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other schools of magic.

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other schools of magic.

Postby b_0 » July 30th, 2024, 2:52 am

The official rules only include 4 of the 8 colleges of magic. I know that reforged added the other 4 schools, but reforged spells are not exactly compatible with original AHQ. Has anyone made rules for the other 4 colleges, but which are compatible with original AHQ?
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Re: other schools of magic.

Postby Neuralstasis » July 30th, 2024, 3:55 am

There's a list here plus a few other magic types. These are compatible with original AHQ.
https://greywolf.critter.net/ahq/spells.htm

The Reforged ones are mostly compatible too, as long as you reference the rules that they give.
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Re: other schools of magic.

Postby b_0 » February 27th, 2025, 12:09 pm

Greywolfs grey wizard spell book in a usable format:
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Re: other schools of magic.

Postby Thanquol » February 28th, 2025, 9:43 am

Victor Kabay's old website used to have some good homebrew ideas about AHQ Spell Books.

Internet Archive: https://web.archive.org/web/20170218181 ... /Magic.htm

I decided to clean that code for the "8 Spell Books" converting the text into simple efficient semantic XHTML files, 1 column without images or fluff (very basic information without any page layout). Since it's using the original words from that [Victor Kabay] website some of the spell descriptions will relate to Victor's own unique "house rule" additions, and such.

Obviously none of these following 8 Spells Books are from the official Advanced Heroquest rules or material, which covered: Bright, Amethyst, Jade and Light Colleges.

Copy and paste one of the CODE blocks (of your choice) into a text editor like Notepad and save using the *.htm) extension, not *.txt extension. Then open any the 8 different files in a mainstream web browser. Rinse and repeat for the other files. Obviously copy each individual code block into a new separate file. For example, Amber.htm is one file (web page).


Filename: Amber.htm

Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
  <head>
    <title>
      The Amber College
    </title>
    <style type="text/css">
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  body { background-color: #FF8000; margin: 20px; font-family: Georgia; }
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<body>
<div>
<h1>THE AMBER COLLEGE</h1>

<div class="c1">
<h2>GHUR The Hunting Arrow</h2>
</div>

<p>Amber Wizards (also called Shamans or Animists) are lonely and
solitary individuals. They live in the wildest, most untamed
forests and shun the company of fellow men, avoiding towns and
settlements, and conducting an almost savage lifestyle as excellent
hunters and trackers. Shamans draw their power from the wild
spirits of nature, for they have an animistic vision of the world,
where every animal, plant, or even the soil itself, has its own
living spirit. Harsh is the way Amber Wizards see life, like a
never-ending competition between the spirits of nature, a world
where only the fittest can survive and where the life-force of the
weak feeds the hunger of the strong. Amber Wizards are capable of
merging their spirit with the ones that surround them, and can
summon wild animals to their bidding. Shamans dress in furs and
animal skins, and use feathers and rough amber pebbles as
decoration, their symbol is the hunting arrow, the means of
survival in a world where everybody is hunter and hunted at the
same time.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>The Hunting Spear</h2>

<em>Components: wolf fangs</em>

<p>Calling loudly upon the most savage and wild forces of nature,
the Wizard plucks a glowing barbed spear out of the air and hurls
it at an enemy. The Hunting Spear streaks towards its target with
deadly accuracy and strikes with the fury of a wild beast. The
Wizard selects an enemy model that must be in clear line of sight
and within 12 squares. The target will suffer 6DD. Whether the
victim is killed or not the spear will continue in its path (a
perfectly straight line) striking the next model, friend or foe,
and causing 5DD. The process continues, causing one less damage die
for each target hit, until there are no more potential targets for
the Spear, or once the Spear has hit 6 models and its strength has
waned.</p>

<h2>The Cape of Thorns</h2>

<em>Components: handful of thorns</em>

<p>With a sweeping movement of the arm the Wizard envelopes a cape
of wickedly barbed thorns around himself. While giving additional
protection, the Cape of Thorns also threatens to injure enemies
foolish enough to attack the Wizard in close combat. Only the
Wizard may be affected by this spell, and the effects last until
the end of the next exploration turn. The Cape of Thorns increases
the Wizard's Toughness by one. Moreover for every damage dice
rolled against the wizard and that results in a 1 or 2 the attacker
automatically suffers a wound as it hits the thorns instead.
Enemies using long weapons only receive damage on a result of 1,
while unarmed enemies suffer damage on a 1 to 3 result.</p>

<h2>Herb Lore</h2>

<em>Components: pouch of herbal powder</em>

<p>The Wizard rubs the herbal powder into a comrade's wounds,
chanting silently to increase its healing power. While this process
is fairly painful, it does help heal the injuries of the recipient
of this spell. Herb Lore may be cast to heal a single friendly
model in the Wizard's death zone to full wounds.</p>

<h2>Commune</h2>

<em>Components: amber statuette</em>

<p>Standing perfectly still the Wizard allows his spirit to
momentarily leave his body and merge with the surrounding spirits.
Returning to consciousness after a few moments he remembers seeing
all that lies beyond a closed door. This spell targets a single
closed door or unexplored passageway in the Wizard's line of sight.
He will be able to see what is in the room beyond it as if the
section had been explored. The wizard is also allowed to roll for
each trap within the room in attempting to discover it (adding any
bonuses the Wizard may have as usual), notice that no attempt to
deactivate any trap may be done at this stage. (Designer's note:
this spell is particularly useful because of its ability to
discover traps; however the GM must feel free to make the Wizard
roll dice even if there is no trap, or more dice than there are
traps, to avoid that the heroes know exactly how many traps are
concealed even if the spell should fail to uncover any. Finally,
remember that if you roll a natural 12 due to this spell no special
effects occur, such as gaining experience in discovering
traps).</p>

<h2>Twist Wood</h2>

<em>Components: handful of thorns</em>

<p>The Wizard makes a complicated pattern in the air with difficult
contorting gestures of the hands. Finally, bellowing the final word
of the enchantment, the caster points his finger at a single wooden
object in line of sight and releases all the raw energy he gathered
on it, warping and twisting it until only a shapeless mass is left.
By means of this spell the Wizard can render a single wooden object
(be it a chest, a door, a full quiver of arrows or the handle of an
axe or warhammer) totally useless, effectively destroying it. The
target item must be in line of sight and within 6 squares of the
wizard.</p>

<h2>Camouflage</h2>

<em>Components: pouch of herbal powder</em>

<p>Moving about as stealthily as a hunter stalks his prey, the
Wizard mutters a barely heard incantation and throws the dust in
the air. Gradually the Wizard's shape becomes less and less
distinguishable from the surroundings, to the point that when he
stands perfectly still he can barely be detected at all. This spell
may only affect the Wizard and lasts until the end of the combat in
which it is cast. For the entire duration of the spell the Wizard's
Stealth is increased by 3. Moreover, should the wizard choose to
perform no action at all during his turn, then he may not be target
of any attack as he is practically invisible to the eyes of his
enemies. A side effect of this spell is that while it lasts enemy
models will not be affected by the Wizard's death zone (for evading
from combat or to use ranged attacks or for any other reason). In
addition to this a camouflaged Wizard does not count as an
attacking model when following the rules for surrounding
opponents.</p>

<h2>Feral Savagery</h2>

<em>Components: amber statuette</em>

<p>Chanting in a strange, guttural tongue, the Wizard points
towards a single friendly model within his line of sight. The
recipient of this spell becomes temporarily imbued with the
ferocious psyche of wild forest animals. Until the target sees no
more enemy models is will automatically follow the rules for
berserkers, and will not be affected by fearsome monsters, though
fear-causing spells will work as usual.</p>

<h2>Summon Wild Animal</h2>

<em>Components: wolf fangs</em>

<p>The Wizard throws his head back while emitting a loud and
terrifying roar. In matter of moments an animal of the woods
answers his call for help, and appears just behind the corner,
ready to charge at the Wizard's enemies. If the caster passes an
Intelligence test he may choose freely an animal to summon (see
"wild beasts and animals" section of bestiary), if the test is
failed no animal is summoned. To represent the animal mysteriously
finding its way through the dungeon to help its master, its
movement must start one square OUT of the line of sight of ANY
hero. The animal may be coming from behind a corner of a corridor,
or through an open door to a room nobody can see into. The animal
accompanies the Wizard until the start of the next exploration
phase, when it runs off. If it is ever slain, the Wizard will lose
his next turn in anguish.</p>

<h2>Wild Growth</h2>

<em>Components: pouch of herbal powder</em>

<p>The Wizard gestures and mutters as he pours the content of the
pouch in his hand and throws it around the surrounding area.
Suddenly, with a loud groaning sound, a dense copse of undergrowth
erupts from the ground to cover the targeted area with an
impassable carpet of thorns. The affected area must be within 12
squares of the wizard and may occupy 2&times;5 or 3&times;3 squares
(Wizard's choice). All models, whether friend or foe, within this
area in the moment the spell is cast suffer 2DD. Moreover for the
entire duration of the spell all models in the area can attack and
shoot with ranged weapons as normal, but each square of thorns
counts as three squares for movement purposes (e.g. a model with a
speed of six will move up to two squares). The Wild Growth remains
effective for the rest of the expedition, but may be gradually
destroyed by means of a fiery spell (squares under the fireball
template are burned down), or destroyed outright if a Rot Wood
(Jade College) spell is cast.</p>

