The Grey
Wizard (Shadow Mage)
By Thecustodian
Spell Notes
Casting Level 1
Poison Mist
A cloud of green mist seems to leap from the Wizard's open palm, burning those
who breathe it in.
Roll 1D6 for each Monster adjacent to the Wizard. On a score of 6 that target
takes 1 Wound, with no modifiers for Toughness or armour. This spell may be cast
once per turn.
Target: All Monsters adjacent to the Wizard
Duration: Immediate
Lock
The Wizard passes his hand over the door’s surface and a grey wave washes over
it. Subtle clicks indicate internal changes and a protrusion forms in the shape
of a fortified keyhole.
This spell bars a single doorway so that none (except Ethereal beings) may pass
through it. The lock may be either voluntarily dispelled by the Illusionist, or
the chains will vanish once the lock is picked (as normal, with Lock Tools). If
the door should be somehow destroyed, the chains and lock will instantly vanish
as well.
Target: A single doorway
Duration: Until dispelled
Casting Level 3
Pelt of Midnight
The Wizard swirls his cloak, scattering the lantern light and a thick fog seems
to hang over the warriors, obscuring detail and providing cover.
This spell can be cast on an area 2x2 in size. Once cast, all subsequent
shooting directed at models within this space require a 6 or better to hit.
Once it is cast, the Pelt of Midnight continues to affect those squares as long
as the maintenance is paid, costing 1 power per turn, or until the Wizard is
reduced to 0 Wounds.
Target: 2x2 area
Duration: While Maintained
Shadowcloak
The Wizard draws the darkness around himself as a cloak, becoming anonymity;
silence; forgetfulness, as he disappears from sight.
Upon casting Shadowcloak the Grey Wizard can make an immediate attempt to hide.
Roll 1D6 and add his Initiative, +1 if he is more than 2 spaces away from the
lantern. If he succeeds with a roll of 7 or more, any Monsters currently
targeting him will attack the nearest another Warrior, and he is removed as a
target for any actions. This includes his own party, so that while under the
Shadowcloak he cannot be the target of other healing spells, for example. If the
initial attempt to hide fails, he may make another attempt without casting again
at the beginning of the next Warrior Phase, as long as he does nothing in the
meantime.
The Shadowcloak remains as long as the Grey Wizard makes no attacks, casts no
Attack spells, and takes no aggressive actions.
Target: The Wizard
Duration: Until the Wizard attacks
Casting Level 4
Secret Blade (changed from Iron Fist, level 3)
The Wizard conjures up a slender knife of grey steel and sends it hurtling
towards his opponent.
Pick any Monster up to 6 squares away from the Wizard and roll 1D6. If the score
is greater than or equal to the range of the target it suffers 1D6+ 1 Wounds.
Target: Any Monster up to 6 squares away
Duration: Immediate
Shades of Death
The Wizard's image seems to shimmer and becomes he seems taller, stronger, more
threatening. A scent of menace extrudes and touches the eyes of all the foes.
Pick any Warrior on the board (including the Wizard). The model now causes Fear,
so that any attacks are made at –1 to hit. It continues to work until the
Wizard stops maintaining it, which costs 1 Power per turn, or is reduced to 0
Wounds.
Fear has no effect on Daemons or the Undead.
Target: Any Warrior on the board
Duration: While Maintained
Invisibility (changed from level 5)
Casting Level 5
Pit of Shades
The Pit of Shades appears in the midst of the enemy ranks, occasioning despair
as the closely packed troops find the ground disappearing.
Pick any 2x2 square area on the board and place the Pit of Despair marker on it.
Roll 1D6 for each model standing in the four squares covered by the pit. On a
score of 1 or 2 it falls into the pit and is killed. On a score of 3, 4, 5 or 6
it scrambles out of the way - place it in any empty square on this or any
adjacent board section. If there are no empty squares available the model falls
into the pit anyway.
Once the pit is in place, no model may enter the squares it covers. The pit
closes up after one full turn.
