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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
NATUREšS 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.
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.