as he is seized by a sudden panic and turns to run. The Wizard may cast this spell on any model to which he has whole or partial line of sight. The Wizard player may then have the model run in any direction he chooses. All enemy models that are adjacent to the squares that the fleeing model moves through must make a Bravery test. If failed they will also run in the same direction.
Alter Allegiance cost: 175 p
components: nightshade
With a deep, powerful tone of voice, the Wizard points his finger at a number of enemies, looking at them straight into the eyes and pronouncing words of leadership and control. Affected enemies become submissive and are soon under the full control of the Wizard. All enemy models within 3 squares of the Wizard may be affected. Each of these potential targets must take an Intelligence test. If the test is failed the model changes side, it is now totally controlled by the Wizard player and may even attack its former comrades (note that at no time may the Wizard control more models than his Intelligence value, half his Intelligence in the case of Warrior-mages). Each turn thereafter the Wizard must pass an Int test for each model in his control (roll each test separately), each failed test means that the Wizard was unable to keep his concentration and the enemy model is freed from the effects of the spell. At the end of the combat in which the spell was cast, all models who were unable to overcome the spell's effects revert to enemy status and run away (just remove them from the board).
Spasm cost: 200 p
components: black opal
The Wizard chants a brooding incantation while holding the black opal with both hands so that nobody may see it but him. He than slowly uncovers the stone so that only a single opponent may look into it. Unable to keep his eyes away from it, the enemy will be seized by visions of all his innermost fears coming to life, dark and creepy claws cutting through his flesh and haunting, evil eyes staring at him and glowing in the complete darkness that now surround him. The target of this spell is a single enemy model that must be within 12 squares of the Wizard. It will suffer 12 damage dice the very moment this spell is cast as he is thorn apart by the Spasm. An Intelligence test is required, for if the Wizard fails it only 9 dd are rolled instead. These damage dice are peculiar in that you do not compare the result with the Toughness of the opponent, but with the Bravery instead (i.e. each damage dice causes damage if it results in a value that is bigger or equals to the enemy’s Bravery).
Vanquish cost: 125 p
components: amethyst crystal
The Wizard’s voice becomes clear and strong as he intones a long-forgotten battle-song that tells of epic heroes and proud warriors in eternal battle against the forces of evil. This hymn pierces the hearts of all friends nearby, filling them with great conviction and dedication. From the moment this spell is cast and for the duration of the entire combat, all friendly models within the line of sight of the Wizard gain a bonus of +3 to their Bravery. Moreover for the next turn only they also gain +1 to their Weapon Skill, Bow Skill and Strength value. Note that this spell may not be cast again during the same combat in order to gain again these latter bonuses.
Telepathy cost: 100 p
components: silver chain
Using telepathic powers unique to his college, the Wizard attempts to scan through the thoughts of enemy models standing beyond a closed door, gaining understanding of their strategy and spoiling any attempt on their side to ambush the heroes. This spell may only be cast if the Wizard is in line of sight of a closed door. If there are no monsters beyond the door the spell has no effect other then informing the Wizard that no enemies await in the room. If there are enemy models behind the door than the room will be placed as if the door had been opened (without revealing traps and secret doors, though) and the heroes will be at +3 to their surprise roll when entering the room. If the heroes gain surprise than they are at +1 to their hitting rolls and may also choose to ignore totally all enemy death zones as the Wizard has previously revealed to them all the opponent’s tactics (these bonuses only apply for the first turn of combat).
Disillusion cost: 150 p
components: nightshade and black opal
The Wizard may use this spell to spread doubt and uncertainty among his opponents. He bellows the incantation of power this spell requires, and the moment he finishes, his enemies begin to doubt their cause, and are thoroughly disheartened. They become aware of their own mortality and are resigned to the fact they will be killed. All enemy models in the same dungeon section as the Wizard have their Weapon Skill, Defense Skill, Bow Skill and Bravery reduced by -2 until the next exploration turn.
Soul Share cost: 175 p
components: silver chain and amethyst crystal
The Wizard may use this spell to forge a magical bond between himself and one of his companions. Chanting upon the silver chain, the Wizard holds one end of it in each hand. He then bring the two ends of the chain together and joins them with a flash of purple light. At that instant, a magical bond is formed between the Wizard and a fellow hero, and their souls become like one. The Wizard may chose any friendly model within six squares. Until the start of the next exploration turn, the Wizard’s characteristics are identical to the chosen model’s when these are higher than his. In the same way the target of this spell improves his attributes when they are lower than the Wizard’s. Remember that this balancing of characteristics does not affect Wounds and Fate points. Moreover always the starting attributes are considered when determining this spell’s effects, so the Wizard does not gain any bonus from armour or weapons carried by the other hero.