Ice Magic Spell List
Ice Magic Spell List
Ice Magic Spell List
FREEZE WATER
Component: Meteor Dust BRIDGE OF ICE
This spell may be used to freeze over an entire body Component: Platinum Band
of water anywhere in the Wizard's line of sight. The Wizard may transport any number of models
Models may move over it at normal rate for the within a 5 square by 5 square area, friend or foe, to
remainder of the current expedition. It cannot be another unoccupied area within the Wizard's line of
dispelled, though any fire-type spell attack (Fireball, sight. The destination must be on solid ground, and
etc.) cast on the area will automatically melt the ice. the models may be rearranged as the Wizard sees fit
This may be used to cross a chasm, as the water at in a 5 by 5 area centered on the first model placed.
the bottom rises to form an icy bridge.
You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.
DEATH FROST
Component: Vial of Liquid Sky and Diamond SHIELD OF COLD
Dust Component: White Dragon Scales
This spell may be cast against any one opponent in Shimmering crystals coalesce around the Wizard,
the Wizard's death zone. Parts of the opponent are protecting him and all in adjacent or diagonal
frozen solid and turn into ice, causing terrible squares around him from fire attacks (such as a
wounds or killing him outright. Roll 1d12 to Fireball). This protection comes into play the first
determine the number of Wounds the victim turn in which a fire-type attack would affect the
automatically suffers. If an Intelligence test is not Wizard or any creature next to him. The protection
passed, halve the result (round down). then lasts until the next exploration turn. If no such
attack occurs during the expedition, the spell wears
off afterward.
ICE SHARDS
Component: Meteor Dust
Sharp icicles fly out from the caster's hand toward a BREATH OF ICE
single model within 12 spaces, within line of sight. Component: Diamond Dust
Upon a successful hit, 12 damage dice of injury are
inflicted upon the target. The Wizard breathes upon the wounds of a single
model in an adjacent square, and a chill vapor
emerges, healing and restoring Wounds to
maximum.
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