Target: Any 2x2 square area on the board
Duration: One Full Turn
Steed of Shadows
At the Grey Wizard’s command, a form coalesces from the gloom and bears him up
and away from danger.
This spell may be cast upon the Wizard himself or any other Warrior.
Once cast, the model can make a normal flight move of up to 2D6 spaces +1 per BL
of the Wizard. The model can fly out of combat without requiring a pinning roll.
Target: Any Warrior
Duration: One Turn
Casting Level 6
Fools Gold (changed from Level 7)
Bewilder
The Wizard pulls the stopper from a small bottle and splashes the contents on
the ground as he casts the spell. The liquid seems to be normal ale, but the
effect on the Monster was that of a three-day binge.
This spell may be cast on any one Monster within 12 spaces range. The effected
model rolls on the following table to determine the effect, which lasts for 1D6
turns.
1 No effect!
2 Befuddled- Attack, Move and Initiative Scores are halved.
3 Wander- move randomly. Roll 1D6 each turn to determine direction (N,NE,E,S,SW,W)
each turn
4 Attack- attack the nearest model, randomly determined, be it friend or foe.
5 Nothing- The model stands looking blank. Attacks made against hit on anything
but a 1.
6 Curl into a ball- the model lies supine, and may be hit automatically.
Target: One Monster
Duration: 1D6 Turns
Casting Level 9
Shadow Knives
The Wizard holds his hand in the air and clicks his fingers. A trio of blades
appear and he flings them at his foes, striking with unerring accuracy.
The Wizard creates a number of Shadow Knives dependent on his title: 1 for
Novice, 2 for Champion, 3 for Hero, 4 for Lord. Each knife hits automatically
and may be targeted at any Monster or Monsters within 24 spaces. Shadow Knives
cause (The Wizard’s Damage Dice)+3 Damage and ignore all but Magical Armour.
Target: Any enemies in line of sight
Duration: Immediate
Creeping Death
Summoning the horrors of the night, the Wizard unleashes discorporate forms that
strike on all sides.
The Creeping Death can be cast on any targets in the Wizard’s line of sight,
within a range of 24 spaces. It automatically hits, and affects D6 enemy models
of the same type, doing 1D6 damage + the Wizard’s Battle level, with no
modifiers for armour.
A model can be affected twice or more only once every other model of the same
type has been affected. Each occasion counts as a separate hit.
Target: Up to six enemies.
Duration: Immediate
Pall of Darkness
The lights flicker and go out as the Wizard casts his spell, summoning a pall of
darkness to encompass the Warriors.
An area 3x3 squares anywhere within the Grey Wizard’s line of sight is created
which no light can penetrate. No one within can see anything or be seen and
therefore cannot be targeted. The Pall of Darkness evaporates after 1D6 turns,
but roll a dice for each model within at the start of each turn. On a roll of
5-6 it has escaped; place it on one of the outside edges. It takes its turn as
usual.
Target: 3x3 area
Duration: 1D6 Turns
Casting Level 10
Window of the Void (changed from Level 11)
Lifestealer (changed from Level 9)
Roleplaying Tips
A Shadow Mage is an odd character. Most players will want his powerful spells
and abilities in deception and obfusion, but with these powers comes the strict
responsibilities of how to use them. Unless something has gone terribly wrong,
the Grey College would never train someone likely to use the power for personal
gain, so while a Shadow Mage could easily rob his way through life, using enough
magic so that his actions weren’t even noticed, he would never do that without
a very good reason.
Consider again the Sword of Justice. This is the ideal of the Shadow Mages- to
be the inexorable, unstoppable force of Justice in an unjust world. Peasants who
cheat their neighbours, merchants who trade in illegal or immoral goods, nobles
who mercilessly oppress their tenants- all might be outside the remit or
capability of the normal authorities, but not the Shadowmancers. When a cruel
tax-collector finds his shop burnt to the ground and is forced to rely on his
neighbours for shelter, it might be poetic justice, it might be him getting his
just desserts… or it might be a Shadow Wizard.