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Mage Wars: Forged in Fire – Spell Tome Expansion

Expansion for Mage Wars Arena

Mage Wars: Forged in Fire – Spell Tome Expansion Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Adramelech's Warlock
    • Attributes
    • Training
    • Fireweaving
    • Smoldering Curses
    • Demonic Reward
    • Burning Touch
  • The Warlock's Spellbook
    • Equipment
    • Conjurations
    • Creatures
    • Enchantments
    • Incantations
    • Attacks
  • Warlord of the Anvil Throne
    • Attributes
    • Training
    • Runesmithing
    • Battle Orders
    • Battle Hardened
  • The Warlord's Spellbook
    • Equipment
    • Conjurations
    • Creatures
    • Enchantments
    • Incantations
    • Attacks
  • Rules
    • Talos
    • Triplestrike with Counterstrike
    • Zone Control
  • Codex
    • Bleed (Condition Marker)
    • Corrode (Condition Marker)
    • Disable (Condition Marker)
    • Dissipate X (Object Trait)
    • Indestructible (Object Trait)
    • Obscured (Object Trait)
    • Reconstruct (Effect)
    • Unstoppable (Object Trait)

Introduction

Welcome to the Mage Wars®: Forged in Fire Spell Tome Expansion! In this set you'll find 2 Mage Cards, 2 Mage Ability Cards, 158 Spell Cards, and a sheet of die-cut markers, as well as these rules. You'll need the Mage Wars®: Core Set in order to play. With the spells included you can greatly increase the options available to a Warlock or Warlord, as well as all the other Mages. We've even included recommended spell lists for both Mages. The Warlord's spellbook uses cards from the Forcemaster vs. Warlord expansion set. Let's get started!

Adramelech's Warlock

The Lord of Flame grants his chosen Warlocks a portion of his mastery over flames. They crave incineration and long for the day that all Etheria lies in ashes.

Attributes

Adramelech's Warlock has a Channeling rate of 9, a Life of 33. Her subclass is Adramelech.

Training

Her pact with Adramelech provides the Warlock with training in the Dark and Fire schools. Holy spells cost triple for her during spellbook creation.

Fireweaving

All flames bend to the Warlock's will. Once per round, at the end of her Action Phase, the Warlock may target an object up to 2 zones away. She may move a Burn condition from that object to another target creature or conjuration in the same zone or bordering that zone. She may move a Burn condition to and/or from a wall which borders that zone.

Smoldering Curses

All curses are deadly in the hands of a Warlock. Through Adramelech's tutelage, curses make foes more susceptible to fire. Enemy creatures gain the Flame +1 trait if they have one or more revealed curse enchantments you control attached to them.

Demonic Reward

Adramelech rewards those demons who revel in fire. If a friendly demon attacks and damages an enemy creature with a Burn condition, it may heal one damage. Each friendly demon may only trigger this ability once per round.

Burning Touch

Warlocks know conflagration is only a touch away. Adramelech's Warlock does not have the normal basic melee attack. Instead she has a flame melee attack called Burning Touch.

The Warlock's Spellbook

Cards marked "(Core Set)" can be found in the Mage Wars® Core Set.

Equipment

  • 1 Adramelech's Torment
  • 1 Bloodfire Helmet
  • 1 Dragonscale Hauberk (Core Set)
  • 1 Elemental Wand (Core Set)
  • 1 Fireshaper Ring (Core Set)
  • 1 Gauntlets of Strength (Core Set)
  • 2 Lash of Hellfire (Core Set)
  • 1 Mage Wand (Core Set)
  • 1 Regrowth Belt (Core Set)
  • 1 Ring of Curses (Core Set)

Conjurations

  • 1 Battle Forge (Core Set)
  • 1 Pentagram (Core Set)
  • 1 Mana Crystal (Core Set)
  • 2 Wall of Fire (Core Set)

Creatures

  • 1 Adramelech, Lord of Fire (Core Set)
  • 1 Blood Demon
  • 2 Firebrand Imp (Core Set)
  • 1 Flaming Hellion (Core Set)
  • 2 Infernian Scourger
  • 1 Sersiryx, Imp Familiar
  • 4 Wildfire Imp

