MOONSTONE SCROLL.............50 POINTS
This parchment is made with the dust of moonstones. It has the power to dissipate magical
energy.
The Moonstone Scroll automatically dispells the spell being cast, plus
all spells currently in play. All magic cards held by both sides are returned to the deck
immediately and the magic phase is ended.
DRAINS MAGIC
AUTOMATIC DISPELL
MAGIC PHASE ENDS
TOTEM BEADS..........................25 POINTS
The Beads are carved from wood or stone in the shape of forest creatures and are fashioned
on a leather necklace to imbibe mystical abilities to the wearer.
Totem Beads allow the wearer to draw one Magic Spell card before the
beginning of the battle and cast it once during the game. The spell is drawn after any
Werewolf Mystics draw their spells. This spell requires no power cards to be cast and may
be carried by Werewolves who are not Mystics.
DRAW ONE SPELL CARD
ONE USE PER GAME
MYSTIC WODE....................5 POINTS
Werewolves often paint their bodies with symbols and runes of protection with Mystic Wode. The colour of Mystic Wode varies with its ingredients, be they mud, ochre, charcoal or blood.
Armour save of 3+ for shooting/5+ for hand-to-hand. A Werewolf Mystic
may have Mystic Wode without compromising his ability to cast spells. Mystic Wode cannot
be combined with armour, but can be combined with a shield.
3+ MISSILE SAVE/5+ HTH SAVE
CRYSTAL BALL.....................................50 POINTS
The Crystal Ball allows Madame Klawski to divine the way the Winds of Magic will blow.
During each Magic Phase roll a D6. On a 4+, Madame Klawski may look at
the opponent's hand of Winds of Magic cards.
MADAME KLAWSKI ONLY
4+ SEE OPPONENT'S MAGIC HAND
DECK of FORTUNE..............................75 POINTS
The Deck of Fortune allows Madame Klawski to search the Winds of Magic to interpret their
fate.
Each Magic Phase Madame Klawski may draw D6 Magic Cards in addition to
the cards she is normally dealt. She may then choose from this hand the number of cards
she is allowed that Magic Phase. All other cards are returned to the Winds of Magic Deck.
MADAME KLAWSKI ONLY
D6 WINDS OF MAGIC CARDS
MOONSTONE EYE..................................125 POINTS
Silver Eye lost an eye in the challenge that made him Alpha. He now wears the Moonstone
Eye in its place.
The bearer of the Moonstone disrupts all magical power within a 12" radius. This power may be used once per battle. Roll a D6 for every magical item in range. Each item, including spells, weapons, banners, etc. are rendered useless on a 4+ and may not be used for the remainder of the game.
In addition, the Eye may shoot one D3 Moonbolts whenever Silver Eye
charges into hand-to-hand combat. The bolts cause an automatic Strength 4 hit, no save
possible, not even for Magic Armour.
SILVER EYE ONLY
DRAIN MAGIC
D3 STRENGTH 4 HITS
MOONSTONE.........................................100 POINTS
Moonstone is believed to be an actual piece of the moon fallen to earth. It is renowned
and feared for its incredible ability to absorb magical power.
The bearer of the Moonstone disrupts all magical power within a 12"
radius. This power may be used once per battle. Every magical item within the Moonstone's
range including spells, weapons, banners, etc. are rendered useless on a D6 roll of 4+ and
may not be used for the remainder of the game.
WEREWOLVES ONLY
ONE USE PER BATTLE
COLLAR of POWER..................................50 POINTS
The Collar of Power attracts and retains magical energy for the use of its wearer.
The wearer of the Collar of Power receives an additioanl power card
during the magic phase. In addition, the wearer can also store an extra power card for use
in the following magic phases along with any other cards normally retained.
DRAWS 1 EXTRA POWER CARD
DURING THE MAGIC PHASE.
MAY RETAIN 1 EXTRA POWER CARD PER MAGIC PHASE.
SHIFTING ARMOR......................................50 POINTS
Shifting Armour is forged from the finest of metals and strongly imbued with the
Werewolves' shape changing magic. Shifting Armor will alter its shape to form around the
shape of its wearer.
The wearer of Shifting Armour has a special save of 4+. This save is not modified for stregth.
Shifting Armour may be worn by Werewolf Mystics without compromising
their ability to cast spells.
4+ SPECIAL SAVE
WEREWOLF ALPHAS ONLY
WEREWOLF MAGIC SPELLS
MOONBEAMS.................................................Power 2 Range 24"
The Mystic calls on lunar power to fight the foe. Moonbeams shine down to strike an enemy
target in range. The unit takes 2D6 S4 hits. No armour saves allowed, except for magic
armour. If the unit suffers any wounds, it must take a Panic test immediately.
Line of sight.
CURSE OF FENROTH..................................Power 3 Range 12"
The Mystic calls on Fenroth for aid. Roll 2D6 and subtract the Toughness of each model in
the target unit. If the result is 4+, the model is turned into a Werewolf under control of
the Werewolf player.
PACK OF SHADOWS....................................Power 2
The Mystic conjures three wolf-shaped shadows to defend him. They are immune to psychology
and will not break. The shadow wolves profile is as follows:
PROFILE | M | WS | BS | S | T | W | I | A | Ld |
Shadow Pack | 6 | 5 | 0 | 4 | 4 | 3 | 6 | 3 | 10 |
The Pack of Shadows will attack first in the first round of HTH
regardless of who charged. The spell remains in play until the pack is slain or it is
dispelled.
Remains in play. CLAWS OF SILVER.......................................Power 2
Range 18"
The Mystic conjures claws of silver to hurls at the foe. The target unit suffers D6 S6
hits. No armour save is possible, except for magic armour. If the spell is successfully
cast, roll a D6. On a 1, the Mystic suffers a wound from the silver used in the spell.
Werewolves wounded by this spell suffer double wounds. The Werewolf Ability Regenerate
will not work against wounds caused by this spell.
Line of sight.
BOUND OF THE WOLF................................Power 1
The Mystic momentarily transforms into a wolf and makes a mighty leap to land anywhere on
the battlefield where he resumes his human form. The Mystic may move directly into HTH
combat and counts as charging.
PROTECTION OF LUNA...............................Power 2 Range 18"
The Mystic calls on lunar power for protection. The Mystic may cast this spell on himself
or a unit within 18�. Enemy missile fire is at an additional -2 to hit . Enemy troops in
HTH combat suffer a -1 to hit. If the Mystic accompanies a unit, they gain this benefit as
well.
DEATH MIST.................................................Power 3 Range
18"
The Mystic conjures a deadly mist. Use any of the round 2" templates and place over
an enemy unit in range. Roll a D6 for each model under the template. On a 4+ the model is
slain outright. No saves of any type are possible.
NATURE�S EMBRACE...............................Power 1 Range
24"
The Mystic calls on the woods for help. A target unit in wooded terrain will be entwined
by the vines and limbs of the forest. The unit will be unable to move, but make fight
normally if attacked in HTH combat. If the target unit wins a combat, they will be unable
to pursue as the forest holds them fast.
Remains in play.
CALL OF THE WILD...................................Power 1 Range 24"
The Mystic emits a magical call to his fellows. For the next turn all friendly units
receive a +1 to hit if they are in HTH combat, and any friendly unit may reroll a failed
break test.
THE RABID PACK.........................................Power 3 Range 18"
The Mystic conjures a snarling pack of wolves that streaks toward the target unit
inflicting 2D6 S6 hits. Normal armour saves allowed.