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DEGENERATION

VOW OF TORMENT

CURSE OF THE SHADOWS

Path: Black, Cabala


Difficulty: Target's RES

Range: Contact
Duration: Until end of round
Frequency: 1

Area of Effect: An enemy

Target is afflicted with the <<Ephemeral/5>>


ability. Magician can improve this spell by
spending extra gems of Darkness.
2: Target afflicted with <<Ephemeral/4>>
4: Target afflicted with <<Ephemeral/3>>
This spell has not effect if the target benefits
from <<Regeneration/X>> at the time the spell
is cast.

20

Range: 15 cm
Duration: Until end of round

Difficulty: 10

Frequency: 2

Area of Effect: An enemy

The Wound penalties suffered by the targeted


fighter are doubled.

15

SCREAMING DEATH

CARMINE WAVE

Path: Black, Cabala


Difficulty: 9
Area of Effect: An enemy

Range: 20 cm
Duration: Instant
Frequency: 1

Target suffers a Damage roll of STR 9. If it


does not Wound then the spell ends. Otherwise
the player selects another enemy within 5cm of
the first target, no LOS is required. This target
suffers a Damage roll of STR 6, with the same
possible results. The third target receives a
Damage roll of STR 3. The spell ends after this.

Path: Black, Typhonism

19

Path: Black, Curses


Difficulty: 8
Area of Effect: A friend

Range: 15 cm
Duration: Until end of round

Difficulty: 6

Frequency: 1

Area of Effect: An enemy

The targeted fighter suffers a -2 on the final


result of his Initiative tests.

7
EMBRACE OF THE
TARANTULA
2

Range: 20 cm
Duration: Instant
Frequency: 2

Cast when the target is Killed Outright. The


magician can not cast it on himself when he is
killed. X must be from 1 to 3. All opponents
with 5cm of the target suffer a Damage roll
based on the number of gems: 1 = STR 3, 2 =
STR 5, 3 = STR 7

Path: Black, Curses

17

Path: Black, Curses


Difficulty: 7
Area of Effect: A friend

Range: Contact
Duration: Until end of round
Frequency: 1

Target gets the ability <<Toxic/0>> and a


Toxic/X die. If he already has this ability then
he gets a Toxic/X die. This spell has no effect if
the target already has a Toxic/X die.

14

CELERITY OF THE SHADOWS

CURSE OF THE POSSESSED

TENTACULAR OUTGROWTH

Path: Chthonian, Corruption

Range: 10 cm

Duration: Until end of round

Difficulty: 7

Frequency: 2

Area of Effect: A friend

Target gains +2.5 MOV

Difficulty: 10

Range: 15 cm
Duration: Until end of round
Frequency: 1

Area of Effect: An enemy

Target's natural rolls of 2 on INI, ATT, DEF, and


AIM are considered 1s. If the target has an
ability that allows him to consider a "1" to not be
an automatic failure, it continues to apply. A 2
would equal a 1, and would still be added as
normal.

12

Path: Chthonian

Range: 15 cm
Duration: Until end of round

Difficulty: 8

Frequency: 1

Area of Effect: Special

May only target a friendly Mid-Nor fighter with


the Possessed ability. Target gets the abilities
<<Additional Limb>> and Concentration/2
(STR/RES).
The Magician may keep this spell active by
paying 2 Gems. He may keep multiples of this
spell active.

12

DEMONIC WILL

DEMONIC REGENERATION

INTERNAL CHAOS

Path: Chthonian, Corruption

Range: 15 cm

Duration: Until end of round

Difficulty: Target's
STR+2
Area of Effect: Special

Frequency: 1

This spell can only be cast on friendly fighters


with the Possessed, Mutagenic/X, or Livingdead abilities. Target gets the ability
<<Fierce>>. If it already has the <<Fierce>>
ability, this spell has no effect.

10
HARASSMENT

1
Path: Chthonian, Corruption
Difficulty: 7
Area of Effect: An enemy

Range: 10 cm

Duration: Until end of round


Frequency: 2

Target suffers -2 to STR

Path: Chthonian

10

Path: Chthonian
Difficulty: Special
Area of Effect: Special

Range: 15 cm
Duration: Until end of round
Frequency: 2

May only target a friendly Mid-Nor with the


Possessed ability. Difficulty based on target's
wound level: Uninjured: 5, Stunned/Light: 6,
Serious: 7, Critical: 8.
Target loses Possessed and gains
Regeneration/5 If the target already has
Regeneration/X, this spell has no effect.

11

Path: Chthonian

Range: Personal

Difficulty: 8

Duration: Instant

Area of Effect: Special

Frequency:
Unlimited

Cast during the Activation phase, when the


opponent gets the lead. When cast choose one
of the following:
Force opponent to play a card in reserve
Force opponent to play card at top of activation
sequence
Force opponent to place card at top of
activation sequence in reserve (this can exceed
reserve limit)
In all three cases the opponent cannot play any

14

FOR THE GLORY OF THE


BOLD

HYMN OF DESPAIR

MORTAL LITANY

3
Path: Circaeus
Difficulty: 8

Range: 10 cm
Duration: Until end of round

Area of Effect: A friendly Character

Frequency:
Unlimited

Target can immediately walk towrads the


magician, even if he's in contact with opponents
or has been assault in the round being played.
This movement is impossible if target is under
an effect that forbids him from moving or none
of his base edges are free from opponents.
If he comes into contact with the magician he is
healed by one Wound degree. This movement
does not prevent him from moving if he has not
been activated yet.

16

Duration: Until end of round


Frequency: 1

Area of Effect: Personal

The Magician receives a +1 to STR. After


casting he may spend extra gems of Darkness.
Each one gives an additional +1 to STR.
This increase is not taken into account for
Damage rolls against elemental beings of Water
or a Magician who masters this element.

7
PSALMS OF INSANTIY

2
Range: 10 cm

Duration: Until end of round

Area of Effect: A friendly Character

Frequency:
Unlimited

The targeted Character benefits from the


Possessed and Fierce abilities. In return,
during every combat until the end of the round
he must use as many additional combat dice as
his Sequence ability allows him to.

Difficulty: 7

Range: Personal

THE SAD GAZE

Path: Circaeus
Difficulty: 7

Path: Circaeus

Path: Circaeus
Difficulty: 8
Area of Effect: An enemy

Range: 10 cm
Duration: Instant
Frequency:
Unlimited

Roll 2d6. Before rolling magician can spend


extra gems of Darkness. Each one spent adds
two to the sum of the dice.
Target must make a COU test of a difficulty
equal to the sum of the two dice, as if the Fear
was from a Living-dead fighter. It is
automatically passed if the target is immune to
this level of Fear.
This spell has no effect on Characters or
fighters with Living-dead, Construct, or

11

Path: Circaeus
Difficulty: 8
Area of Effect: Personal

Range: Personal
Duration: Until end of round
Frequency: 1

After casting, the magician can spend extra


gems of Darkness. Number of gems spent
determines result:
0: FEAR +1
4: FEAR/STR/RES +1
8: FEAR/ATT/STR/DEF/RES +1
10: FEAR/ATT/STR/DEF/RES +2
14: FEAR/ATT/STR/DEF/RES +2 and the
Dreadful ability.
This may be maintained for 4 Darkness gems.