<h2>Spirits' Curse</h2>

<em>Components: amber statuette</em>

<p>Carefully placing the amber statuette on the ground, the Wizard
begins to chant a long, incomprehensible litany. As the Wizard
pronounces the arcane words he causes a swarm of wispy, ethereal
spirits to rise from the ground. The conjured creatures soon start
to harass the Wizard's opponents, scrabbling at their feet with
insubstantial claws. The spirits will occupy and affect an area of
4&times;4 squares within the Wizard's line of sight. All opponents
in this area will always count as surrounded by all sides (-3 DS)
and will have their Stealth reduced by 3 when attempting to evade
from combat.</p>

<h2>Shapechange</h2>

<em>Components: wolf fangs and amber statuette</em>

<p>Moaning in anguish, the Wizard invokes the strength and power of
a furious beast of the woods to possess his body. His frail frame
begins to horribly twist and warp, as fangs, horns and claws emerge
from the Wizard's flesh, and a thick, rough fur takes the place of
his vulnerable skin. At the end of this transformation, terrible
indeed to behold, the Wizard has effectively turned into a wild
animal and furiously charges at his opponents. By means of this
spell the Wizard may shapeshift into an animal of his choice (see
"wild beasts and animals" section of bestiary). You may replace the
Wizard's model with an appropriate one as the Wizard assumes all
the characteristics and special abilities of the chosen animal
(with the exception of Intelligence and Fate points). While in this
aspect, the Wizard may not cast further spells or use any magic
item. All his items are magically being carried along. The spell
lasts until the caster wishes to end its effects (this means he CAN
play as an animal for the entire level!), or until he is slain or
reduced to zero wounds (knocked out). When the caster reverts back
to his pristine shape he has an amount of wounds equal to those he
had before transforming into a wild animal.</p>

<h2>The Biting Maelstrom</h2>

<em>Components: wolf fangs and handful of thorns</em>

<p>Throwing the fangs and thorns into the air, the Wizard bellows a
complicated incantation. In matter of seconds they start whirling
furiously, spinning around in ever-increasing circles as more and
more biting shards are magically being created. Soon enough a
maelstrom of fangs, talons, claws and thorns hurtles menacingly
towards the chosen opponent, biting and cutting through it in a
savage surge of violence. This powerful spell distributes 10 points
of damage or more (in the case of critical wounds) in the following
way. The first target must be in direct line of sight. It will
suffer 10DD. Every damage dice that fails to provoke damage is
carried on to the closest enemy model. This process continues,
hitting one enemy model after the other. However, if all enemies in
sight have been struck and there are still damage dice to roll, the
Biting Maelstrom will start attacking the closest hero (not the
Wizard). Once all heroes have been hit all remaining damage is
dealt automatically to the Wizard.</p>
</div>
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</html>



Filename: Celestial.htm

Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
  <head>
    <title>
      The Celestial College
    </title>
    <style type="text/css">
  /*<![CDATA[*/
  <!--
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<body>
<div>
<h1>THE CELESTIAL COLLEGE</h1>

<div class="c1">
<h2>AZYR The Comet of Power</h2>
</div>

<p>Celestial Wizards (also called Astrologers, Seers or Prophets)
focus their interest into the long and difficult studies required
to understand the otherworldly principles concerning the flow of
events, the influences of destiny and fate over the world, and in
particular the prediction of events yet to happen. This research
brings Celestial Wizards to gaze at the stars, take note of astral
conjunctions and constellations, observe the movement of comets and
planets, for it is in the heavens that they find the answers to
their questions. During their studies on the skies, Celestial
Wizards also learn how to harness the destructive force of
lightning, and only when they become accomplished wizards do they
actually gain the terrible power to change the flow of fate and
time. The Celestial College uses blue as its colour, and
astrologers usually wear robes of this colour adorned with stars
and planets. The symbol of this college is the Comet, for no other
astral entity carries as much significance when it comes to
foretelling future to Celestial Wizards as comets.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>Lightning Bolt</h2>

<em>Components: pinch of magnesium</em>

<p>With a clap of thunder a bolt of searing lightning leaps from
the Wizard's outstretched palms, incinerating all those unfortunate
enough to find themselves in its path. The Wizard chooses a
direction to fire the lightning (cardinal or diagonal), forming a
corridor 1 square wide and 12 squares long. Every model, friendly
or enemy, in this crackling corridor is automatically hit and
suffers 5 damage dice.</p>

<h2>Doom</h2>

<em>Components: meteor dust</em>

<p>The Wizard may use this spell to subtly change the course of
events so that only disaster and failure await the unlucky target
of this curse. Choose a single enemy model in the Wizard's line of
sight. It will be subject to the effects of the Doom spell until it
dies, the combat is over or if it scores a Critical hit (proving
not to be that unfortunate after all!). Doom causes all attacks
against the target to be at +1 to hit. Moreover all blows will
mysteriously penetrate the slightest fault of the subject's armour,
so that all damage dice rolled against doomed model ignore up to 2
points of its armour.</p>

<h2>Haste</h2>

<em>Components: sand of time</em>

<p>Cupping the glittering sand in his hand, the Wizard blows it
towards a comrade, engulfing him in a whirling sandstorm. The
target of this spell becomes unnaturally fast as time flows slower
about him, his movements almost a blur to all those that watch. The
target of this spell must be within 6 squares and in direct line of
sight of the Wizard. Haste allows whoever it affects to take his
turn as normal, and immediately take another turn after that. This
spell only has effects the turn it is cast, and its target reverts
to normal speed during his next turn.</p>

<h2>Visions of future</h2>

<em>Components: crystal orb</em>

<p>Looking carefully into the glowing crystal orb, the Wizard is
granted a vision of an unexplored section of the dungeon, revealing
to him its contents. By means of this spell the Wizard is allowed
to see what lies beyond a closed door or a corner in a corridor.
Place the dungeon section exactly as if the heroes had entered it,
and put down any monsters it may contain. No traps are uncovered
this way, nor are secret doors. However this spell is particularly
useful for it may be used to see what the content of a closed chest
or other vessel is.</p>

<h2>Stasis</h2>

<em>Components: sand of time</em>

<p>As the wizard mutters a seemingly endless incantation he directs
his attention towards a group of models. As his chanting continues
and they see the whole world around them move faster and faster. In
real life the Wizard has gradually immersed his targets in a
reality where the flow of events has been practically halted
completely, effectively locking them in time. Place the fireball
template anywhere within the Wizard's line of sight and leave it
there. All models, friend or foe, under the template will be unable
to perform any action for the next three turns, they may not move,
attack, cast spells or do anything at all. However models within
the Stasis are also totally immune to absolutely any effects from
outside, taking effectively no part in the game (for this reason
Stasis may also be made to affect a badly injured comrade in order
to protect him from further attacks). The template may not be moved
or shot across, so may even be used to act as a wall.</p>

<h2>Static Discharge</h2>

<em>Components: pinch of magnesium</em>

<p>The Wizard raises his fist into the air and his chanting causes
a furious storm of electric energy to surround it. He then reaches
out to touch a single enemy model and discharges all the raging
energy he gathered on it, pulverizing it in matter of seconds. This
spell affects a single enemy model in the Wizard's death zone. If
the Wizard successfully hits his target in hand-to-hand combat it
will automatically suffer 10 damage dice if it wears metallic
armour, and only 5 damage dice otherwise.</p>

<h2>Foresight</h2>

<em>Components: crystal orb</em>

<p>Altering the very fabric of existence, the Wizard projects a
single friendly model into a reality that is just a few moments
ahead in time. For the entire duration of the spell the target will
be able to see events yet to happen and act accordingly. Foresight
lasts for the whole combat or exploration phase in which it was
cast, and may affect a single friendly model in the Wizard's line
of sight. The model will see incoming blows as well as faults in
opponent's defences and will be given all the time to use this to
his advantage. To represent this, the recipient of this spell may
choose to re-roll a single dice roll during each turn, OR force a
re-roll on a dice rolled against him (from a monster attacking him,
a trap, spell and so on).</p>

<h2>Timestop</h2>

<em>Components: sand of time</em>

<p>Keeping together his hands in a cup-like fashion the Wizard
holds the sand, allowing it to slowly flow out and fall to the
ground through a small crack in the fingers, in a similar way to
how sand falls through the narrow part of an hourglass. Suddenly
the Wizard stops the flow of sand by closing tightly his fists. In
that very moment he stops moving, as time seems to stop around him,
leaving, though, his comrades free to move as they wish. When
Timestop is cast the Wizard and all monsters in his line of sight
are halted and lose their next turn, while the rest of the heroes
are free to perform actions as they wish, effectively taking their
turn twice.</p>

<h2>Astral Gate</h2>

<em>Components: meteor dust</em>

<p>With a tremendous effort the Wizard tears apart the very fabric
of reality, creating a portal that leads directly to the warp.
Through the Astral Gate a multitude of glittering stars and planets
can be seen, and all those who enter the portal will be able to
travel through space and time and reach any destination. The very
moment the Wizard casts this spell place a 1&times;1 square
template in a free space adjacent to his model. The Astral Gate
will remain in place until the end of the next exploration phase.
Any model, both friendly and enemy, may choose to enter the gate by
moving into this template, and will be momentarily removed from the
game. During the model's next turn it must successfully pass an
Intelligence or be lost forever in the void (a fate point may be
used to counter this horrible death, but the model reappears in a
square adjacent to the gate's entrance), if the test is successful
the model may be placed anywhere on the tabletop. Note that the
Wizard does not need to test his Intelligence to find his way
through the warp, and that at no time may more than one Astral Gate
be in play.</p>

