Choise your mage :

Artful Trickster

These performers travel the land entertaining and astounding the masses. Specialising in hypnosis and illusions, some question whether their magic is actually real, or just smoke and mirrors

Stat

Move

4

Skill

4

Defence

4

health

Ability : Adoring Fans

During their Start Phase, this Wizard gains 1 Crowd Favour.

Discipline Spell : Vanishing Act

Range

8

Damage

-

Special

Can only target friendly Minions. The Wizard and Target swap spaces

Phantasm

Move

3

Skill

2

Defence

4

Health

4

Minion 1
Minion 2
Minion 3
Action : Hypnotic Dancing
Range

1

Damage

2

Special

If successful, the Target can only target this model on its next turn, unless it is already under this effect from another model.

Astral Warlock

Astral Warlocks reach out to ancient beings from beyond the stars. Many of them draw power into this world, not knowing the full malevolence of what lies behind it

Stat

Move

4

Skill

4

Defence

4

health

Ability : Eyes from Beyond

This Wizard's Minions can ignore terrain for Line of Sight and when measuring the Range of their Action if the Target is visible to this Wizard.

Discipline Spell : Mental Torment

Range

6

Damage

D6

Special

Target has -2 Skill on their next turn.

Void Born

Move

2

Skill

4

Defence

3

Health

4

Minion 1
Minion 2
Minion 3
Action : Cosmic Volley
Range

6

Damage

2

Special

-

Blood mage

The grisly rituals of Blood Mages are seen as disturbing by most people outside of The Pale Mountains. They have accepted their outsider status, and tend to care little for the opinions and laws of the rest of the land.

Stat

Move

4

Skill

4

Defence

4

health

Ability : Sanguine Rite

The Wizard can take D6 damage in the start phase in order to roll an additional D6 during Spell Selection.

Discipline Spell : Boiling Blood

Range

3

Damage

2D6

Special

-

Blood Imp

Move

4

Skill

3

Defence

2

Health

4

Minion 1
Minion 2
Minion 3
Action : Leech
Range

1

Damage

3

Special

If this action deals damage to a Blood Mage’s enemy, the Blood Mage regains 1 Health.

Draconic Magus

Heretical monks who worship the Slumbering Dragons. Their closeness to these powerful creatures allows them to harness the power of fire

Stat

Move

4

Skill

4

Defence

4

health

Ability : Soul of the Dragon

Any model hit by a Spell/Action with the 'Flame' special rule is set on fire. At the start of a Player's Start phase, any of their models that are on fire take 1 Damage. Models can use their Action to put themselves out.

Discipline Spell : Fire Breathe

Range

6

Damage

2D3

Special

Flame

Drake Spirit

Move

3

Skill

4

Defence

2

Health

4

Minion 1
Minion 2
Minion 3
Action : Ignite
Range

1

Damage

2

Special

Flame

Flesh Transmuteur

These Wizards operate on the fringes of modern magic. They have the power to shape organic matter, an ability that drives many mad with power.

Stat

Move

4

Skill

4

Defence

4

health

Ability : Biomancy

Roll a D3 when a new Mutant is placed on the Arena and apply the following results to that Minion. This bonus lasts until it dies. 1) +1 Move. 2) +1 Skill. 3) +1 Defence.

Discipline Spell : Extreme Transmutation

Range

6

Damage

-

Special

Can only target friendly Minions. The Minion gains +2 to Move, Skill and Damage then dies at the end of its turn.

Mutant

Move

3

Skill

3

Defence

3

Health

4

Minion 1
Minion 2
Minion 3
Action : Mindless Assault
Range

1

Damage

D6

Special

-

Green Witch

Generally found deep in the forests and swamps across the land. They have a strong connection with nature and will violently protect it from others.

Stat

Move

4

Skill

4

Defence

4

health

Ability : Fleet of Foot

The Wizard can move 2 spaces during the Start Phase, this ignores the 2 damage if an enemy model is within 1 space and doesn't affect their Move later in the action phase .

Discipline Spell : Grasping Vines

Range

8

Damage

-

Special

Target cannot Move or take an Action on their next turn.

Forest Dweller

Move

5

Skill

2

Defence

2

Health

4

Minion 1
Minion 2
Minion 3
Action : Lunge
Range

1

Damage

D6

Special

Roll Skill twice and use the highest result against Targets affected by Grasping Vines

Luminous Sorcerer

Devout followers of The Path of Light. They can be found throughout the land as priests of The Great Orb.

Stat

Move

4

Skill

4

Defence

4

health

Ability : Blinding Radiance

Any enemy models within 1 space have a -1 penalty to their Skill if they target this Wizard.

Discipline Spell : Healing Light

Range

6

Damage

-

Special

Target regains D6 Health.

Brightling

Move

4

Skill

3

Defence

2

Health

4

Minion 1
Minion 2
Minion 3
Action : Sunbeam
Range

4

Damage

3

Special

-

Metallurgist

Found in most cities as Alchemical Tinkerers and Arcane Blacksmiths. They make a living by forging raw magical energy into mundane objects and are highly sought after.

Stat

Move

4

Skill

4

Defence

4

health

Ability : : Tough as Nails

When rolling Defence, roll 2 dice and choose the highest.

Discipline Spell : Storm of Iron

Range

4

Damage

2D3

Special

If successful, all enemy models within 2 spaces of the Target take 2 Damage.

Automaton

Move

3

Skill

3

Defence

3

Health

4

Minion 1
Minion 2
Minion 3
Action : Crippling Bash
Range

1

Damage

3

Special

Target has -1 Move on its next turn.

Mermancer

Whether sailors, pirates or sea-folk, these Wizards draw their power from the Blue Deep. Their talents are invaluable to any who travel the seas.

Stat

Move

4

Skill

4

Defence

4

health

Ability : Oceanic Fog

Any friendly Minions within 3 spaces can add 1 to the Damage of their “Water Jet”.

Discipline Spell : Tidal Wave

Range

-

Damage

-

Special

Cannot target Minions. Move all enemy models 1 spaces towards their starting edge. If unable to move they take 2 damage.

Denizen of the Sea

Move

3

Skill

3

Defence

3

Health

4

Minion 1
Minion 2
Minion 3
Action : Water Jet
Range

3

Damage

D3

Special

-

Necromancer

Existing in the shadows, Necromancers are obsessed with death. Most of society tends to avoid them, unless of course there's a shortage of cheap labour.

Stat

Move

4

Skill

4

Defence

4

health

Ability : Rise!

If this Wizard has no Minions on the arena during their start phase, they automatically summon 1 Minion within 2 spaces of them.

Discipline Spell : Curse

Range

8

Damage

-

Special

Target rolls 1 less D6 during Spell Selection on their next turn.

Undead

Move

3

Skill

2

Defence

4

Health

4

Minion 1
Minion 2
Minion 3
Action : Grave Strike
Range

1

Damage

D6

Special

-

Noble Scholar

The ruling class of the city of Mirage. They tend to see themselves as sages and keepers of secret wisdom, while most others see them as arrogant and boring

Stat

Move

4

Skill

4

Defence

4

health

Ability : Mystic Knowledge

Once per game turn, add +2 to a single Spell Selection, Skill, or Defence roll. This can be done after rolling.

Discipline Spell : Teleport

Range

6

Damage

-

Special

Move Target up to 4 spaces. This Move can be done over terrain and other models.

Living Spell

Move

3

Skill

4

Defence

2

Health

4

Minion 1
Minion 2
Minion 3
Action : Harmonic Blast
Range

1

Damage

2

Special

Deals an extra 1 damage for every friendly model within 2 spaces of the active model.