Enchantments

  • 2 Adramelech's Touch
  • 2 Agony (Core Set)
  • 1 Arcane Corruption
  • 1 Bear Strength (Core Set)
  • 1 Chains of Agony (Core Set)
  • 2 Ghoul Rot (Core Set)
  • 1 Magebane (Core Set)
  • 2 Marked for Death (Core Set)
  • 1 Poisoned Blood (Core Set)
  • 2 Rust
  • 2 Vampirism (Core Set)

Incantations

  • 2 Combustion
  • 2 Dispel (Core Set)
  • 2 Dissolve (Core Set)
  • 1 Drain Life (Core Set)
  • 2 Explode (Core Set)
  • 2 Force Push (Core Set)
  • 2 Ignite

Attacks

  • 2 Devil's Trident
  • 2 Fireball (Core Set)
  • 1 Firestorm (Core Set)
  • 2 Flameblast (Core Set)

Warlord of the Anvil Throne

The Dwarven Warlords of the Anvil Throne Mountains are master smiths as well as master tacticians.

Attributes

The Warlord of the Anvil Throne has a Channeling rate of 9, a Life of 34, and a basic melee attack of 3 dice. His subclass is Anvil Throne.

Training

Warlords are trained in both the War and Earth schools. Arcane spells cost him triple in spellbook creation.

Runesmithing

The Anvil Throne Dwarves are master forge smiths and the Warlord brings this craft into the arena through Runesmithing. The Warlord has 5 special Rune markers. When an equipment comes into play attached to this Mage, he may pay 1 mana to assign one Rune to it. Each Rune may only be assigned once per game, and each equipment can only have one Rune assigned to it. Each Rune imbues a special power to the equipment object it is assigned to. When an equipment with a Rune would be destroyed by a spell or ability an opponent controls, prevent that destruction unless that opponent pays 2 mana. If an equipment object is destroyed, removed from the game, or returned to your spellbook, the Rune is permanently destroyed.

  • Rune of Fortification: If this equipment gives an Armor +X bonus to the Mage, it gives an additional Armor +1.
  • Rune of Power: Once per round, you may pay 1 less mana when casting a spell bound to this equipment or using a spell action provided by this equipment.
  • Rune of Precision: This equipment's non-spell attacks gain the Piercing +1 trait.
  • Rune of Reforging: This equipment gains the Cantrip trait.
  • Rune of Shielding: If this equipment gives your Mage a Defense, the first time each round that defense is used, add +2 to the Defense roll.

Battle Orders

Once per round, the Warlord may pay 1 mana to cast a Battle Order. A Battle Order is a quick command spell which affects all friendly soldiers in his zone at the time it is cast, and the effect lasts until the end of the round. The Warlord may choose to cast one of three different Battle Orders.

  • Hold the Line! - Gain the Tough -2 and Armor +1 traits.
  • Quick March! - Gain the Fast trait.
  • Take Aim! - Ranged attacks gain the Piercing +2 trait.

Battle Hardened

The Warlord of the Anvil Throne Mountains is a seasoned veteran of countless battles. Experience combined with his Dwarven constitution imbues him with the Tough -2 trait.

The Warlord's Spellbook

Cards marked "(Core Set)" can be found in the Mage Wars® Core Set. Cards marked "(Forcemaster vs. Warlord)" can be found in the Forcemaster vs. Warlord Set.

Equipment

  • 1 Deflection Bracers (Core Set)
  • 1 Eisenach's Forge Hammer
  • 1 Elemental Cloak (Core Set)
  • 1 Elemental Wand (Core Set)
  • 1 General's Signet Ring
  • 1 Harshforge Plate
  • 1 Helm of Command (Forcemaster vs. Warlord)
  • 1 Horn of Gothos (Forcemaster vs. Warlord)
  • 1 Ivarium Longbow (Core Set)
  • 1 Morning Star
  • 1 Regrowth Belt (Core Set)

Conjurations

  • 1 Altar of Carnage
  • 1 Archer's Watchtower (Forcemaster vs. Warlord)
  • 1 Armory
  • 1 Barracks (Forcemaster vs. Warlord)
  • 1 Battle Forge (Core Set)
  • 1 Construction Yard
  • 1 Harshforge Monolith
  • 2 Wall of Earth