<h2>Chain Lightning</h2>

<em>Components: pinch of magnesium</em>

<p>The Wizard raises both arms and conjures a raging storm of
crackling sparkles in each open palm. Once enough energy has been
channelled this way, he unleashes a terrible bolt of lightning that
strikes one enemy after the other with the brutal force of the
elements. Roll a dice, the result shows how many models are hit by
the Chain Lightning and how many damage dice the first model struck
suffers. The first target must be in the Wizard's direct line of
sight. The next model hit is in direct line of sight of the first
one, but suffers one less damage dice of injury. The process
continues, and may eventually bring the lightning out of the
Wizard's line of sight. Note that a model may not be hit twice by
the same lightning, so if there are no more eligible targets the
spell will start striking the heroes, and once even these targets
have been hit the lightning will disappear immediately.</p>

<h2>Astrologos</h2>

<em>Components: meteor dust and pinch of magnesium</em>

<p>As the Wizard pronounces a long and complicated incantation, a
small globe of coruscating light appears and starts to gracefully
float about. This glowing sphere looks much like a star from the
heavens, and brings luck and fortune to all those it favours. By
means of this spell the Wizard actually creates a single Fate point
that may be used by any hero who wishes to, and that can see the
miniature star (for this purpose you may choose to represent the
star with a small counter that is placed the moment the spell is
cast and that remains fixed in that spot). The star disappears if
at any time it is not in the line of sight of the Wizard. Note that
this spell is used to prevent unexpected difficulties, and may not
be cast, for example, once a hero has already been killed and wants
to use a Fate point to avoid the deadly blow.</p>

<h2>Hand of Fate</h2>

<em>Components: crystal orb and sand of time</em>

<p>The Wizard recites words of arcane power to alter the course of
reality and bring luck to his fellow companions. As the whole
dungeon becomes suffused with the gentle light of a million stars,
the heroes will see events flowing in their favour, moved by unseen
and mysterious forces. This spell lasts only for three turns, and
affects all heroes, in line of sight and not. For the duration of
the spell the heroes may choose to add or deduct 1 from the result
of every single dice roll they roll in their turn. This spell is
peculiar for the modified result will count entirely as if it had
been actually rolled, so a dice roll of 11 may be turned into a
natural 12 (used for example when wounding invulnerable monsters),
and critical wounds will be effectively caused on a roll of 11 or
12.</p>
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Filename: Gold.htm

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      The Gold College
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<div>
<h1>THE GOLD COLLEGE</h1>

<div class="c1">
<h2>CHAMON The Soaring Eagle</h2>
</div>

<p>Gold Wizards (also called Alchemists or Artificers) practice the
most solid and practical form of magic. They constantly work in
their laboratories, smelting and mixing strange concoctions in the
course of their studies into the nature of the elements. They are
also great weapon-smiths and artificers, capable of infusing great
magical energy into devices crafted by their able hands. The
concepts of the Gold College are fairly simple to grab hold of,
compared to the obscure and abstract nature of the other colleges,
but by the same token the physical nature of these spells requires
the consumption of expensive components in their casting. However
the alchemical ability of Gold Wizards means that they have the
ability to turn lesser metals into gold, so not only are they able
to overcome these expenses, but usually they also become very rich
and powerful. Gold Wizards invariably exhibit their wealth in
ostentatious golden yellow robes and ornaments. The Eagle is the
emblem of the Alchemist's Guild and thus the symbol of the Gold
College.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>Blast</h2>

<em>Components: brimstone</em>

<p>The Wizard hurls the piece of brimstone towards an opponent, and
as it reaches its target it suddenly explodes in a blast of blue
flames and sulphurous black smoke. Place the fireball template
within 12 squares of the Wizard and in line of sight. All friendly
or enemy models under this template are automatically hit and
suffer 5 dice of damage (whenever applicable these wounds count as
fire damage).</p>

<h2>Trigger</h2>

<em>Components: gold nugget</em>

<p>The Wizard creates a very weak shockwave that affects the entire
area in his line of sight. All traps within this area, whether they
have been already discovered or not, are immediately and
automatically set off. Note that traps are NOT deactivated as such,
but will immediately count as if they had been triggered (pits will
open, mantraps close and bolts are shot, becoming harmless,
fireballs are cast etc.). In some situations a hero may be affected
by the trap anyway (a fireball template might cover him...), but
this doesn't stop this spell from being one of the most effective
ones when it comes to dealing with traps.</p>

<h2>Enchant Item</h2>

<em>Components: quicksilver</em>

<p>Chanting over the small bottle of quicksilver, the Wizard causes
it to start to glow with intense light. He then uncorks the bottle
and pours the shimmering content on a weapon or armour, rubbing it
in with a cloth until it is completely absorbed and the item takes
up a faint golden glow itself. This spell may target any metallic
weapon or armour carried by the Wizard or by a comrade in his death
zone. The effects last until the start of the next exploration
turn. If the enchanted item is a weapon it will cause one extra
damage dice, if it is an armour increase its toughness bonus by
one. All items enchanted this way count as magical.</p>

<h2>Alchemy</h2>

<em>Components: block of lead</em>

<p>Holding the block of lead with both hands, the Wizard focuses
all his attention on it and starts to chant. Soon enough the
shimmering glint of gold can be seen breaking through the surface
of the lead, and starts to expand until the whole block has been
turned into solid gold. This spell may not be cast during a combat
and takes an entire turn to complete (even if it only uses up one
component). Alchemy effectively transmutes the component (a block
of lead) into gold in the following way: roll an eight-sided dice
(d8) and multiply the result by 10, this is the amount of gold
coins created by means of this spell. On a roll of 1 no gold at all
is created as the lead fizzles away and nothing is left but a pile
of sludge. (Designer's note: this spell has been created to help
Gold Wizards cope with the fact that they have many spells that
require two ingredients, and thus need more money to use their
spellcasting effectively. As all spells that create gold or items,
Alchemy does run the risk of being over-used by heroes, so it is up
to the DM to limit this how he wishes. Remember, however, that the
average gold created each time this spell is used (deducting the
starting cost of the component) is 18.75 gc, so not a really
excessive amount).</p>

<h2>Force Dome</h2>

<em>Components: quicksilver</em>

<p>The Wizard surrounds a single friend with a shield of protective
force that shimmers and glitters with golden light as he moves. The
Force Dome will absorb an amount of blows targeted at the
recipient, and eventually thins out and disperses as quickly as it
has appeared. The target of this spell is a single friendly model
within 6 squares of the Wizard. Any blows that would normally
strike the model will hit the dome instead. The Force Dome has
Toughness 8 and 3 Wounds and lasts until it is destroyed.</p>

<h2>Crumble</h2>

<em>Components: gold nugget</em>

<p>The Wizard chants words of power and crashes his staff against
the ground with a blinding flash of light. As he does so a wall
section nearby will fade and crumble into a bright expanse of
glittering dust. This spell may be used to open a passageway 2
squares wide across a wall section in line of sight. This spell may
be cast already knowing what the room beyond looks like, but may
even be cast on a wall piece that only supposedly blocks the way to
a room (rolling surprise rolls exactly as if a door had been
opened). The Wizard is free to guess if he wishes to, but Crumble
will have no effect at all if there is no dungeon section on the
other side of the target wall. If Crumble is cast in a randomly
generated dungeon roll a d12: if the result is higher than 4 place
a door on the target wall and generate what lies behind it as
usual; if you roll a 4 or less the spell fails. The "door" opened
this way is permanent and may not be closed by normal means.
Crumble will automatically destroy a model that has been
transmuted, and in general may be used against anything that is
made of stone or earth and that is not magical.</p>

<h2>Detonate</h2>

<em>Components: brimstone</em>

<p>Pointing at an item, the Wizard calls upon the destructive force
of the elements to blast it into a million pieces with a
spectacular and equally lethal explosion. This spell may be cast on
an item within 6 squares of the Wizard. This may be a piece of
furniture, a door, chest or some other feature of the dungeon. In
this case Detonate destroys the target object (together with any
small items in or on it) and all models adjacent will suffer 5
damage dice. Alternatively the target may be a single item carried
by an enemy model (weapon, armour and such). In the latter case the
target is destroyed, the model carrying it suffers 6 damage dice
and all models adjacent suffer 4 damage dice. Magic items cannot be
detonated, nor can be objects that are important for the completion
of the adventure (such as a bookcase containing something
important!). The DM must feel free to protect any item that he
absolutely does not want to lose, and to do so he can declare that
it is magical so as to avoid the effects of this spell.</p>

<h2>Wall of Force</h2>

<em>Components: quicksilver</em>

<p>Holding the quicksilver in his palm, the Wizard uses its
energies to create a translucent wall of magical force. The moment
this spell is cast the Wizard can place 8 wall counters (the size
of one square each) anywhere within 12 squares and in line of
sight. Each piece must be adjacent (not diagonally) to at least
another one, so as to form a continuous wall. The Wall of Force
blocks totally all movement and ranged attacks, and lasts until the
end of the adventure (the caster cannot cancel it once it has been
cast). It may be destroyed and each wall piece may be struck
automatically in close combat and has a T value of 8 and 6 wounds.
The wall itself doesn't block line of sight, so certain spells may
actually be cast across it (use common sense).</p>

<h2>Recharge</h2>

<em>Components: quicksilver and block of lead</em>

<p>As the Wizard holds a magic item in one hand, and the bottle of
quicksilver in the other, he pronounces a complicated incantation.
The bottle starts to glow and its intense energy can be seen
running up the Wizard's arm, across his chest and down the other
arm, until it reaches the item and bathes it in a halo of golden
light. This spell may target any magical item that uses charges
(except for Dawnstones and Fate Jewels), but an Intelligence test
is required in its casting. If the test is successful 2 charges are
added to the item, otherwise only one is added. This spell may also
be cast on items that have an ability that may be used only once
per adventure (such as the Plate Mail of Golden Light). To cast the
spell the ability must have been already used, and once the spell
is cast the ability may be used once more. An item may not be
recharged more than once per adventure (the magical surge of power
would risk to tear it apart). An item reduced to 0 charges cannot
be the target of this spell.</p>

