1D6 | Spell |
---|---|
1 | Summon Minion |
2 | Shield |
3 | Discipline Spell |
4 | Dominate |
5 | Empower |
6 | Summon Minion |
1D6 | Favour |
---|---|
1 | A rival fan shouts a personal insult. The Wizard is distracted and has a -1 penalty to Skill until the end of the turn. |
2 | A Fire Gremlin rushes onto the Arena and explodes into flames. A random model takes D6 damage. |
3 | A fist fight breaks out amongst the fans, drawing the full attention of the crowd. Neither player can gain Crowd Favour until your next turn. |
4 | The crowd goes wild. The active player gains 2 Crowd Favour. |
5 | A group from the Wizard's hometown starts a chant. The active player can re-roll a single dice this turn. |
6 | A Crystal Shard spirals out from the crowd. The enemy Wizard takes D6 damage. |
Choise your mage :
- Artful Trickster
- Astral Warlock
- Blood Mage
- Draconic Magus
- Flesh Transmuteur
- Green Witch
- Luminous Sorcerer
- Metallurgist
- Mermancer
- Necromancer
- Noble Scholar
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.