11

GALL OF THE POSSESSED

3
Path: Corruption

Range: 10 cm

Difficulty: Target's DEF


+3

Duration: Until end of round

Area of Effect: A friend

Frequency: 1

No parrying attempts can be made against


attacks made by the target using Counter-attack
or Ambidextrous. The final results of all
Damage rolls bound to such attacks is
increased by the difference between the
attacker's ATT and the victim's DEF. The
values taken into account can have been
modifier.
This bonus cannot be less than 0.

BANISHMENT

SUPREME BANISHMENT

GEM OF ARTIFICE

Path: Elemental

Range: 25 cm
Duration: Instant

Difficulty: Taret's
FEAR+6

Frequency:
Unlimited

Area of Effect: Special

This spell may only target elemental beings,


constructs or fighters with the Living Dead
ability, and may not target characters. On
success roll 1d6:
1: Target suffers a Light wound
2: Target suffers a Serious wound
3: Target suffers a Critical wound
4+: Target is removed from the game

15

Range: 20 cm
Duration: Instant

Difficulty: Special

Frequency: 1

Area of Effect: Special

This spell may only target elemental beings,


constructs or fighters with the Living Dead
ability. It may not target characters, and
multiple miniatures may be targeted
simultaneously. The difficulty is the sum of their
COU or FEAR values. On success roll 1d6:
1: targets take a Light wound
2: targets take a Serious wound
3: targets take a Critical wound
4+: targets are removed from the game

25

Path: Elemental

Range: 10 cm
Duration: Until end of game

Difficulty: 7

Frequency: 1

Area of Effect: Special

Place a token within 10cm of the magician.


There must be no miniatures within 5cm of the
token. The first miniature that comes within
5cm of the token triggers an explosion. If a
miniature is summoned within 5cm of the token
it triggers the explosion. The triggering
miniature suffers a Damage roll of STR 5. If it
survives this then it may continue its movement,
if it wasn't finished. The token is considered
indestructible and unmovable

17

DAHLILIA'S DANCE

ABYSSAL STRENGTH

PYROTECHNICS

Path: Elemental

Range: 25 cm
Duration: Until end of round

Difficulty: 8
Area of Effect: An enemy

Frequency:
Unlimited

The target suffers a -1 to the final result of all


INI/ATT/DEF/COU/DIS/POW/DIV rolls.

12

Path: Elemental

Range: 5 cm
Duration: Instant

Difficulty: 9
Area of Effect: A friend

Frequency: 1

The target gains the ability <<Master


Strike/0>>. If it already has Master Strike/X
then X is increased by 2. Additionally, before
any Master Strike attempt the magician may
spend from 1 to 3 additinoal gems of darkness
to increase the Master Strike value by 2 per
gem. This must be announced before the
attack roll and before the opponent declares
any defense.

16

Path: Elemental

Range: 10 cm
Duration: Instant

Difficulty: 6
Area of Effect: Special

Frequency:
Unlimited

This spell may only be cast on a target with a


ranged weapon. On a success the STR of the
target's next shot is increased by X. Gems
used to improve mastery do not count toward
X. This bonus does not apply if the target is
firing an immobile artierlly machine. Regardless
of the result of the shot, the spell ends. If the
result of the incantation roll is a 1, the target
suffers a Damage roll of STR X instead of the
aforementioned benefits.

WATER DANCE

FULMINATING POSSESSION

PREMONTORY VISION

Path: Elemental
Difficulty: 6
Area of Effect: An enemy

Range: 10 cm
Duration: Until end of round
Frequency:
Unlimited

The target gains the aiblity <<Leap>> and may


cross encumbered ground as if it were normal.

Path: Elemental

14

Path: Elemental
Difficulty: 8
Area of Effect: A friend

Range: 25 cm
Duration: Until end of round
Frequency: 2

The target ignores any wound penalties and


gains the ability Bravery

17

Path: Elemental
Difficulty: 8
Area of Effect: Special

Range: Special
Duration: Special
Frequency: 1

This spell is cast at the beginning of the


Strategic phase, before making the Activation
decks. On a success the player may keep an
extra Reserve card during the current Activation
phase. This spell may not be countered or
absorbed.

15

LIGHT BEAM

BLUR

PUTRESCENCE

Path: Elemental

Range: 15 cm
Duration: Instant

Difficulty: 10

Frequency:
Unlimited

Area of Effect: An enemy

X may not be greater than 6, and gems used for


mastery do not count toward X. The target
suffers a Damage roll of STR 2*X.

11

Range: Personal
Duration: Until end of round

Difficulty: 8

Frequency: 1

Area of Effect: Personal

The magician will receive one less combat die,


but the difficulty of all shots that target him are
increased by 2. If the magician uses sustained
defense, the difficulty of the defense tests are
increased by 1 instead of 2.

13

Path: Elemental

Range: 25 cm
Duration: Isntant

Difficulty: Magician's
POW+5

Frequency: 2

Area of Effect: An enemy

The target suffers a Damage roll of STR equal


to the magician's POW. For this roll the target's
RES is replaced by its COU/FEAR or DIS,
whichever is higher. The values in question are
the ones actually printed on the magician's and
target's reference cards.

15

THE STRANGE ART

TORNADO

WALL OF EARTH

Path: Elemental

Range: 15 cm
Duration: Instant

Difficulty: 10
Area of Effect: An enemy

Frequency: 2

The target suffers a Damage roll of STR 0. For


the purposes of this roll the target is considered
to have a RES of 0. Effects (like Hard-boiled)
that alter the results of Damage rolls still apply.

17

Path: Elemental

Range: 20 cm
Duration: Special

Difficulty: 9
Area of Effect: An enemy

Frequency: 1

The target suffers a Damage roll of STR 0. As


long as the target doesn't move at least 2.5cm it
is still considered in the Tornado. While in the
Tornado the target can not shoot, nor can it be
shot at (except by artillery). A magician may
maintain a Tornado in the same location by
spending 2 gems of air during the maintanence
phase. If the magician spends 1 additional gem
of air he may move the Tornado up to 20cm and
target a new model within his LoS.

15

Path: Elemental

Range: 10 cm
Duration: Special

Difficulty: 10
Area of Effect: Special

Frequency:
Unlimited

Place 2 tokens within 10 cm of the magician


and with 10cm of each other. No model may be
on the line between these tokens. The line is
1cm thick and stands for the wall of earth. It
blocks all LoS at level 0 and is 7cm high, RES 8
and has 5 structure points. It cannot be
crossed. A magician can maintain a wall by
spending 1 gem of earth during the
maintenance phase.