<h2>Golem</h2>

<em>Components: gold nugget and block of lead</em>

<p>The lead and gold become the consistency of putty in the
Wizard's hands, and he craftily gives shape to a sturdy humanoid
statuette. The Wizard then places his creation on the ground and
causes it to grow in size and start to move to any command of its
creator. The Wizard has created a Golem, a strong and powerful ally
that combines the resilience of metal with the reliability only a
totally mindless servant can offer. A model must be used to
represent the golem, for from now on the Wizard can use it exactly
as if it were a henchman, moving, attacking and so on. The golem is
immune to Fear and Hypnosis as well as any spell that influences
the target's psyche, he may not be equipped with absolutely
anything (he is armed with Claws (no Fumble nor Critical) and
disappears once it is destroyed. Here is the profile of a
Golem:</p>

<table summary="Golem" cellspacing="0">
<tr>
<th rowspan="2">Golem</th>
<td>WS</td>
<td>DS</td>
<td>BS</td>
<td>S</td>
<td>T</td>
<td>Sp</td>
<td>St</td>
<td>Br</td>
<td>Int</td>
<td>W</td>
<td>dd</td>
</tr>

<tr>
<td>8</td>
<td>7</td>
<td>-</td>
<td>8</td>
<td>9</td>
<td>6</td>
<td>6</td>
<td>-</td>
<td>2</td>
<td>6</td>
<td>6</td>
</tr>
</table>

<h2>The Elixir of Life</h2>

<em>Components: brimstone and quicksilver</em>

<p>Meticulously mixing together the ingredients, the Wizard creates
a bubbling pale yellow concoction. This is a weaker version of the
fabled Elixir of Life, said to be able to restore youth and vigour.
While not being able to stop natural aging, the Wizard's creation
does have the power to heal or even bring back to life a dead
comrade, as long as it is drunk the very moment it is created for
its powers vane almost immediately as the fluid stops bubbling and
turns brown. The target of this spell must be in the Wizard's death
zone. The imbiber of the Elixir of life will be brought back to
full wounds and be resurrected should it have been killed during
the same combat phase as the one in which the spell is cast.
However, the Wizard must successfully pass an Intelligence test or
the Elixir will have no effect.</p>

<h2>Transmute</h2>

<em>Components: brimstone and block of lead</em>

<p>The Wizard reaches out and touches an enemy engaged in close
combat with him. Calling upon the forces of the elements, the
Wizard mercilessly turns his hapless opponent into a solid stone
statue. The Wizard must successfully hit his opponent in
hand-to-hand. If he hits the opponent is allowed two Toughness
tests, ignoring all armour bonuses (for this test only Large
Monsters gain a bonus of +2 to their Toughness). If at least one
test is failed the model is turned into a stone statue and killed
outright. Do not remove the target from the table, for it now
totally blocks movement and line of sight until it is destroyed (it
has T=8, W=4 or 6 if it was a large monster).</p>
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Filename: Grey.htm

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      The Grey College
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<h1>THE GREY COLLEGE</h1>

<div class="c1">
<h2>ULGU The Sword of Judgement</h2>
</div>

<p>Grey Wizards (sometimes called also Sages) are lean-bodied
adventurers who seldom stay in one place for very long, they are
stubborn, curious and independent and their character brings them
to travel almost continuously. In fact Grey Wizards see as ultimate
goal in life to gather as much wisdom and knowledge as possible,
and it is for this reason that they are so eager to see new places
and learn new things to increase their intellect. Grey magic aids
these wise men in their quest for knowledge, offering spells that
improve speed and safety of travel. Consequently Grey Wizards have
control over the forces of weather, and are capable of dispersing
raging thunderstorms in few moments or bring to calm a furious
whirlwind. The proverbial wisdom of Grey Wizards causes them to be
often sought by powerful men seeking reliable advice. The symbol of
the Grey College is the Sword of Judgement, a reminder that seeking
knowledge is not enough, for wisdom must be used to correct
mistakes and to destroy faults.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>First Aid</h2>

<em>Components: runic parchment</em>

<p>The Wizard kneels beside an injured companion and uses his
arcane knowledge of magic to mend his bleeding wounds as quickly as
possible. This spell may be cast on a single friendly model in the
Wizard's death zone and will heal the target back to full wounds.
It may not be cast if there are any enemy models within 2 squares
as the Wizard really needs to concentrate to cast this spell.</p>

<h2>The Cloak of Mist</h2>

<em>Components: vial of mist</em>

<p>As the Wizard casts this spell hazy tendrils of thin grey mist
spew from his waving fingertips, and envelope a nearby comrade.
Soon the target is surrounded by a thick cloud of dark fog, and
opponents find it extremely difficult to focus on him as his
outline becomes an indistinct blur of vapour. This spell may target
any friendly model in the line of sight of the Wizard, and lasts
until the end of the combat on which it's cast. The recipient of
this spell gains a point of DS as opponents find it harder to
strike him, always counts as partially covered target for ranged
attacks, and is at +2 to his stealth.</p>

<h2>Animate Sword</h2>

<em>Components: steel shard</em>

<p>Muttering an ominous litany, the Wizard causes a shimmering and
elegant steel sword to appear before him as if from thin air.
Floating in the air as if held by some unseen fighter, the sword
dashes to engage the Wizard's enemies in a battle to death. The
sword may attack any enemy model within 12 squares of the Wizard,
counts as magical, has a WS of 9 and causes 4DD (Fumble: 1,
Critical: 12). The sword continues attacking the same enemy and
vanishes if it gets out of the Wizard's line of sight, if it
fumbles or if its target dies. The sword counts as always attacking
enemies from the front, and may not charge. The victim of the
sword's attacks may evade from combat as usual, but the sword will
chase it, ignoring totally other enemy death zones while doing so.
On the contrary of a summoned creature such as the Golem (from the
Gold College) the Animated Sword does not occupy a square and does
not need to be represented by any model (notice, however, that an
Animated Sword counts as an attacker when following the rules for
surrounding opponents).</p>

<h2>Wanderlust</h2>

<em>Components: grey feather</em>

<p>The Wizard's continuous chanting mystically fills the other
heroes with an uncontrollable wish to explore, discover and see new
places. Unable to stand still, they are soon on their way to
discover the entire dungeon and uncover all its secrets. This spell
may only be cast during an exploration phase and ends when the next
combat starts. All heroes in the Wizard's line of sight (including
the Wizard himself) are affected. Wanderlust increases by 3 the
movement rate of all targets. Alternatively this spell may be cast
on a single hero in the Wizard's line of sight, who triples his
speed for the next turn only. The one defect of this spell is that
such is the wish to move generated by it, that targets always have
to use their movement to the full, even if this means they must
move back and forth!</p>

<h2>The Magic Eye</h2>

<em>Components: runic parchment</em>

<p>The Wizards stands motionless and silent, furrowing his brow in
concentration, and as he mutters under his breath for just a
split-second a hazy grey third eye can be seen opening on his
forehead. By doing this the Wizard is able to see parts of the dark
dungeon that has never been explored, and secrets never uncovered.
By means of this spell the Wizard is able to see what lies beyond a
target closed door or chest. These may be even out of the Wizard's
line of sight, but in this case an Intelligence test is required.
The party gains +1 to the surprise roll against groups of monsters
set up in a room explored this way. The wizard is also allowed to
roll for each trap within the room (or on the chest) in attempting
to discover it (adding any bonuses the Wizard may have as usual),
notice that no attempt to deactivate any trap may be done at this
stage. (Designer's note: this spell is particularly useful because
of its ability to discover traps, however the GM must feel free to
make the Wizard roll dice even if there is no trap, or more dice
than there are traps, to avoid that the heroes know exactly how
many traps are concealed even if the spell should fail to uncover
any. Finally, remember that if you roll a natural 12 due to this
spell no special effects occur, such as gaining experience in
discovering traps). This is by far the most powerful divination
spell in the game.</p>

<h2>Insight</h2>

<em>Components: runic parchment</em>

<p>The Wizard sinks deep in thought as he recollects all his
knowledge and wisdom to try to plan a good strategy for tackling a
difficult situation and prevent disaster. Insight causes the Wizard
to be able to react better and have more intuition and know-how,
and for this reason has the effect of increasing for one turn his
Intelligence, Lock-picking, Detecting or Deactivating skill by 3
points (Wizard player's choice). Alternatively this spell may also
be cast when the heroes encounter a hazard that uses a table (such
as Mould, Mushrooms or the Magic Circle), but before actually
triggering the hazard itself (for example once a Magic Circle is
discovered, but has not been entered yet). It allows rerolling the
dice once if the hero does not accept the first result, if each
hero is required to roll the dice separately, then each is allowed
to re-roll. The second result must be accepted even if its effects
are worst than the first. Finally Insight may also be cast if the
heroes are unable to make sense of a particular situation, and the
DM should give them some more or less helpful hint in this event
(NEVER a direct suggestion!).</p>

<h2>Veil of Fog</h2>

<em>Components: vial of mist</em>

<p>Dark strands of grey mist unleash from the Wizard's open palms
and congeal around the surrounding area, covering it in a thick and
shadowy fog. The Veil of Fog affects all the area in the Wizard's
line of sight for three turns, after which it dissipates. All
models within this area count as partially covered when being
targets for ranged attacks. Moreover for the first turn all
affected friendly models can ignore totally enemy death zones and
automatically evade from combat. In the next two turns, as the fog
slowly thins out, this rule does not apply, but the heroes do still
have a bonus of +3 to Stealth to reflect their enhanced ability to
conceal themselves in the remaining fog and elude enemies.</p>

