Wizard

## **Background**

Wizards are powerful spell casters who can twist the flow of magic to smite enemies with fire or frost, increase their defense, and even bend the fabric of time and space to their advantage.

## **Gameplay**

The Wizard uses a Spell Amulet to cast spells. The Amulet is divided into 4 quadrants, with each quadrant representing a different basic spell. The Wizard's skill cards are spells that go on the Amulet upgrading previous spells as the Wizard levels up.

**Setup:** Take the Spell Amulet and place it near the Hero dashboard. Make sure that the Ready marker is attached to the Spell Amulet by the plastic connector. Rotate the Ready marker to point at any quadrant of the Wizard's choosing. Choose a Level 1 Wizard's skill card and place it in one of the quadrants of the Spell Amulet (replacing a basic spell).

**Gameplay:** The Wizard's spells cannot be cast in rapid succession without a great expenditure of Mana. The Wizard can only cast the spell that the Ready marker on his Amulet is pointing to. As soon as that spell is cast, the Ready marker rotates to the next quadrant clockwise. The Wizard can force the Ready marker to rotate anytime by spending 1 Mana for each quadrant rotation (which must be clockwise as well).

All of the Wizard's skills are upgrades to 1 of their 4 basic spells. Each time the Wizard gains a new skill, place the skill card in a quadrant of the Wizard's choice, replacing any previous spell that was there.

**Attack Spells:** Spells that are triggered during an attack are attack spells. To receive the benefits of an attack spell, the Wizard must be equipped with a weapon that has a Magic (Magic) attack.

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Fire Course

* **I - Level 1; Attack 2 (Mana):** +2 (Sword), defender takes 1 (Fire Token)
* **III - Level 5; Attack 2 (Mana):** +3 (Sword), defender takes 2 (Fire Token)
* **IV - Level 7: Magic Attack 2 (Mana):** +5 (Sword), defender takes 2 (Fire Token)

Frost Armor

* **III - Level 5; 1 (Mana):** Place 1 (Frost Token) on the (Armor Slot) of an Hero in a Zone in LoS. When attacked, that Hero may discard it to gain: **Defense:** +2 (Blue Dice), ignore 2 (Retaliation), attacker takes 1 (Frost Token)
* **IV - Level 7; 1 (Mana):** Place 1 (Frost Token) on the (Armor Slot) of an Hero in a Zone in LoS. When attacked, that Hero may discard it to gain: **Defense:** +2 (Green Dice), ignore 2 (Retaliation), attacker takes 1 (Frost Token)

Dark Magic

* **I - Level 1; 1 (Mana) (take 2 Wounds):** Deal 3 Wounds to any Enemy in the Dungeon
* **III - Level 5; 1 (Mana) (take 3 Wounds):** Deal 5 Wounds to any 2 different Enemies in the Dungeon
* **IV - Level 7; 1 (Mana) (take 3 Wounds):** Deal 7 Wounds to any 2 different Enemies in the Dungeon

Time Walk

* **II - Level 4; 5 (Mana):** Choose any 2 Heroes to immediately perform a free action (*players choose the order*)
* **III - Level 6; 5 (Mana):** Choose any 2 Heroes to immediately perform 1 free action (*players choose the order*). During this action, they may gain: **Attack:** +1 (Red Dice) or **Move:** +1 MP

Battle Wizard

* **II - Level 4;** As long as this skill is on the Spell Amulet, you may use (Melee) as (Magic) at Range 0 with: +1 (Yellow Dice) or +1 (Orange Dice)
* **III - Level 6;** As long as this skill is on the Spell Amulet, you may use (Melee) as (Magic) at Range 0 with: +1 (Yellow Dice), +1 (Orange Dice), or +1 (Red Dice)

Teleport

* **I - Level 8; 2 (Mana):** Place the Wizard in a Zone in (Magic) range, ignoring LoS. Deal 5 Wounds to all Enemies in that Zone (the Wizard cannot teleport into a closed Chamber)
* **II - Level 9; 2 (Mana):** Place the Wizard in a Zone in (Magic) range, ignoring LoS. Deal 8 Wounds to all Enemies in that Zone (the Wizard cannot teleport into a closed Chamber)

Biting Cold

* **Level 9; Required: Frost Armor IV + Dark Magic IV:** As long as this skill is on the Spell Amulet, any time an Enemy takes (Frost Token), you may take 1 Wound to deal 3 Wounds to that Enemy

Lava Burst

* **Level 9; Required: Fire Course IV + Frost Armor IV: 1 (Mana):** If an Enemy in (Magic) range has at least 1 (Fire Token) and 1 (Frost Token), deal 8 Wounds to them. Remove 1 (Fire Token) and 1 (Frost Token) from that Enemy

Implosion

* **Level 9; Required: Fire Course IV + Dark Magic IV: 1 (Mana):** Take 2 Wounds to resolve all (Fire Token) on Enemies in the Dungeon, rolling (Red Dice) instead of (Yellow Dice)

Arcane Form

* **Level 10:** As long as this skill is on the Spell Amulet you gain +2 range for (Magic) **Magic Attack:** +5 (Sword) **Move:** +1 MP and when taking Reaction Damage, deal the same amouont of Wounds to the Enemy

Lightbringer Ascension

* **Level 10:** This skill doesn't go on the Spell Amulet. You roll (Purple Dice) in Light Zones. You can't use your (Shadow Skill) effects in Light Zones. Instead, you may use: **(Shadow Skill):** Deal 3 Wounds and gain 3 (Mana)

## **Set Item Skills**

Shadowbane

Hellfire

* Minor Power: **Combat:** Discard 2 (Fire Token) from yourself to rotate the Amulet to the next quadrant (*once per round*)
* Greater Power: **Combat:** Discard 2 (Fire Token) from yourself to rotate the Amulet to the next quadrant and deal 3 Wounds to 1 Enemy in (Magic) range (*once per round*)

Darkbringer

* **Shadow Mode Skill:** -1 (Shield) per (Mana) you have

## **Wizards in Massive Darkness 2: Hellscape**

* Mathrin
* Ego
* Valdis