10

CTHONIAN ERUPTION

WE ARE LEGION

WALL OF FIRE

Path: Elemental
Difficulty: Free
Area of Effect: An enemy

Range: 10 cm
Duration: Instant
Frequency:
Unlimited

The difficulty for this may not be higher than 15.


The target suffers a Damage roll of STR 5+X.
Roll 1d6 for each model in a 2.5cm radius of the
target. On a 4+ the model suffers a Damage
roll of half the STR of the Cthonian Eruption,
rounded up.

Path: Elemental

30

Path: Elemental
Difficulty: 7
Area of Effect: A friend

Range: 10 cm
Duration: Special
Frequency: 3

May not target characters or models with the


Reinforcement ability. X is 1 per 10AP on the
reference card of the target. The target gains
the ability <<Reinforcement>>, with the
following exceptions: a model returning due to
this spell doesn't have to be placed with 10cm
of a friendly model, however it must appear
within 5cm of a Darkness portal created by a
friendly magician. If this is not possible the
model does not come back. Once the model

Path: Elemental
Difficulty: 10
Area of Effect: Special

Range: 10 cm
Duration: Special
Frequency:
Unlimited

On success, 2 tokens are placed within 10cm of


the magician and within 10cm of each other.
No miniature may be on the line between these
two tokens. The line is 1cm think and
represents the wall of fire. It blocks all LoS at
level 0 and is 7cm high. It may be crossed but
any model crossing it suffers a Light wound.
The magician may maintain a wall by spending
1 gem of fire during the maintenance phase.

10

FIREBALL

NYMPH

VEIL OF FOG

Path: Elemental

Range: 25 cm
Duration: Instant

Difficulty: 11

Frequency: 1

Area of Effect: An enemy

A fireball has a base STR of 8. After successful


incantation the magician may spend extra gems
to increase the STR: 1=STR 11, 2=STR 13,
3=STR 15. No more than 3 gems may be
spent. The targets takes a Damage roll of the
STR of the fireball. Roll 1d6 for each model
within a 2.5cm radius of the target. On a 4+ it
takes a Damage roll of half the STR of the
fireball, rounded up.

25

Range: Special
Duration: Instant

Difficulty: 9

Frequency: 1

Area of Effect: A friend

Can target himself or a friendly fighter anywhere


on the battlefield, even out of LOS.
Target is healed of all Wounds.
If a target other than the magician benefits, then
it is discarded and cannot be cast again.
If the magician is the target, roll 1d6: on a 3 or
more Nymph can be used again. On a 1 or 2 it
is discarded.
It can only be discarded if the incantation
succeeds.

18

Path: Elemental

Range: Personal
Duration: Until end of round

Difficulty: 9

Frequency: 1

Area of Effect: Special

Place a token at the feet of the magician to


represent the center of the fog. The fog
extends in a 40cm radius from this token and for
as long as it exists no model may draw LoS
further than 10cm through the fog. The
magician may maintain the Veil of Fog if he is
within 10cm of the token (no LoS required) and
spends 2 gems of water.

30

BALL OF FLAMES

DIFFRACTION

CELESTIAL SCOURGE

Path: Elemental

Range: 15 cm
Duration: Instant

Difficulty: Free
Area of Effect: Special

Frequency:
Unlimited

The Ball of Flames' STR is equal to the difficulty


chosen. The target suffers a Damage roll of the
specified STR.
One d6 is rolled for every fighter within 2.5cm of
the taget. On a 4 or more, he suffers a Damage
roll of half the STR (rounded up to the higher
integer).
If the incantation fails, the magician suffers a
Damage roll of STR 0.

18

Path: Elemental
Difficulty: 9

Range: Personal
Duration: Until end of round

Area of Effect: Personal

Frequency: 1

Cast in the combat phase, right before the


magician's Initiative test. If successful, 1d6
must be rolled before every Damage roll that
the magician suffers due to a hand-to-hand
attack. On a 5 or more the Damage roll is
cancelled.
This has no effect if the opponent striking the
blow is a magician who masters Light, an
elemental being bound to this Element, or an
Immortal of Light.

11

Path: Elemental

Range: 30 cm
Duration: Instant

Difficulty: 10
Area of Effect: An enemy

Frequency: 2

This spell's A.P. cost is equal to the POW


printed on the magician's card multiplied by
three.
Once cast the magician must spend gems of
Light to give it strength. The target suffers a
Damage roll of a STR based on the number of
gems spent after it was cast.
1: STR 5, 2: STR 8, 3: STR 11, 4: STR 13, 5:
STR 14, 6: STR 15.
If the magician uses 2 gems of Light for the

Specia
l

THE BLOOD OF DISCORD

FLIGHT OF THE SOUL

BLINDING

Path: Elemental
Difficulty: 10
Area of Effect: A friend

Range: 15 cm
Duration: Permanent
Frequency:
Unlimited

Every time the target inflicts an opponent with a


Wound or a Killed Outright in the Chest column,
his Wound level improves by one degree.
This spell has no effect if the wounded
opponent has the Construct or Living-dead
abilities, or is an elemental being.
During the maintenance phase roll a d6 for
those benefiting from this spell. A 1 ends the
spell and the fighter suffers a Damage roll of
STR 0

Path: Elemental

11

Path: Elemental
Difficulty: 6
Area of Effect: Personal

Range: Personal
Duration: Until end of round
Frequency: 1

This may only be cast if the magician is


unengaged. On success choose a point within
10cm of the magician. As long as the spell is
active the magician casts spells as if he was at
that point. Additionally, all spells are cast as if
he had the Consciousness ability. This spell
may be ended at any time, and will
automatically end if the magician comes in base
contact with an enemy. While it is active the
magician may not perform counter-magic.

Path: Elemental
Difficulty: Free
Area of Effect: Special

Range: Personal
Duration: Until end of round
Frequency: 1

All miniatures within 20cm of the magician are


affects if they have LOS onto him.
Each target must make an Initiative test with a
difficulty equal to the one chosen for this spell.
If it is failed the victim is blinded and can no
longer select targets at a distance for any kind
of action. The victims can engage but cannot
charge. They suffer a -1 to the final results of
INI/ATT/DEF tests. Magicians who master
Light, elemetal beings bound to thie Element,

21

WORD OF POWER

CARRIER WIND

VEGETATIVE GROWTH

Path: Elemental

Range: 5 cm
Duration: Special

Difficulty: POW + 4

Frequency: 1

Area of Effect: A friend

Some or all of the magician's points of POW


can be distrubuted among his characteristics or
of those of an allied miniature within 5cm of
him. This distrubution must be made right after
incantation. Only MOV, INI, ATT, STR, DEF
and RES can be increased, and only by up to
two points.
This lasts until the magician is eliminated or the
player decides to end it (this can only be done
in the maintenance phase). As long as this is

33
ARROWS OF HECATE

3
Path: Elemental
Difficulty: 9
Area of Effect: An enemy

Range: 30 cm
Duration: Instant
Frequency:
Unlimited

Once cast magician can spend 1 to 3 additional


gems of Fire to increase the range. Each gems
spent increases range by 10 cm.
Target suffers a Damage roll of STR 5.