<h2>Teleport</h2>

<em>Components: grey feather</em>

<p>The Wizard closes his eyes and starts focusing intensely on a
section of the dungeon. As he mutters silently his outlines start
fading and he gradually disappears, leaving behind only a whiff of
grey mist. Soon enough the Wizard's shape begins to materialize
elsewhere in the dungeon, appearing at first as a hazy, wispy
outline, and regaining solidity little by little. The Wizard may
use this spell to teleport his model to any square in his line of
sight. He may also choose to be moved to a previously explored
section of the dungeon that is out of his line of sight. Since
teleporting out of sight is much more complex, it requires an
Intelligence test and a full turn to cast. Should the test be
failed the Wizard loses his turn, consumes the ingredient and is
not moved at all.</p>

<h2>Strength of Mind</h2>

<em>Components: runic parchment</em>

<p>As the Wizard pronounces arcane incantations of discipline and
wisdom, he clears the minds of nearby heroes of their innermost
fears, putting up a mental fortress against all diverting thoughts.
Affected heroes become suddenly silent and disciplined beyond
measure, their mind clear of distraction and focused entirely on
their mission. This spell affects the Wizard and all friendly
models in base-to-base contact (not diagonally). Its effects last
until the start of the next exploration phase. Strength of Mind
causes affected heroes to become immune to the effects of fearsome
monsters and monsters that hypnotize, and count as having an
Intelligence value of 10 if it was lower than 10 before the spell
was cast. They are moreover automatically unaffected by enemy
spells that affect or influence the mind, and gain a magic
resistance of 9-12 against other spells. Finally, one single time
for the duration of the entire spell they may choose to
automatically hit an opponent in close combat or with a ranged
weapon, such is their level of concentration. Once this spell is
cast it may not be used again until the combat is over.</p>

<h2>Wind Blast</h2>

<em>Components: grey feather</em>

<p>The Wizard points his hand towards a chosen direction, releasing
a howling blast of wind, that appears as a horizontal whirlwind,
knocking back all who stand in its path. This spell affects a
corridor one square wide and up to 10 squares long starting from
the Wizard. It must be perfectly straight and follow a cardinal or
diagonal direction. All models within the Wind Blast, whether
friend or foe, are affected. Roll a D12 for every model, starting
from the furthest from the Wizard. For every point that the dice
roll exceeds the Strength value of the target, it is moved away one
square, in the direction of the wind. Models striking immovable
objects are halted and sustain one point of damage for each square
of movement left. If the object is another model they both suffer
the damage. In the case in which a Large Monster collides into a
smaller one, one extra damage is caused to the latter model.</p>

<h2>The Grey Cyclone</h2>

<em>Components: runic parchment and vial of mist</em>

<p>Pronouncing long-forgotten words of power and rapidly moving his
hands, the Wizard creates a furious grey vortex. This small
whirlwind unleashes all the destructive force of the elements on
all those unfortunate enough to find themselves in it, and
gradually diminishes in power until only a gentle breeze is left
where before was a raging cyclone. Place the Fireball template
within 12 squares of the wizard and leave it there. All models,
whether friend or foe, under the template, suffer 5DD. During the
next turn the Wizard player may move the template up to 2 squares
in any direction (even diagonally) and roll 4DD (one less than
before) against all models in or passing through it. This process
continues, reducing each turn by one the damage dice caused, until
they reach the value of zero (i.e. after 5 turns). Models within
the Grey Cyclone may not use ranged attacks, and the area covered
by the template blocks totally ranged attacks that cross it (i.e.
the Cyclone may also be used as a wall to protect those behind it
against missile attacks).</p>

<h2>The Sword of Judgement</h2>

<em>Components: 2 steel shards</em>

<p>Holding his hands together, the Wizard begins to chant and soon
the misty outline of a sword can be seen coalescing in his closed
fists. Soon the lithe and graceful shape of a steel greatsword, the
Sword of Judgement itself, becomes clear to sight, its razor-like
blade cutting through foes as the Wizard handles it with deadly
accuracy. This spell lasts for the duration of the combat in which
it is cast, or until the Wizard chooses to end its effects. While
brandishing the Sword of Judgement, the Wizard gains a bonus of +3
to WS and DS, and causes damage as if wielding a sword (Fumble: 1,
Critical: 12), adding +2 to the damage dice. The Sword counts as a
magical sword.</p>
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Last edited by Thanquol on February 28th, 2025, 10:08 am, edited 3 times in total.
Thanquol

Fimir
Fimir
 
Posts: 50
Joined: February 22nd, 2025, 9:59 am
Forum Language: British English
Hero:
Evil Sorcerer: Morcar

Re: other schools of magic.

Postby Thanquol » February 28th, 2025, 9:45 am

Continued...


Filename: Amethyst.htm

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      The Amethyst College
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<h1>THE AMETHYST COLLEGE</h1>

<div class="c1">
<h2>SHYISH The Scythe</h2>
</div>

<p>Amethyst Wizards (also often called Mentalists, Telepaths,
Psychers, Enchanters) are supposed to be self-indulgent and
pleasure loving individuals. It is said that their magic feeds
their hunger and keeps their spirits buoyant. On occasions they can
be selfish, and are prone to the worst excesses of self-interest.
This comes from their introspective nature and the study of their
own motivations and desires. They are masters of the hidden forces
that drive Humankind and its emotions, in fact in order to analyze
the innermost sentiments of others, mentalists have developed the
ability to use telepathy to read other people's mind and
communicate with them. Their specialty is magic of the soul. Of all
the colleges, the Amethyst Wizards are the most adept at
constructing the magical incantations that can alter a person's
will. The Amethyst College has purple, violet, and lavender as its
colours. The symbol is the scythe, signifying mortality, and
reminding the Wizards of this college to seek their rewards in this
life rather than the next.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>Fortitude</h2>

<em>Components: black opal</em>

<p>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 may
heal a single friendly model in his death zone (including himself)
to full wounds.</p>

<h2>Spasm</h2>

<em>Components: black opal</em>

<p>The Wizard chants a brooding incantation while holding the black
opal with both hands so that nobody may see it but him. He then
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 torn 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).</p>

<h2>Heroism</h2>

<em>Components: amethyst crystal</em>

<p>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+.</p>

<h2>Spirit Control</h2>

<em>Components: nightshade</em>

<p>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.</p>

<h2>Charm</h2>

<em>Components: silver chain</em>

<p>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).</p>

<h2>The Vengeful Seeker</h2>

<em>Components: amethyst crystal</em>

<p>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.</p>

<h2>Telepathy</h2>

<em>Components: silver chain</em>

<p>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).</p>

<h2>Alter Allegiance</h2>

<em>Components: nightshade</em>

<p>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 Intelligence 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).</p>

<h2>Soul Share</h2>

<em>Components: silver chain and amethyst crystal</em>

<p>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 brings 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
choose 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.</p>

<h2>Vanquish</h2>

<em>Components: amethyst crystal</em>

<p>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.</p>

<h2>Disillusion</h2>

<em>Components: nightshade and black opal</em>

<p>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, Defence Skill, Bow Skill and Bravery
reduced by -2 until the next exploration turn.</p>

<h2>Rout</h2>

<em>Components: black opal</em>

<p>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.</p>
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      The Bright College
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<div>
<h1>THE BRIGHT COLLEGE</h1>

<div class="c1">
<h2>AQSHY Keeper of Secrets</h2>
</div>

<p>Bright Wizards (usually called Fire Wizards) are masters in the
use of the scorching and incredibly powerful elements of fire and
heat. They are aggressive, impulsive and quick to rage, but are
surprisingly disciplined when it comes to the study of fire magic.
The main reason of this is that Bright magic is by its own nature
extremely violent and destructive, and Fire Wizards have to learn
not how to unleash it, but how to control it. This is why the
Bright College is extremely selective, and as apprentices progress
in their studies they are awarded a series of heavy silver keys
they usually proudly display hanging from their belt (these keys
are also the symbol of this college). Only once the required amount
of keys is gathered by the young mage will he be allowed to
continue to learn more and more powerful spells, so that the more
keys are hanging on the wizard, the more accomplished, powerful and
respected he is. The colours used by the Bright College are reds
and fiery oranges.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>Fireball</h2>

<em>Components: ash</em>

<p>A bright sphere of raging fire shoots out of the Wizard's
outstretched palms and engulfs his opponents in a furious
firestorm. Place the fireball template anywhere within 12 squares
of the Wizard and in direct line of sight. All models; both
friendly and enemy, under the template are automatically hit and
suffer 5 dice of damage.</p>

<h2>Dragon Armour</h2>

<em>Components: red dragon scale</em>

<p>The Wizard hurls the scale into the air and the ominous
incantations he recites magically add more and more scales to the
first one. This process continues until there are enough scales to
cover completely a comrade in a bright red suit of mail that
resembles in many ways a dragon's hide. Dragon Armour may target
any single friendly model in the Wizard's death zone. Until the
next exploration turn the model will have a bonus of +1 to
Toughness, and will be Invulnerable to damage caused by fiery
attacks (note that normally Invulnerability rules are negated by
magical attacks, but Dragon Armour is an exception to this rule
because practically all fiery attacks come in the form of spells or
magic weapons, so the target will only be wounded on a natural 12
from fiery attacks of both magical and not magical origin).</p>