Creatures

  • 2 Anvil Throne Crossbowman
  • 1 Bloodcrag Minotaur
  • 2 Dwarf Kriegsbiel (Forcemaster vs. Warlord)
  • 2 Goblin Alchemist
  • 1 Grimson Deadeye, Sniper (Forcemaster vs. Warlord)
  • 1 Gurmash, Orc Sergeant
  • 1 Otto Kronig, Master Engineer
  • 1 Sir Corazin, Blademaster (Forcemaster vs. Warlord)

Enchantments

  • 3 Brace Yourself
  • 1 Nullify (Core Set)
  • 1 Standard Bearer (Forcemaster vs. Warlord)

Incantations

  • 2 Battle Fury (Core Set)
  • 1 Conquer
  • 3 Defend
  • 3 Dispel (Core Set)
  • 2 Dissolve (Core Set)
  • 2 Flank Attack
  • 2 Force Push (Core Set)
  • 1 Rouse the Beast (Core Set)
  • 2 Sniper Shot (Forcemaster vs. Warlord)

Attacks

  • 2 Hurl Bolder (Forcemaster vs. Warlord)
  • 4 Hurl Rock

Rules

Talos

Talos is a great statue dedicated to the god of war. Talos can only be brought into play through the Altar of Domination. It costs no spellpoints to include Talos in your spellbook. The spell level amd [sic] mana cost are only for use if other cards reference them. Its spell level and mana cost are only for use if other cards reference them.

Triplestrike with Counterstrike

If Cerberus is guarding a zone which contains a friendly Dark conjuration his Bite melee attack gains the Triplestrike trait. If an opponent's creature melee attacks Cerberus, he will be able to use his Triplestrike trait to make three attacks as a a single Counterstrike action against that creature.

Zone Control

A player controls a zone if they control a creature in that zone and their opponent does not. Do not count Pests or Incapacitated creatures. Conquer refers to zone control.

Codex

Bleed (Condition Marker)

This creature has suffered a deep bleeding wound. Bleed only affects Living non-plant creatures. Each Upkeep Phase, place one direct damage on this creature. Whenever this creature heals or regenerates, you may remove 1 Bleed condition for each point of healing you cancel. The marker has a removal cost of 2.

Corrode (Condition Marker)

Corrode is an acid condition which wears away armor. For each Corrode condition marker on a creature or conjuration, it receives Armor -1. Objects can never have Corrode markers on them which would reduce their armor to below zero (any extra markers are immediately destroyed). If an object would receive Corrode condition markers that would reduce its armor to less than zero, instead it receives only enough Corrode markers to reduce its armor to zero, and takes one point of direct acid damage for each excess marker. Corrode has no effect on Incorporeal objects. The marker has a removal cost of 2.

Disable (Condition Marker)

Disable is a condition that temporarily prevents an object from functioning. If an object has one or more Disable markers on it, it is Disabled. Disabled objects lose all attack bars, action bars, and non-trait abilities. (An ability is anything in the card's text box, except what defines "X" for cards that have an attribute or mana cost dependent on X.) It does not lose any of its attributes or it's subtypes (attributes include Life, Armor, Defenses and Channeling). Each Reset Phase, remove one Disable marker from each object, unless that Disable marker was placed during that Ready Phase. For objects with multiple Disable markers on them, remove only one each Reset Phase. Disable does not have a removal cost and cannot be removed by spells or abilities which remove condition markers.

Dissipate X (Object Trait)

Objects with Dissipate X only last a short while before dispersing. When an object with Dissipate X comes into play, it gets "X" Dissipate tokens. Each Upkeep Phase, remove one Dissipate token. When the last token is removed, destroy this object.

Indestructible (Object Trait)

This object cannot be damaged, and cannot be destroyed by damage. It can be destroyed by other effects or abilities which may destroy it without dealing damage.

Obscured (Object Trait)

This object is difficult to see. It cannot be targeted from more than one zone away (this is for all purposes - ranged attacks, spells, abilities, etc.). Any enchantments or equipment attached to the object also gain the Obscured trait, but attached conjurations do not.

Reconstruct (Effect)

Reconstruct is an effect which removes damage from Nonliving objects. It is not Regeneration or Healing, and is not affected by the Finite Life trait.

Unstoppable (Object Trait)

This creature is exceptionally large, heavy, and/or strong, possibly animated by powerful magics. It is virtually impossible to hold or push. This creature cannot be hindered. It also has both the Unmovable and Uncontainable traits.