26

Path: Elemental

Range: Personal

Path: Elemental

Difficulty: 10

Duration: Instant

Difficulty: 11

Area of Effect: Personal

Frequency: 1

Cast when magician is actived (before moving).


If he is free of opponents a magical wind
transports hiim u pto 25 cm, ignoring all
obstacles and types of ground.
This replaces his normal movement. It can be
considered an engagement or a walk, but
movement potential remains 25cm.
If in contact with opponents, Carrier Wind allows
him to automatically succeed his
disengagement roll. Once done he can do his

Area of Effect: Special

Range: 40 cm
Duration: Until end of game
Frequency:
Unlimited

Select a point on the battlefield. In a radius of


10cm around this point the ground becomes
encumbered. If cast a second time on the same
point, it becomes uncrossable. All fighters in
this zone at that moment are trapped and
cannot move.
It can be attacked, and has a RES of 4 and 4
S.P. when encumbered, and RES 10 and 6 S.P.
when uncrossable.

12

CIRCLE OF PROTECTION

3
Path: Exorcism

Range: Personal

Difficulty: 7

Duration: Special

Area of Effect: Special

Frequency: 1

The circle is a 5cm radius around the Magician.


No fighter with a FEAR lower than 6 on his card
can enter or be summoned into the circle. If
one is already within the circle he is Stunned
while inside it.
This spell lasts until the Magician moves or
makes a mana recover roll. The player can
choose to not make a mana recovery roll.

10

DEADLY RESOLUTION

ROOTS OF WRATH

FORCE OF NATURE

Path: Fayery
Difficulty: 9

Range: 15 cm
Duration: Until end of round
Frequency: 1

Area of Effect: A friend

Target's DEF becomes 0. The points it had in


DEF may be distributed between ATT and STR,
but no more than 2 points may be put in either.
Any excess points are lost

12

Range: 25 cm
Duration: Until end of
Activation Phase

Difficulty: 7
Area of Effect: An enemy

Frequency: 1

Target suffers -2 MOV. After successful


Incantation the caster may spend additional
Gems to replace this effect:
1 Water: -3 MOV, 2 Water: -5 MOV, 2 Water
and 1 Earth: -5 MOV and suffers a STR 3
Wound roll, 2 Water and 2 Earth: -5 MOV and
suffers a STR 6 Wound roll

14

VIGOUR OF THE WAVE

WEAKENING

Path: Fayery, Symbiosis


Difficulty: 7

Range: 10 cm
Duration: Until end of round

Area of Effect: A friend

Frequency: 2

Target gains the ability <<Brutal>>

Path: Fayery

Path: Fayery
Difficulty: 8
Area of Effect: An enemy

Range: 10 cm
Duration: Until end of round

Difficulty: 8

Frequency: 2

Area of Effect: A friend

If the target charges this turn he benefits from


+4 STR until the end of the turn

14
CALMING FLOW

4
Range: 20 cm

Duration: Until end of round


Frequency: 2

All of target's Hand to Hand Damage rolls suffer


a -4 penalty

Path: Fayery, Symbiosis

11

Path: Fayery

Range: Personal

Difficulty: 9

Duration: Instant

Area of Effect: Special

Frequency: 1

Roll a d6 for each friendly model within 10 cm of


the caster. On a 4+ the friendly model's wound
level improves by one level (critical -> serious,
etc)

16

TROUBLING AURA

CROWN OF GLORY

FIERY ASSAULT

Path: Hermetism
Difficulty: 8

Range: Personal
Duration: Until end of round
Frequency: 1

Area of Effect: Personal

All enemies fighting with the Magician receive -1


to their ATT/DEF rolls

Path: Hermetism

Duration: Until end of round

Difficulty: 10

The target must be a Commander, with the


Leadership/X ability. His Leadership area is
increased by 10 cm and all figures within the
Commander's aura of Leadership (and NOT
that of a war-staff, if any) get +1 to STR

15

Area of Effect: An enemy

Difficulty: 8

Range: 15 cm

Duration: Instant

Difficulty: Special

Duration: Instant

11

Frequency: 1

X = 2; reduce wound level by one rank.


Difficulty: 8 for Light, 9 for Serious, 10 for
Critical.
X = 5; reduce wound level by two ranks.
Difficulty: 10 for Serious, 11 for Critical

Frequency: 3

Target benefits from the <<Assault Fire>> ability.

13

Path: Hermetism

Area of Effect: A friend

Duration: Until end of round

CHASTISEMENT OF LIGHT

Range: 40 cm

Frequency: 1

Range: 20 cm

Area of Effect: A friend

This spell targets the figure whose DIS score


was used for the Tactical roll. If this model is
dead by the time the Mage activates, this spell
targets the enemy model with the highest DIS
remaining on the board. If there are several
who are tied, the spell may target any of them.
The top card of the Activation Deck is placed on
the bottom.

Path: Hermetism, Circaeus

CALMING GLOW

Difficulty: Target's DIS

Frequency: 1

Area of Effect: A friend

WORD OF CONFUSION

Path: Hermetism, Circaeus

Range: 20 cm

Path: Hermetism
Difficulty: 7+# Targets
Area of Effect: Enemies

Range: 20 cm
Duration: Instant
Frequency: 1

X is 2 times the number of targets selected. All


targets suffer a Wound Roll of STR 5.

15

16

MASSACRE

AGILITY OF THE NYMPHS

TRAP OF WOLVES

1
Path: Howls, Torments
Difficulty: Target's
STR-2

Range: 20 cm
Duration: Until end of round
Frequency: 2

Area of Effect: A friend

Target gains the ability <<Implacable/1>>. If


target already has <<Implacable/X>> then X is
increased by 1 (max 3)

Range: 15 cm

Difficulty: Target's
ATT+2

Duration: Until end of round


Frequency: 2

Area of Effect: A friend

Target gains the ability <<Fine Blade>>

2
BITE OF THE SOUL

Difficulty: 7
Area of Effect: Special

Range: Special
Duration: Instant
Frequency: 1

This targets a card in your Activation Deck that


hasn't been activated yet. It is immediately
activated and removed from the activation
sequence for the turn.

11

Path: Howls, Torments


Difficulty: Special
Area of Effect: An enemy

Range: 20 cm
Duration: Until end of round
Frequency: 2

This spell's difficulty is equal to the COU/FEAR


printed on the targeted fighter's card. If he
doesn't have COU/FEAR, then RES is used in
its place. Target suffers a -1 penalty to all
INI/ATT/DEF/AIM/POW/DIV rolls (except for
mana recovery rolls)

Path: Howls
Difficulty: 8
Area of Effect: An enemy

Range: 20 cm
Duration: Until end of round
Frequency: 1

Each time target moves she suffers a Wound


roll of STR equal to distance moved/2 (round
up). For purposes of this spell reorienting is not
considered movement.