<h2>Scorching Wind</h2>

<em>Components: phoenix feather</em>

<p>As the Wizard calls upon the destructive energy of heat he
stretches his arms forward, projecting ahead of him a hot and dry
wind. Such is the scorching heat brought by this spell, that cloth
and fur start to burn and armour becomes too hot to touch. The very
moment this spell is cast all models, both friendly and enemy, in
the same room or corridor as the Wizard suffer 2DD. This damage is
automatically negated against all models that have some sort of
resistance to fire or to magic as the power of this spell is easily
dissipated. This means that heroes and monsters that have any magic
resistance at all will be impervious to the effects of this
spell.</p>

<h2>The Bright Key</h2>

<em>Components: silver key</em>

<p>The Wizard holds the silver key and his chanting causes it to
start glowing and as he lets go the key continues to float in
mid-air. He then directs the key towards a locked door or chest and
it will open them for him. The Bright Key may automatically open a
closed door or chest in the Wizard's line of sight (this can prove
to be extremely useful to avoid a trap set on a chest or to deal at
a range with monsters that lie beyond a closed door). Use the
Wizard's lockpicking skill as usual if the key is to open a locked
door or chest. Magical doors or doors that require a very special
key may not be opened by the Bright Key, so the DM is free to deny
access to certain sections of the dungeon if he wishes to.</p>

<h2>Metal Fires</h2>

<em>Components: red dragon scale</em>

<p>The Wizard takes into his hands the weapon of a nearby comrade
and starts to mutter arcane incantations. The weapon will start to
glow and becomes incandescent as the spell reaches its completion.
Metal Fires may target any metallic weapon carried by the Wizard or
a comrade in base-to-base contact. For the entire duration of the
combat phase in which the spell was cast the enchanted weapon will
cause an extra damage dice, adding one to the result of each damage
dice rolled. Moreover the weapon now counts as magical and causes
fiery damage. This spell requires an Intelligence test if it is to
be cast on a magical weapon, but in no event may this spell be cast
on a magical flaming weapon (such as the Sword of the Flaming
Hearth).</p>

<h2>Flames of the Phoenix</h2>

<em>Components: phoenix feather</em>

<p>Passing his hand over the bare wounds of an injured companion,
the Wizard causes small flames to burn all over them. While this
process is extremely painful, when the flames are finally
extinguished all wound seem to have disappeared, as if the fire had
reduced them all to ashes. This spell will heal a friendly model in
the Wizard's death zone to full wounds, although it will not work
should there be also any enemy model in it.</p>

<h2>Burn-out</h2>

<em>Components: ash</em>

<p>The Wizard shouts words of power and stomps the ground with his
foot. With a terrible groaning sound the ground shakes and from the
cracks that are formed flames burst out, burning everything in the
surroundings. Place a fireball template anywhere within 12 squares
of the Wizard and leave it there. All models standing in this area
or even just moving across it immediately suffer 3 damage dice.
Burn-out continues affecting this area permanently but the flames
will stop burning if the Wizard chooses to end the spell. All
ranged attacks crossing the targeted area consider their targets as
partially covered when rolling to hit.</p>

<h2>Phoenix Pyre</h2>

<em>Components: phoenix feather and silver key</em>

<p>The Wizard recites the ritual by means of which the Phoenix
maintains its immortality and, much to the surprise of all his
comrades, he engulfs a hero that has been slain in a burning storm
of red flames, leaving only a pile of ash where the corpse was
lying. Suddenly the mound starts to move and the recently dead
comrade digs his way out of the ash, restored to full life. This
spell may only be cast the turn following the comrade's death,
before the Wizard does anything else, and has a range of 12 squares
(since this spell requires a full turn to cast the Wizard cannot
move before casting it, so he must be within 12 squares of the hero
in the moment in which he gets killed). If the Wizard successfully
passes an Intelligence test the model is brought back to life at
full wounds. If the test is failed the model has been incinerated
completely and may not be resurrected in any way.</p>

<h2>Panic</h2>

<em>Components: red dragon scale</em>

<p>Uttering the words of this spell the Wizard fills the mind of an
opponent with hellish visions of burning death and destruction.
Seized by sudden panic, the target will mindlessly run in a
desperate attempt to find refuge from this imaginary firestorm. The
Wizard may choose a single enemy model in his line of sight as the
target of this spell. The model will automatically be affected and
for this turn only may be controlled by the Wizard Player. Note
that the target of this spell may only be made to move or run,
ignoring totally all death zones as it is simply too scared to
notice enemies. It may not cast spell or attack, or perform any
other action at all.</p>

<h2>Flaming Hand of Destruction</h2>

<em>Components: ash</em>

<p>As the Wizard shouts with rage, his closed fists start to burn
with scorching red flames. Although the magical fire mysteriously
does not consume this flesh, the Wizard is visibly wrecked by
terrible pain and as he reaches out and grabs a nearby opponent he
rapidly incinerates it, engulfing it in a destructive firestorm. If
the Wizard hits a target during this combat roll a D12 to determine
the amount of Wounds it automatically suffers (no damage dice need
to be rolled). The Wizard's hands return to normality the beginning
of the next exploration turn. Note that this spell is so dangerous
to cast that if a Warrior-Mage fails his usual Intelligence test he
automatically suffers D12 Wounds, as he is unable to control the
flames that burn in his hands.</p>

<h2>Courage</h2>

<em>Components: silver key</em>

<p>Gathering all his fellow companions around him the Wizard waves
an enchantment of fury and courage, filling their hearts with
unreasoning rage so that they will never back off, even when
confronted with the most terrifying of creatures. Until the
beginning of the next exploration phase the Wizard and all heroes
in base-to-base contact, even diagonally, will be totally immune to
the effects of fearsome monsters, as well as all pacifying spells
(such as Sleep, Tranquillity and Peace, from the Jade college).</p>

<h2>Inferno of Doom</h2>

<em>Components: silver key and ash</em>

<p>The ultimate spell of flaming destruction, the Inferno of Doom
is the hardest spell to master, but is also the maximum aspiration
of any Fire Wizard, for it is capable of incinerating many
opponents at a time in a raging storm of bright red fire. Place the
Fireball template anywhere within 12 squares of the Wizard and in
direct line of sight. All models (friend or foe) under the template
are automatically hit and suffer 7 damage dice. However an
Intelligence test is required to cast this spell, and if it is
failed only 5 damage dice are rolled instead.</p>
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<div>
<h1>THE JADE COLLEGE</h1>

<div class="c1">
<h2>GHYRAN The Coil of Life</h2>
</div>

<p>Jade wizards (also known as Druids) embrace a vitalistic vision
of nature in which the whole world contains an amount of magical
fluid that gives life and fertility to everything, and that is
present in large amount in the element of water. In fact the Earth
is seen as a living being, where the rivers and streams act as the
means by which this life-force flows to feed all creatures and
plants. Jade wizards believe that violence is the entity that most
interferes with the serenity of life, and for this reason have an
unsurpassed arsenal of calming and pacifying spells. Everything
must be free to manifest to the full its wish to live, from plants
and animals to moulds and fungus. Druids construct circles of stone
monoliths in the countryside to channel their magic in yearly
rituals they perform to bring fertility to the soil. In fact Jade
magic is tightly linked to the flow of the seasons, as its energy
flows freely in spring, only to hide in the deepest recesses of
trees during the winter. The Jade College uses green and turquoise
as its colours. The symbol is the coil of life, the circular flow
of seasons.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>The Fluid of Life</h2>

<em>Components: spring water</em>

<p>Holding together his hands in a cup-like fashion, the Wizard
conjures a small amount of emerald green water that sparkles with
otherworldly energy. As the recipient drinks this fluid from the
Wizard's hands he feels renewed vitality surging through him as his
wounds are healed. This spell heals a friend in the Wizard's death
zone to full wounds, although it will not work should there be also
any enemy model in it. Once per adventure the Wizard can attempt to
conjure an even purer form of the Fluid of Life. To do so he must
pass an Intelligence test, and if it is passed the target of this
spell not only heals to full wounds as usual, but also gains 1
extra non-permanent wound.</p>

<h2>Peace</h2>

<em>Components: jadestone</em>

<p>Whispering a gentle incantation, the Wizard bestows a feeling of
calm and serenity on a single opponent, causing it to become
soporific and languid. The now harmless enemy will be unable to
attack during its turn, though it may move, drink potions, or
perform any non-aggressive action. Creatures subject to the rules
for berserkers are not affected by this spell in the same way as
other monsters, as they simply stop being berserkers if this Peace
is cast on them (they might not be peaceful, but are certainly much
calmer!). The effects of this spell last until all the other
monsters are slain, or until the calmed monster is wounded somehow
(since it counts as a "friendly model" the target of this spell may
be hit as a consequence of a fumble of a ranged attack).</p>

<h2>The Cloak of Dainne</h2>

<em>Components: sap of an oak</em>

<p>The Wizard causes a shallow pool of green water to form under a
target model, and starts to recite the incantation. As his voice
raises so the sparkling liquid rises, until the target is cloaked
in a thin film of translucent protective fluid. This spell may be
cast on any friendly model within 6 squares. Until the end of the
combat or the exploration phase in which the spell was cast the
model's Toughness is increased by 1. Moreover the target is
protected from all kinds of disease and poison. He will not suffer
from a disease caused by a monster such as a mummy, he will not be
affected by any blade venom, and is also unaffected by poison
darts, gas traps, deadly poison (from moulds, mushrooms, pools or
other hazards) or spells such as Quickrot.</p>

