The Wizard's Guild

The Wizard's guild is often a tall and majestic edifice that towers above most other buildings in the great cities of the Old World. While is a location of key importance to Wizardly heroes, who come here to learn new spells and purchase components, also others will be welcome to glean wisdom from ancient libraries or choose from a variety of magical potions of great potency.

SPELLS AND COMPONENTS

The learning price for each spell is written next to the description of each spell (see Magic), and each material component costs the usual 25gc, except for Dark spell components, that cost 35gc instead.

Instead of the normal spell components Wizards and Warrior-mages may purchase enchanted tokens that contain the magical power of a certain college (these are also detailed in the Rainbow College section as these Wizards are ONLY allowed to cast spells using tokens). These cost 30gc instead of 25, but may be used in the place of any component, so that any spell of that college may be cast using the token instead of a component.

Light college Pearl Token Grey college Granite Token
Gold college Gold Token Amethyst college Amethyst Token
Jade college Jade Token Bright college Ruby Token
Celestial college Saffire Token Amber college Amber Token

The ALCHEMIST STALL

The Alchemist stall is the place where the heroes may buy potions of all sorts, colourful, bubbling concoctions filled with magical energy. Any hero of any race or profession may visit this location and do his purchases as he wishes.

POTIONS

This potions are not nearly as powerful as those found in dungeons, as the Alchemists of the guild are reluctant to sell too powerful concoctions to strangers off the street (and anyway real potions would cost far too much!). Since there are so many potions available now, it is necessary to state a new rule that forbids anyone from drinking more than one potion per turn (to mix such powerful liquids could have other peculiar effects, not least a very spectacular explosion). Otherwise there is no limit to the amount of potions one may carry, and potions may be given to drink to any model in base-to-base contact.

Brew of Might

25gc This viscous red fluid grants its drinker superhuman strength as he feels great power violently surging through his limbs. For the turn in which the potion is drunk the user is at +1 Strength (this may, and usually will, modify the amount of damage dice he rolls).
Elixir of Resilience 40gc The content of this flask causes the drinker to become momentarily almost impervious to pain. For 3 turns after the potion is drunk the hero is at +1 to his starting Toughness
Potion of Speed 30gc The potion of speed is pale blue in colour and evaporates very quickly as the bottle is uncorked, so that it must be drunk really fast. Upon doing so the hero will double his speed for this turn only, and will ignore all enemy death zones as he is just too fast to be even noticed.
Heroic Brew 20gc This brown-red potion smells much like rust, but tastes far worse. It is often used in battle to increase the fighting prowess and skill of soldiers. When drunk the hero immediately gains a free attack against his opponent. The effects last for this turn only.

Nectar of Arcana

35gc A thick and extremely sweet bright blue fluid, this potion is extremely useful to spellcasting heroes as it grants them superhuman abilities to focus and concentrate. For the next 3 turns the imbiber counts as having an Intelligence of +1, and the range of spells being cast may be increased by up to 4 squares.
Truesight Tea 30gc An aromatic herbal tea, the truesight tea endows its drinker with extremely keen senses, as his vision instantly gets adapted to the darkness of the dungeon. This potion increases by 1 the BS of the user for the next 3 turns, or may be drunk just before opening a door to be granted a +1 bonus to his surprise.
Elixir of the Unseen 35gc Upon drinking this clear and tasteless liquid, the hero's outlines start to blur and fade, gradually becoming practically invisible. For the next 3 turns the drinker will be at +1 to DS and +3 to Stealth, and will count as a partially covered target for ranged attacks.
Potion of Disruption 20gc This bubbling orange mixture tickles the throat of who drinks it, but doesn't seem to have any other immediate visible effect. In reality the drinker becomes unconsciously more resistant magic (+2 magic resistance for the next 3 turns). Note that this also applies to spells cast on the imbiber by friendly wizards and spellcasters.

The LIBRARY

A fair amount of heroes will find the Library an extremely useful place, as this is the place where you may purchase scrolls of magical power (usable by Wizards, Warrior-mages, any hero of High Elf race, and some specialists).

SCROLLS

Scrolls may be read during the hero's turn, and allow him to cast a spell of a college that may be other than his own, without the expenditure of any material component. Wizards can cast the spells inscribed in scrolls automatically, while Warrior-mages and High elves require an Int test to do so. The price of a scroll depends on the spell inscribed on it, so that the price of a scroll is the same as the money required for a Wizard to learn it (this value is indicated next to the description of each spell). This means that a scroll containing the "Dragon Armour" spell (Bright college) will cost 100gc, while one describing the "Inferno of Doom" will cost 200gc. Each scroll may be used once, and is then discarded.