CALLING OF BLOOD

Path: Howls, Cabala

Path: Howls

14

13

GIFT OF THE RHINOCEROS

GIFT OF THE BOAR

GIFT OF THE SNAKE

Path: Instinctive
Difficulty: Free

Range: 10 cm
Duration: Until end of round
Frequency: 2

Area of Effect: A friend

Target RES increases by Difficulty chosen/2


(round down), with a maximum of +5

14

Range: 10 cm
Duration: Until end of round

Difficulty: 8

Frequency: 1

Area of Effect: A friend

Target gains the ability <<Brutish Charge>>

Path: Instinctive
Difficulty: 8

Range: 10 cm
Duration: Until end of round
Frequency: 1

Area of Effect: A friend

Target gains the ability <<Counter-attack>>

10

GIFT OF THE MONGOOSE

MYSTIC SAP

GIFT OF PRESERVATION

Path: Instinctive
Difficulty: 5
Area of Effect: A friend

Range: 10 cm
Duration: Until end of round
Frequency: 2

Target receives a +2 bonus on all INI rolls

Path: Instinctive

Path: Instinctive
Difficulty: 7
Area of Effect: A friend

Range: 10 cm
Duration: Instant
Frequency: 1

Once this spell is successfully cast, the


magician must spend an additional number of
gems to heal his target. The targeted fighter
can be healed only one Wound degree per
round thanks to this spell, and the amount of
gems to be spent depends on his Wound leve:
Light=1, Serious=2, Critical=3.

10

14

Path: Instinctive
Difficulty: 6
Area of Effect: Special

Range: Personal
Duration: Until end of round
Frequency: 1

The Magician and all friendly models within 5


cm gain the ability <<Survival Instinct>>

MORBID ANGEL INVOCATION

DEVOTION OF THE DEAD

MORBID PUPPET INVOCATION

Path: Necromancy

Range: 10 cm
Duration: Instant

Difficulty: 8

Frequency:
Unlimited

Area of Effect: Special

Must target a friendly morbid puppet in base-tobase contact with another friendly morbid
puppet. The must both be free of any
opponents and within range. At least one must
be uninjured. Removed them from the
battlefield and replace with a morbid angel.
This counts as one summoned fighter with force
1. Can summon one directly for 4 Darkness
gems. Reserved to Magicians of Acheron.

11

Range: 20 cm
Duration: Instant

Difficulty: 6

Frequency: 1

Area of Effect: Special

Can only be cast on a friendly model with the


Living Dead ability. Target suffers a STR 10
Wound roll and the Magician gains 3 Darkness
Gems

Path: Necromancy

Range: Special
Duration: Instant

Difficulty: 8

Frequency:
Unlimited

Area of Effect: Special

A morbid puppet appears within 10cm of the


Magician.
This spell follows the rules on fighter
summoning on p. 79 and is reserved to
Magicians of Acheron.

MORBID DIVISION

CLUTCH OF THE NECROMANT

FUNERAL MARCH

Path: Necromancy

Range: 10 cm
Duration: Instant

Difficulty: 8
Area of Effect: Special

Frequency:
Unlimited

Must target a friendly morbid angel who is free


of opponents and at altitude level 0. Replace it
with two morbid puppets in base-to-base conact
with each other. They have the same Wound
level the morbid angel had.
If replacing the morbid angel would involve
moving other miniatures, this can't be cast.
All effects on the morbid angel are dissipated.

10

Path: Necromancy

Range: 15 cm
Duration: Until end of round

Difficulty: 8
Area of Effect: Special

Frequency: 2

Can only be cast on a friendly model with the


Living Dead ability. Target gets Concentration/2
(INI/ATT/STR). No effect if the target already
has Concentration/X

14

Path: Necromancy, Typhonis

Range: 30 cm
Duration: Permanent

Difficulty: 9
Area of Effect: An enemy

Frequency: 1

Magician benefits from a +2 on the final results


of ATT and DEF tests, as well as on hand-tohand Damage rolls made against the target of
this spell. If the target inflicts a hand-to-hand
Damage roll on the magician then he suffers a 2 on the final result of this roll.
Only one funeral march may affect a fighter at a
time. A magician cannot simultaneously affect
several fighters with this. He must eliminate his
target to cast it again.

16

PALLID AURA

PUTREFACATION

DIVERSION OF THE SHADOWS

Path: Necromancy
Difficulty: 7
Area of Effect: Special

Range: Personal
Duration: Until end of round
Frequency: 1

Until end of round, every friendly or enemy


fighter (except Living-dead, Construct or
Possessed ones) who is Killed Outright within
10cm of the magician immediately provides him
with 1 gem of Darkness.

Path: Necromancy

13

Path: Necromancy
Difficulty: Target's
RES + 6
Area of Effect: An enemy

Range: 25 cm
Duration: Permanent
Frequency:
Unlimited

Magician places a gem of Darkness from his


reserve next to the fighter, who suffers a
permanent penalty of -1 to RES.
In each maintenance phase the magician can
spend 1 gem of Darkness (and only one), the
increase the penalty by 1 point. If the penalty
equals the printed RES on the target's card he
is Killed Outright. A target can only be affected
by one Putrefacation at a time.

18

Path: Necromancy, Circaeus


Difficulty: Target's
ATT+4
Area of Effect: An enemy

Range: 15 cm

Duration: Until end of round


Frequency: 2

The target gets one less combat die than


normal in every combat in which he's involved.

14

FORCE FROM THE BEYOND

DEFIANCE OF DEATH

RESPITE OF THE DEAD

Path: Necromancy, Circaeus


Difficulty: Special
Area of Effect: Special

Range: 10 cm

Duration: Until end of round


Frequency: 2

Can only be cast on a friendly model with the


Living Dead ability. Difficulty based on Wound
level of target: Unwounded: 4, Stunned/Light: 5,
Serious: 6, Critical: 7.
Target ignores wound penalties on damage rolls
he inflicts, including STUNNED.

Path: Necromancy, Circaeus


Difficulty: Special
Area of Effect: An enemy

Range: 30 cm

Duration: Until end of round


Frequency: 2

The difficulty is equal to the target's force + 4.


The target's force is reduced by two points, to a
minimum of 0.

Path: Necromancy
Difficulty: 8
Area of Effect: Special

Range: 10 cm
Duration: Instant
Frequency: 3

Can only be cast on a friendly model with the


Living Dead ability.
Roll a d6:
1: Wound level worsens by 1 degree
2,3: Nothing
4,5,6: Wound level improves by 1 degree

14

AURA OF AUTHORITY

ELEMENTAL CHAINS

ARROW OF MANA

Path: Primagic

Range: Personal
Duration: Until end of round

Difficulty: 6

Frequency: 1

Area of Effect: Personal

This spell is to be cast at the beginning of the


Strategic phase. The magician then benefits
from the <<Authority>> ability until the end of
the round.