<h2>Create Swamp</h2>

<em>Components: vial of marsh gas</em>

<p>As the Wizard mutters an arcane incantation, he lets a single
drop of green water fall onto the ground at his feet. As it touches
the flagstones it grows in volume, causing mud to quickly form in
the nearby area. Surprisingly enough, in matter of seconds the
newly created marsh begins to teem with life, as green algae covers
its surface and tiny creatures can be seen crawling and wiggling.
By casting this spell the Wizard creates a swamp that covers up to
6 squares, placed in the following way. The first swamp piece
(represented by a small square counter) must be placed within 4
squares of the caster, and each subsequent piece may be placed
anywhere as long as it touches at least another counter (not
diagonally). Walking through swamp-covered squares takes up 3
movement points (so a creature with a Speed of 9 could cross 3
squares during its turn). All models within a swamp have their WS,
DS, and BS reduced by 1.</p>

<h2>Invigorate</h2>

<em>Components: sap of an oak</em>

<p>Chanting the words of power and strength this spell requires,
the Wizard instils a single friendly model with outstanding energy.
The target feels sudden vitality surging through his body as his
life fluid is violently pumped through his veins. The target of
this spell must be in the direct line of sight of the Wizard. The
spell lasts until the end of the combat phase and increases the
target's WS, DS, BS, and Sp by one.</p>

<h2>Rot Wood</h2>

<em>Components: vial of marsh gas</em>

<p>A decaying stench of rot and mould surrounds the Wizard as he
bathes the surrounding area in a damp, wet and humid mist. Wooden
objects nearby start to decompose until they turn into a useless
mass of putrid rot. This spell may affect wooden items near the
Wizard. These are chests, doors, furniture, clubs, arrows, bows,
staffs, and handles of axes and warhammers, just use common sense
in other cases. When casting this spell the Wizard must pass an
Intelligence test for each and every wooden item (including those
carried by himself or by friends) within 2 squares (groups of
objects, such as the arrows carried by a single model, count as one
item). If the test is successful the item is rendered permanently
useless. Notice that magic items are unaffected, nor are live
trees, plants and Treemen.</p>

<h2>Wither</h2>

<em>Components: spring water</em>

<p>The Wizards bellows terrible words of power as his hands begin
to pulsate with a dark green glow. He then reaches out to touch an
enemy, draining moisture from it and leaving only a shrivelled and
desiccated corpse. The life force of the victim is then redirected
by the Wizard, in the form of a beam of green light, to a number of
wounded heroes. This spell may be cast on an enemy model in
hand-to-hand combat with the Wizard. It causes 7DD and for each
point of damage done the Wizard may heal a wound of any friendly
model in line of sight, including himself.</p>

<h2>Sleep</h2>

<em>Components: jadestone</em>

<p>Murmuring quietly, almost to himself, the Wizard calmly looks
into his opponents' eyes. Unable to avoid his gaze they feel their
energies slowly waning, and eventually fall into an oblivious
sleep. Place the fireball template within 12 squares and in the
line of sight of the Wizard. All models, friend or foe, which fall
under the template must roll under their Toughness (ignoring armour
bonuses) in order to stay awake. For the purpose of this test only,
Large Monsters add +2 to their Toughness before rolling. Daemons
and Undead creatures are not affected by this spell. Sleeping
models remain unconscious until attacked or physically shaken
awake, and count as having a DS value of 1, in addition to not
being able to perform any actions in their turn.</p>

<h2>Tranquillity</h2>

<em>Components: jadestone</em>

<p>As the Wizard mutters this powerful enchantment, a calm sense of
tranquil serenity and well-being permeates the whole area
surrounding him. Enemy models slowly become more and more unwilling
to attack, as their rage and fury are quenched by the power of the
Wizard's chanting. This spell lasts for the whole duration of the
combat and influences all attacks occurring within 4 squares of the
Wizard (i.e. to be affected monster models must be within this
range). Enemies subject to the calming effects of this spell roll 1
less dd in combat (2 less against the Wizard) and may never gain a
free attack (due to a Critical hit, or a fumble (of a hero), due to
rules for berserkers or for any other reason).</p>

<h2>The Green Vapour</h2>

<em>Components: vial of marsh gas</em>

<p>Dark tendrils of humid green mist congeal in the target area as
the Wizard mutters and chants. All creatures enveloped in this
enchanted vapour will feel their energies quickly waning, drained
away and consumed by the green fog. This highly versatile spell may
be used to cover larger or smaller areas, causing considerably less
damage the more the vapour is dispersed. All models, both friend
and foe are affected by this spell if they are within the
vapour-covered area. This must be in the line of sight of the
Wizard and may cover a single square (causing 5DD), a 2&times;2
area (causing 3DD), or a 3&times;3 area (causing 2DD). This damage
does not take armour into account, so use the starting Toughness of
affected models when rolling the damage dice. The Green Vapour
remains in the area where it was cast until the combat is over, so
it may provoke damage multiple times, or be used as an obstacle to
enemy movement (the caster may disperse the vapour whenever he
wishes). Moreover, concerning ranged attacks, the Green Vapour
partially blocks line of sight to models in it or behind it.</p>

<h2>Restore Life</h2>

<em>Components: spring water</em>

<p>The Wizard lays his hands on the body of a fallen comrade, and
in a desperate attempt to bring him back to life he decides to
infuse some of his life force into the still corpse. Weakening and
apparently aging quickly the Wizard's hands become enveloped in a
green mist that sinks into the chest of the lost companion. This
spell may only be cast on a dead model in the Wizard's death zone,
and only in the turn after the model was killed. The Wizard must
forfeit an amount of wounds of his choice that will be transmitted
to the slain hero (this may bring the caster to 0 wounds, causing
him to faint in the process), and must take one Intelligence test
for each wound lost this way. If at least one test is passed the
spell is successful and the hero is brought back to life with an
amount of wounds equal to the ones the caster lost. If all tests
result in a failure the Wizard's wounds are lost and the fallen
friend is beyond help.</p>

<h2>Quickrot</h2>

<em>Components: sap of an oak and vial of marsh gas</em>

<p>The Wizard's hands take on a pale green hue and as he bellows an
arcane incantation he points at a single opponent. The victim is
wrecked with a wasting rot, as flesh decays and lumps of peeling
skin fall to the ground. Moulds and rot quickly feeding on its
body, soon nothing can be seen of the target but a festering pile
of flesh and bones. The Wizard chooses a victim within direct line
of sight. The target model must immediately take an Intelligence
test as well as a Toughness test (armour does not count). If both
succeed the victim suffers 3DD, if one succeeds it suffers 6DD.
This damage does not take armour into account so use the starting
Toughness when rolling the damage dice. If none of the two tests is
successful the target model dies instantly as it is reduced to a
pile of mouldy flesh.</p>
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      The Light College
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<h1>THE LIGHT COLLEGE</h1>

<div class="c1">
<h2>HYSH The Light Of Order</h2>
</div>

<p>Light Wizards (also going by the name of High Priests, Clerics,
Healers) are diligent and contemplative and focus much of their
magic in the arts of healing and protecting. In fact where other
colleges seek power through destruction, the Light College sees
importance in preservation and defence, and possesses an
unsurpassable arsenal of healing spells. Light Wizards are
peaceful, and avoid violence whenever possible. However against
creatures, such as daemons and the Undead, that know nothing but
violence, Light magic offers the most powerful and devastating
spells, calling upon the glowing energy of light to tear apart such
abominations. In the same way as Light opposes Darkness and Life
opposes Death, the College of Light seeks the destruction of all
that is dark and evil. Showing their allegiance to the forces of
Light, High Priests always dress in candid white robes. Symbolizing
the superior power of Truth over Chaos, the rune that identifies
this college is an arrow that stands well above the eight-pointed
wheel of chaos.</p>

<div class="c1">
<p><em>Here follows a description of each spell of this college.
Wizards start the game knowing the top four spells, while Warrior
mages may choose freely their initial two spells among the Wizard's
starting ones</em></p>
</div>
</div>

<div>
<h2>Healing</h2>

<em>Components: incense</em>

<p>The Wizard lights an incense stick and sends the aromatic fumes
in the direction of a friend. As the target of this spell inhales
he instantly feels a sense of health and well-being surging through
his body, as he regains energy and his wounds are healed. The
Wizard may choose any friendly model within 12 squares, in direct
line of sight (this is the only ranged healing spell!), and heal
him to full wounds. This spell may not be cast if there is an enemy
model in the Wizard's death zone.</p>

<h2>Aura of protection</h2>

<em>Components: clerical oilcloth</em>

<p>Placing the clerical oilcloth on his head, the Wizard pronounces
the mystic incantation, and the cloth expands to cover him from
head to toe with a shimmering white aura. This spell adds +2 to
Toughness against attacks from Undead creature and Daemons, and +1
to his Toughness against all other attacks. For the duration of
this spell the target also gains an extra +3 when resisting the
effects of dark magic spells (or gains a 10+ resistance to magic if
he had no magic protection at all), and is immune to Strength Drain
attacks from any enemy. This spell may only target the Wizard or a
friendly model in base-to-base contact, and the effects last until
the next exploration turn.</p>

<h2>Blinding Light</h2>

<em>Components: church candle</em>

<p>Holding the candle with both hands, the Wizard starts to chant.
Magically a pure white flame starts burning with growing intensity,
until the light becomes so strong that the candle cannot be watched
directly. This blinding light is an incredible distraction to all
enemies, but heroes seem not to be bothered at all by it. Although
requiring only one component, this spell is very ritualistic and
requires a full turn to cast. Its effects last until the next
exploration turn. The Blinding Light affects all enemy models
within the line of sight of the Wizard, who suffer a &ndash;1
penalty to all hitting rolls (both for close combat and ranged
attacks). Moreover the Wizard may not be the target of any missile
fire as it is impossible to aim in his direction.</p>