10

Difficulty: Target's DIS

Range: 20 cm
Duration: Until end of round
Frequency: 1

Area of Effect: An enemy

Target can not make Pursuit movements. If


target's DIS is "-", then this spell's difficulty is
equal to 5.

10

Path: Primagic

Range: 20 cm
Duration: Instant

Difficulty: POW + 4

Frequency: 2

Area of Effect: An enemy

The target suffers a Damage roll with a STR


equal to the magician's POW at the moment
that he casts the spell.

15

ELEMENTAL AEGIS

FORCED MARCH

MYSTICAL GALVANISATION

Path: Primagic

Range: Special
Duration: Instant

Difficulty: Special
Area of Effect: Special

Frequency:
Unlimited

This spell can replace a countering attempt by


the magician. The difficulty is then equal to
that of the enemy spell.
If successful, the enemy spell is cancelled. If it
fails, then the enemy spell cannot be the target
of another countering attempt or be cancelled
by a magician who also has Elemental Aegis.
Elemental Aegis can be neither countered nor
absorbed.

13
MINOR CURE

3
Path: Primagic
Difficulty: 9
Area of Effect: A friend

Range: 10 cm
Duration: Instant
Frequency: 2

Target's injury level improves by one rank


(Critical->Serious, Serious->Light, Light>Uninjured).

Path: Primagic

16

Path: Primagic
Difficulty: 7
Area of Effect: A friend

Range: 15 cm
Duration: Instant
Frequency: 2

The target must be completely unengaged. The


target may make a walking move, even if he's
already been activated in the current round.
This movement does not count as an action,
therefore the targeted fighter may move in the
usual way when he is activated, if this hasn't
already been done.

16

Path: Primagic
Difficulty: 7
Area of Effect: A friend

Range: 15 cm
Duration: Until end of round
Frequency: 2

Target gains +1 to INI/ATT/DEF/AIM/POW/DIV


rolls. This does not apply to Mana Recovery
rolls.

12

INCANDESCENT
CHASTISEMENT

WAVE OF FERVOUR

2
Path: Redemption
Difficulty: 6
Area of Effect: Personal

1
Range: Personal

Duration: Until end of round


Frequency: 1

Can only target a fighter with a Judgement


Blade. Damage rolls are made with one
additional d6, choosing the two results preferred
after making the roll. A result of a triple is a
Killed Outright. The target cannot roll more than
3d6 for Damage rolls, regardless of other
effects.

Path: Redemption

Range: Personal

Difficulty: 5

Duration: Instant

Area of Effect: Special

Frequency: 1

This spell can be cast even after the Magician


has engaged (but not after a charge). All
enemy fighters within 5cm of the Magician are
automatically Stunned.

THE THIRTEENTH VOICE

COLD BLOOD

STORM OF LIGHT

Path: Reserved to Kelen

Range: Special
Duration: Until end of round

Difficulty: 8

Frequency: 1

Area of Effect: Special

Cast at the beginning of the combat phase. The


player controlling the magician can choose the
first combat to be resolved, even if he lost the
tactical roll. If the opponent has a similar
power, then the winner of the tactical roll
chooses which one is resolved first.
This cannot be cast if the magician's camp won
the tactical roll.

10
ETERNAL TORPOR

4
Path: Reserved to the Gorgon
Difficulty: Special
Area of Effect: An enemy

Range: 20 cm
Duration: Instant
Frequency: 1

Gorgon and target must have LOS to each


other, or must be in base-to-base contact. A
Power test is made with no difficulty. The target
must make an Initiative test. Subtract this roll's
final result from the Gorgon's Power test.
Difference:
0 or less: No effect
1 to 5: target suffers Damage roll of STR 0
6 to 10: Damage roll of STR equal to difference
11 or more: target is petrified

13

Path: Reserved to Enoch


Difficulty: Target's RES
Area of Effect: An enemy

Range: 25 cm
Duration: Special
Frequency:
Unlimited

If successful, target gets the <<Ephemeral/6>>


ability. This spell remains active until the end of
the game or it is dissipated. It has no effect on
elemental beings, Living-dead, Constructs or
those with Regeneration/X

11

Path: Reserved to Meliador


Difficulty: 11
Area of Effect: Special

Range: Special
Duration: Special
Frequency:
Unique

This spell can be neither absorbed nor


countered. Once successfully cast, Storm of
Light remains active until the magician moves
(voluntarily or not, and no matter which means
are used), is assualted, suffers a wound or is
eliminated, or until the player decides to end it.
During his activation magician can strike targets
with bolts of Light: select target within 50cm and
spend one or more gems of Light. No POW test
is required. Target suffers a Damage roll of

25

ARDENT HEART

BREASTPLATE OF EARTH

RAGE OF THE WARRIOR

Path: Shamanism, Druidism

Range: 10 cm

Duration: Until end of round

Difficulty: 6

Frequency: 2

Area of Effect: A friend

The player controlling the targeted fighter can reroll once each of this fighters Attack tests if the
result does not suit him. Whatever the second
result may be, it must be kept. The same roll
cannot be rolled a third time, even if the fighter
benefits from a different effect that allows dice
to be rolled again.

Path: Shamanism, Druidism

Range: 15 cm

Duration: Until end of round

Difficulty: 7
Area of Effect: A friend

Frequency: 1

Target gains +2 RES. Just after successful


Incantation the caster may spend 1 or 2 extra
Earth gems to increase this bonus: 1 Earth
Gem: +3 RES total, 2 Earth Gems: +5 RES
total. In no way can the bonus to RES provided
by this spell be greater than +5

BOGGING DOWN

11

Path: Shamanism, Druidism

Duration: Until end of round

Difficulty: 8

During the next combat phase, the targeted


fighter can make one more attack than he
normally can during each exchange. This does
not mean that he gains an additional combat
die, but that he can attack one more time per
exchange if he has enough combat dice placed
in attack available to do so. For example, if the
targeted fighter is confronting two opponents,
then he can make three attacks per exchange.
The additional attack can target any of his

13
DEVOURING FIRE

2
Path: Shamanism, Typhonism
Difficulty: 8

1
Range: 25 cm

Path: Shamanism

Range: 40 cm

Duration: Until end of round

Difficulty: Target's
DIS+3

Duration: Instant

Area of Effect: An enemy

Frequency: 2

Target cannot Pursue, suffers -2.5 MOV, and


the difficulty of all Disengagement Tests are
increased by 2

13
MINOR TELEPORTATION

2
Path: Shamanism, Typhonism

Range: Personal

Difficulty: 9

Duration: Instant

Area of Effect: A friend

Frequency: 1

Once cast, the player selects a point on the


battlefield within 30cm of the magician. The
magician must have LOS to this point on the
ground. The magician's miniature is placed
onto the selected point. Can not come into
contact with an enemy. Also does not count as
an action, so the magician may still move in the
usual way if he has not already done so yet.

Frequency: 2

Area of Effect: A friend

EXPOSURE OF THE MIND


1

Range: 20 cm

13

Area of Effect: Special

Frequency: 1

This spell targets the enemy miniature whose


DIS was used for the Tactical roll. If this fighter
has already been eliminated before the
magicians activation, then this spell can be cast
onto the enemy fighter with the highest DIS. If
several fighters share this value, then it can be
cast onto any one among them.
If successful, then as soon as the casters
opponent gets the lead again, he must play the
last card from his Activation sequence. He

14

Path: Shamanism

Range: Personal

Difficulty: 9

Duration: Instant

Area of Effect: Special

Frequency: 1

Roll 1d6 for every friendly or enemy fighter


located even partially within 10cm around the
magician. On a 5 or 6 the fighter suffers a
Damage roll of STR 6

12

SOLAR STAR

MERCILESS BLADES

FLARING OF THE SOUL

Path: Solaris

Range: 15 cm

Path: Solaris

Range: Personal

Difficulty: 10

Duration: Instant

Difficulty: 10

Duration: Until end of round

Frequency: 2

Area of Effect: Special

STR of the Solar Star is 5. After the incantation


succeeds the caster can pay additional gems to
increase this: 1=STR 8, 2=STR 10, 3= STR 12.
The total STR can not be greater than 12. The
spell's target suffers a Damage roll equal to the
Solar Star's. 1d6 is then rolled for each fighter,
friend of foe, within a radius of 2.5cm around
the target. On a 4+ they suffer a Damage roll
with a STR equal to half of the Solar Star's,
rounded up.

20

The magician, as well as all friendly fighters


even partially within 10cm or less of him
benefits from the Ferocious ability.
This spell is reserved to Cynwall magicians.

18

Difficulty: 9

Range: Personal
Duration: Until end of round
Frequency: 1

Area of Effect: Special

Can only be cast by a magician with the


Hyperian ability.
All fighters bound to Darkness in contact with
the magician suffer a Damage roll. This STR is
equal to the difference between the magician's
COU and the figher's COU (or FEAR). The
values taken into account are those on the
cards. The minimum STR is 0.
Fighters with the Construct ability are immune
to this effect.

13

SOLAR FAVOUR

GAME OF CHANCE

CURSE OF COWARDS

Path: Solaris, Chronomancy


Difficulty: Target's
INI+2

Range: 15 cm

Duration: Until end of round

Area of Effect: A friend

Frequency: 2

The targeted fighter benefits from the <<Luck>>


ability.

10

PROTECTION OF THE LIGHT

3
Path: Solaris
Difficulty: Free
Area of Effect: A friend

Range: 15 cm
Duration: Special
Frequency: 1

The final result of the next Damage roll that the


targeted fighter suffers is reduced by a number
of points equal to the difficulty chosen for this
spell (Max 10) A fighter can only benefit from
one Protection of the Light at a time.

Frequency: 1

Area of Effect: Special

Path: Solaris

14

Path: Solaris, Chronomancy


Difficulty: Target's
DIS+5
Area of Effect: Special

Range: 40 cm
Duration: Special
Frequency: 1

This spell targets the enemy miniature whose


DIS was used for the Tactical roll. If this fighter
has already been eliminated before the
magicians activation, then this spell can be cast
onto the enemy fighter with the highest DIS. If
several fighters share this value, then it can be
cast onto any one among them. If the targeted
fighters DIS is noted as -, then his COU +5 or
FEAR +5 is used instead.
If successful, then the player controlling the

17

Path: Solaris, Chronomancy


Difficulty: 6

Range: 10 cm

Duration: Until end of round

Area of Effect: An enemy

Frequency: 2

Target suffers a -1 on all DEF rolls

POWERFUL BREEZE

TRAP OF THE WINDS

THE STRATEGIST'S WILL

Path: Sorcery
Difficulty: Target's
ATT+3

Range: 15 cm
Duration: Until end of round
Frequency: 2

Area of Effect: A friend

Target gains the ability <<Master Strike/2>>. If


target already has <<Master Strike/X>>, X is
increased by 2

Difficulty: Target's
DEF+1

Range: 15 cm
Duration: Until end of round
Frequency: 1

Area of Effect: An enemy

Target can't use Sustained Defense

Path: Sorcery

Range: 25 cm
Duration: Instant

Difficulty: 8

Frequency: 2

Area of Effect: A friend

May only target unactivated fighters. Targeted


fighter is immediately activated as if his card
had just been played. When his card is played
later on, he is not activated a second time.

11

11

MUSCULAR ATROPHY

FORCE OF THE FOUR WINDS

FATAL APATHY

Path: Sorcery, Mutations


Difficulty: Target's STR
Area of Effect: An enemy

Range: 15 cm
Duration: Until end of round
Frequency: 1

All wounds inflicted by target in hand to hand


are reduced by 1 level. Light becomes no
effect, Serious becomes Light, and Critical
becomes Serious. Stunned and Killed Outright
are not affected.

Path: Sorcery, Mutations

14

Path: Sorcery, Cabala


Difficulty: 8
Area of Effect: A friend

Range: 15 cm
Duration: Until end of round
Frequency: 2

Target's STR is increased based on X: 1: +1, 2:


+3, 3: +4. Gems of mastery are not included in
the X casting cost

14

Path: Sorcery, Mutations


Difficulty: 7
Area of Effect: An enemy

Range: 25 cm
Duration: Until end of round
Frequency: 1

Target suffers -1 to its force. If the target suffers


charge penalties this turn, they are increased by
1

11

GENETIC ALTERATION

GENETIC RELIABILITY

INTOXICATION OF DARKNESS

Path: Technomancy, Biopsy

Range: 15 cm

Duration: Until end of round

Difficulty: 6

Frequency: 3

Area of Effect: A friend

The maximum Mutagenic points target may


spend on a stat is increased by 1.

Difficulty: 7

Range: 15 cm

Duration: Until end of round


Frequency: 1

Area of Effect: Special

Can only be cast on a friendly fighter who has


been given a Mutagenic dice that has not been
rolled yet. If the spell is successful, then a
natural 1 on this die is not considered to be a
failure.

Path: Technomancy

Range: 5 cm
Duration: Instant

Difficulty: X+8

Frequency: 1

Area of Effect: Special

This may only target a Mutagenic friend who did


not receive a Mutagenic die this turn. X is the
target's Mutagenic value (values < 0 are
considered 0 for this spell). The target benefits
from a Mutagenic die.