<h2>Strength of Life</h2>

<em>Components: silver dust</em>

<p>Sprinkling the shimmering silver dust on himself or on any one
other model in his death zone, the Wizard draws on the basic
energies of life to infuse strength and vitality into the body. The
affected character adds +2 to his Strength value for the next turn
only, and only +1 for the remaining turns until the combat or
exploration phase in which the spell was cast is over. For the
entire duration of the spell the target is also at +1 to his
WS.</p>

<h2>Resurrection</h2>

<em>Components: clerical oilcloth</em>

<p>This spell may be cast at any time once a fellow hero has been
slain, even after some time. The Wizard carefully unfolds the cloth
over the dead comrade's chest, and his chanting causes it to grow
in size until it covers the corpse completely as if it were a
shroud. If the Wizard passes an Intelligence test, the restoring
properties of the cloth sink slowly into the body of the fallen
Hero: wounds close, breathing starts again, and after a few moments
the eyelids flicker and open. The recently-dead Hero is restored to
life at full strength.</p>

<h2>Remove Venom</h2>

<em>Components: clerical oilcloth</em>

<p>The Wizard stretches the cloth, holding one edge in each hand,
and chants for a few moments. Any poison in the room or passage the
Wizard is in is sucked into his body through the cloth, and
destroyed by the powerful life-energies that empower the Light
Wizard's magic. All poison in the room/passage is instantly
destroyed, be it part of a trap or hazard, or even Rat Poison or
Blade Venom carried by a comrade! If any trap or hazard is
discovered in the room and the dice indicates that it features
poison, it is rendered completely harmless, and any poisoned
weapons function only as normal ones. Upon casting this spell, some
other spells, such as Green Vapour (Jade College) are nullified as
well.</p>

<h2>The Spear of Light</h2>

<em>Components: silver dust</em>

<p>The Wizard flings the dust in the air and his continuous
chanting causes it to coalesce into a spear forged of pure,
shimmering light. He then points his finger towards a single enemy
model, hurling the spear at it. The Spear of Light may target any
enemy model in direct line of sight, regardless of the range. It
automatically hits and causes 5DD against it as normal. If the
target is an Undead creature or Daemon 10DD are rolled instead of 5
as the forces of light tear them apart.</p>

<h2>Banish Fear</h2>

<em>Components: church candle</em>

<p>The Wizard holds up the lit candle, and as he pronounced the
incantation his whole hand becomes suffused with pure while light.
Every friendly model in the Wizard's death zone when the spell is
cast becomes completely immune to fear until the start of the next
exploration turn. Fearsome monsters do not affect those protected
by this spell, nor do spells which cause fear or require Bravery
tests, such as Rout and Spasm from the Amethyst college and Wall of
Darkness from the Dark college.</p>

<h2>Danger Sense</h2>

<em>Components: church candle</em>

<p>The Wizard intones an invocation of warning and protection and
his eyes become surrounded with a gentle pale light. His senses
become more and more aware of danger, as if the Wizard is somehow
warned of potential hazards and perils. For the duration of the
entire exploration phase in which this spell is cast, the Wizard
gains an extra +2 to discover traps and concealed doors, but he
does not have to declare that he is searching for them. In fact the
dice are rolled automatically the very moment the Wizard arrives
within 4 squares of a trap or hidden door (the same designer's note
applies as for the Commune spell from the Amber college). Remember
that the Wizard does not gain experience for rolling a natural
twelve if the trap is discovered thanks to this spell. Finally, at
the beginning of the first combat round that follows the
exploration one in which Danger Sense was cast, the Wizard adds an
extra +1 to the party's surprise roll, in addition for any scout or
wood elf bonuses.</p>

<h2>Final Rest</h2>

<em>Components: silver dust</em>

<p>The ritual of the Final Rest was created long time ago to bring
peace to the restless undead creatures and protect the bodies of
the recently dead from the corrupting power of necromantic magic.
As the Wizard chants his whole figure starts to glow dimly, bathing
the surrounding area in pale white light. This spell may be cast
during combat and affects all the lesser Undead (skeletons and
zombies) adjacent to the Wizard (even diagonally), killing them
instantly if the Wizard successfully passes an Intelligence test
(roll for each enemy model separately). Other adjacent undead
creatures are never automatically killed, but suffer 5 dice of
damage instead. This spell may also be cast on a slain comrade, or
on any corpse, making it impossible to raise it as an Undead
creature by means of a Black Channels spell (Dark College).</p>

<h2>Sleep of Ages</h2>

<em>Components: incense</em>

<p>By whispering the incantation of this spell, and waving in a
gentle arc his hands filled with burned incense dust, the Wizard
allows the powder to gradually pour from the gaps between his
fingers. He then proceeds to blow the air-borne incense towards the
direction of a single opponent. The target falls to the ground in a
deep sleep, and remains asleep permanently until woken. A sleeping
creature can be woken by any comrade which is on an adjacent
square, but the waker must spend a full turn shaking the sleeper
into wakefulness and cannot do anything else at the same time. A
sleeping creature can be struck with a +4 bonus to all hit rolls,
and the striker adds 2 damage dice and +2 to the roll of each
damage dice! The blow(s) then wake the sleeper, if the creature is
still alive.</p>

<h2>Invulnerability</h2>

<em>Components: incense and church candle</em>

<p>The Wizard lights the candle and uses it to light an incense
stick, causing it to burn with a pungent smelling grey smoke. He
then directs this enchanted cloud to envelope a single hero,
assuming the shape of a wispy plate armour. This powerful spell may
target any friendly model in the Wizard's direct or partial line of
sight and within 12 squares. The protected model will follow all
the rules that apply to Invulnerable Monsters until the end of the
combat in which the spell was cast.</p>
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I will use your power, apprentice-pupil, your power joined with my own...
Thanquol

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Re: other schools of magic.

Postby b_0 » February 28th, 2025, 2:21 pm

I prefer the Original Jade wizard's spell book with the "mist of speed".
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Re: other schools of magic.

Postby Thanquol » March 4th, 2025, 5:44 am

Out of those two fan sites, I tended to prefer Victor's spell ideas for the four Colleges that weren't released, e.g. Amber, Celestial, Gold and Grey.

What I always thought was rather inefficient in the official AHQ Rulebook was the following Spell:

INFERNO OF DOOM

Components: Fire Dust and a Dragon Tooth

[...] Any models, friendly or enemy, which fall under the fireball template are automatically hit. Roll 7 damage dice to see what effect a hit has. Before casting the spell, the Wizard must make an Intelligence test; if it is failed, only 5 damage dice can be rolled. ...


It required two spell components so the Wizard is not allowed to move during the turn in which he casts the spell. Plus it needed an Intelligence test to do full damage.

Whereas 'Flames of Death' which used the standard one spell component did 5 damage dice, and it could be cast on the move. Therefore, you could "tactically" move position and if you really wanted cast it twice in the similar timeframe theoretically doing 10 damage dice.

The area of effect covers an area 3 by 3 squares (covers 9 squares in total), which I didn't realise when I first read the rules last century. Partially due to the fact the Fireball temple was 2 by 2 squares (covers 4 squares in total). Furthermore, Ranged Combat uses cardinal directions when counting the range distance.

For offensive I tended to like casting 'Flaming Hand of Destruction'; it does what it says on the tin, and the roll average would instakill most opponents as it was directly automatically forcing the target to lose as many Wounds as the roll result.
Thanquol

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Re: other schools of magic.

Postby b_0 » March 13th, 2025, 6:53 pm

Thanquol wrote:For offensive I tended to like casting 'Flaming Hand of Destruction'; it does what it says on the tin, and the roll average would instakill most opponents as it was directly automatically forcing the target to lose as many Wounds as the roll result.


That sounds like easy mode. True aficionados, and masters of the game, choose the dwarf wizard, with intelligence tests required for every spell.

If you want easy mode, you could also play as the amethyst wizard:
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Re: other schools of magic.

Postby Thanquol » March 14th, 2025, 6:07 am

With 'Flaming Hand of Destruction' you still do have to roll to successfully hit the opponent. I also did strictly limit how often or when I could reasonably use of that spell.

Yes, I do agree some spells could be abused even if you were a near penniless dwarf wizard. It is interesting Graeme Davis had dastardly plans to design some 'Evil Wizard' spells that directly reduced Wounds.

For example: Advanced Heroquest Unpublished Stuff of Terror in the Dark
Thanquol wrote:[...] Some of the 'Dark Wizard' spells seemed rather harsh with their effects.

Certainly the "Steal Life" spell was probably meant to be using a [D6] because the Hero doesn't seem to be given a 'save roll' against the spell effects. (It was also likely missing allowing 1 Fate Point to negate.)

AHQ usually prefers to use D12 notation since it's supplied with 12–sided dice. Had "Steal Life" used the D12, it would certainly steal a Heroes life on a high roll... For example, even the hardiest fully trained veteran melee Heroes (7 Wounds at full health) would have to use up several Fate Points per each Wound lost.

The spell "Beam of Chaos" suffers from a similar issue albeit it allows the use of 1 Fate Point to negate. Therefore, I assume the intention was 2D6 for this spell, i.e. 2 to 12 Wound damage.

Therefore, in other words those two Spells were designed to nearly force your hand to burn through Fate Points. ...


I would naturally have the temptation to use blast spells, without reason or hesitation blast-blast, yes, yes. ;-)
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