12

STARVING BLADES

GENETIC RECONSTITUTION

DESERT WIND

Path: Technomancy, Cabala


Difficulty: 9

Range: 15 cm

Duration: Until end of round

Area of Effect: A friend

Frequency: 2

Target gains the ability <<Sequence/1>>. If


target already has <<Sequence/X>>, X is
increased by 1 (max 3)

10
ASSIMILATION SERUM

1
Path: Technomancy, Biopsy
Difficulty: 7
Area of Effect: Special

Range: 10 cm

Duration: Until end of round


Frequency: 2

May only target a friend with the Mutagenic/X


ability. Target's Mutagenic/X becomes
Mutagenic/X+1. This bonus does not apply if
the target has already rolled his Mutagenic die

Path: Technomancy, Biopsy

Path: Technomancy, Biopsy


Difficulty: 8
Area of Effect: A friend

Range: 15 cm
Duration: Instant
Frequency: 2

Target must have received a Mutagenic die this


turn, and must have already rolled it. Target
may immediately spend 3 Mutagenic points to
heal 1 Wound level. No more than 3 points may
be spent this way.

11

Path: Technomancy
Difficulty: 11
Area of Effect: Special

Range: 10 cm
Duration: Instant
Frequency:
Unlimited

Can target a fighter or a point on the battlefield.


The target and any model (fried or enemy)
within 5cm suffers a Damage roll of STR equal
to the number of gems of Darkness used,
including those used to improve mastery.

20

CRUEL WILL

LAW OF WEAPONS

PRINCIPLE OF INERTIA

Path: Telluric, Lithomancy


Difficulty: 5

Range: 15 cm
Duration: Until end of round
Frequency: 1

Area of Effect: A friend

Target can move MOV (in cm) for Pursuit


Movements, instead of MOV/2

Difficulty: 8

Range: 10 cm

Path: Telluric, Forge

Range: 15 cm

Duration: Until end of round

Difficulty: Target's RES

Duration: Until end of round

Frequency: 2

Area of Effect: A friend

Frequency: 2

Area of Effect: A friend

Target gains the ability <<Ambidextrous>>.


This has no effect if the target is already able to
Counter-Attack.

13

Target gains +2.5 MOV and +1 D.F. The D.F.


bonus only applies when the target is moving,
not when it is charged.

10

WARRIOR OF THE EARTH

IRON OF THE MIND

LATENT DEFECT

Path: Telluric
Difficulty: 7
Area of Effect: A friend

Range: 20 cm

Path: Telluric, Forge

Range: 15 cm

Duration: Until end of round

Difficulty: Target's DIS

Duration: Until end of round

Frequency: 2

Area of Effect: A friend

Frequency: 2

Caster can spend Earth mana after successful


Incanation. Each gem spent increases 1 of
INI/ATT/DEF/STR/RES/AIM/COU/DIS (max of 1
per stat)

Path: Telluric

10

X cannot be greater than 4, and this spell has


no effect if the target already has the Resolution
ability. Target gains the ability
<<Resolution/X>> (X <= 4)

10

Path: Telluric
Difficulty: 7
Area of Effect: Special

Range: Special
Duration: Special
Frequency: 1

The player names two cards (his own or his


opponents) that have not been played yet. The
chosen cards are swapped with each other,
even if one is placed in reserve. If both named
cards are already in reserve, the spell has no
effect.

11

MARTIAL DEVOTION

BURN OF STEEL

ELEMENTAL WARRIOR

Path: Theurgy

Range: 10 cm

Difficulty: Target's STR

Duration: Until end of round

Area of Effect: A friend

Frequency: 2

The targeted fighter benefits from an additional


attack die in every combat he is involved in.

15

Range: 15 cm
Duration: Until end of round

Difficulty: Target's
STR+2

Frequency: 2

Area of Effect: A friend

For every Damage roll inflicted by the targeted


fighter in a hand-to-hand combat attack, the
victims RES is considered to be halved
(rounded down).

15

Path: Theurgy
Difficulty: POW + 3

Range: Personal
Duration: Until end of round
Frequency: 1

Area of Effect: Personal

Target is considered a Warrior-Mage. This


ability can be maintained from round to round if
the Magician sacrifices two neutral gems every
maintenance phase. This spell does not modify
the number of spells the Magician can have, but
all other rules pertaining to Warrior-Mages apply.

10

FATAL PRECIPITATION

ANGER OF THE WARRIOR

MARK OF INFAMY

Path: Theurgy
Difficulty: 8
Area of Effect: Special

Range: 30 cm
Duration: Special
Frequency: 1

This spell targets the enemy miniature whose


DIS was used for the Tactical roll. If this fighter
has already been eliminated before the
magicians activation, then this spell can be cast
onto the enemy fighter with the highest DIS. If
several fighters share this value, then it can be
cast onto any one among them.
If successful, then as soon as the opponent of
the playe rwho just cast this spell gets back the
lead, he must play all his cards held in reserve,

Path: Theurgy, Redemption

11

Path: Theurgy, Redemption


Difficulty: 6
Area of Effect: Special

Range: 10 cm
Duration: Until end of round
Frequency: 2

May only target a friend with the Fanatacism


ability. The target gains the ability <<War
Fury>>

Path: Theurgy, Exorcism


Difficulty: 5
Area of Effect: An enemy

Range: 50 cm
Duration: Until end of round
Frequency: 2

Target gains the ability <<Target/-1>>

INEVITABLE DECLINE

X
Path: Torments
Difficulty: 9
Area of Effect: An enemy

Range: 15 cm
Duration: Special
Frequency: 1

X may be 1, 2 or 3, Gems used for Mastery do


not count. The target's RES will be decreased
by (X*3) for the next Wound roll it suffers

15

SPEED OF THE PREDATOR

BLOODTHIRSTY RAGE

MORTIFICATION

Path: Whispers, Lamentations


Difficulty: Target's INI

Range: 15 cm

Duration: Until end of round


Frequency: 2

Area of Effect: A friend

Target gains the ability <<Vivacity>>

Range: 15 cm
Duration: Until end of round

Difficulty: 8

Frequency: 1

Area of Effect: A friend

Each time the target gets a result of Critical or


Killed Outright on the wound table from a hand
to hand attack she gains an additional attack
die. Gained dice are lost if not used in the
current combat

14

Path: Whispers, Lamentations

Range: 15 cm
Duration: Instant

Difficulty: 5

Frequency: 1

Area of Effect: A friend

Target's Wound level improves by 1. The


caster will suffer a Light wound on a d6 roll
based on how wounded the target was:
Light: 1
Serious: 1 or 2
Critical: 1, 2 or 3

10

SPIRIT OF THE PACK

SHACKLES

INSTINCT OF THE WILD BEAST

Path: Whispers
Difficulty: 6
Area of Effect: Personal

Range: Personal
Duration: Until end of round
Frequency: 1

This spell must be cast at the beginning of the


Strategic phase, before building the Activation
Decks.
Target gains the ability <Leadership/15>>

Path: Whispers

13

Path: Whispers, Lamentations


Difficulty: 5
Area of Effect: A friend

Range: 15 cm

Duration: Until end of round


Frequency: 1

For each hand to hand attack against the target


a Natural result of 2 on a die is considered a 1,
and thus as an automatic failure

10

Path: Whispers
Difficulty: 7

Range: 15 cm
Duration: Until end of round

Area of Effect: A friend

Frequency: 2

Target gains the ability <<Fencer>>

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