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Incantation Minibook

The document provides credits for the creation of the CONFRONTATION game and its supplement INCANTATION, detailing contributions from various individuals in writing, art, and design. It introduces the gameplay mechanics, including the use of figurines, spell cards, and magic characteristics, emphasizing the strategic elements of the game. Additionally, it highlights the importance of painting and customizing figurines for players to enhance their gaming experience.

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etienne.dequet
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
47 views48 pages

Incantation Minibook

The document provides credits for the creation of the CONFRONTATION game and its supplement INCANTATION, detailing contributions from various individuals in writing, art, and design. It introduces the gameplay mechanics, including the use of figurines, spell cards, and magic characteristics, emphasizing the strategic elements of the game. Additionally, it highlights the importance of painting and customizing figurines for players to enhance their gaming experience.

Uploaded by

etienne.dequet
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

credits
Collection director : Jean Bey.
Original Rules : Jean Bey. Olivier Zamfirescu.
Rules and writing : Jean Bey, Pascal Petit, Nicolas Raoult,
Jérôme Rigal, Olivier Rouiller, David Valmary, Olivier Zamfirescu.
Art director : Jean Bey.
Graphic design and lay-out : Jean Bey, Jean-Sébastien Rossbach.
Illustrations : Jean Bey, Paul Bonner, Edouard Guiton, Didier Poli,
Paolo Parente, Jean-Philippe Poulet.
Painting : Vincent Fontaine, Martin Grandbarbe, Eric Nouhaut,
William Mordefroy, Sébastien Picque.
Photography : Studio 29.
Translation : Alan Coughlin, Nancy Galant, Raphaël Guiton,
Peter Patzak.
Thanks to : Eric Lafontaine, Loïc Calmon-Lecoin, the whole team.
Thanks to all the testers : Frédéric Anger, Séverine Delagarde,
Sébastien Gautier, Philippe Jung, Florent Mousset, Edouard Negre,
Jacint Oros, Sylvain Roux, and to all who have lent their support.

CONFRONTATION is published by RACKHAM

RACKHAM, the RACKHAM logo, CONFRONTATION, WOLFEN,


and RAG’NAROK are registered trademarks owned by RACKHAM.
All CONFRONTATION characters, character names and
the distinctive likenesses thereof are trademarks owned
by RACKHAM.

Copyright © 1996-2003 RACKHAM. All rights reserved.


Printed by Imprimerie Fournié (31131 TOULOUSE)
September 2004
INCANTATION 2 UK/OK 30/09/04 13:26 Page 2

The illustrations within the RACKHAM products, including


the present booklet and the Reference cards are creations or
commissioned works. The exclusive rights on illustrations,
miniatures and by-products are property of RACKHAM.
This material is protected under the EEC copyright laws.
No part of this publication may be reproduced or transmitted
in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage and
retrieval system, without permission in writing from the publisher.
INCANTATION 2 UK/OK 30/09/04 13:26 Page 3

contents
2. Credits
5. Crime and Punishment
10. Introduction
11. The Figurines
A
encounter
suffered
the Messe
12. The spell cards
13. Magic characteristics
16. The elements
19. Magic and magicians Yllia was
27. The laws of Magic light betr
28. The Mana reserve a small w
28. Casting a spell the Air F
29. The incantation recipient,
30. The incantation types phrase, p
30. Successful incantation
31. Improving one’s mastery « What a
31. Countermagic looked pe
32. Recovering Mana
33. Trance « I sense
34. Game example
38. Rank and artefacts The crys
39. New abilities into bluis
42. Table of elemental opposition of a dear
43. Recovery table
44. The Hunt The Mag
taken pla
The perfid
INCANTATION 2 UK/OK 30/09/04 13:26 Page 4

A
lahel the Messenger, Adventurer of Alahan and
herald of King Gorgyn, is journeying to the free
city of Cadwallon where he is to accomplish a
mysterious mission. But the road to the ancient city
of the Elves is full of dangers : Alahel has
encountered Tharn, a Champion of Darkness, and his troops have
suffered heavy losses. Setting his mission before his pride,
the Messenger of Light chose retreat.

...

Yllia was at her highest. However, in the depth of night, a pure


light betrayed the turmoil that gripped Meliador’s tower. Inside,
a small winged being was holding a large bowl of water. Urio,
the Air Familiar, seemed to be in a trance. Leaning over the
recipient, Meliador, after having pronounced an ancient Hermetic
phrase, plunged a gem of Light into it.

« What are you doing, Master ? » asked another Familiar who


looked perplexed on the ritual.

« I sense that Alahel has serious troubles, Shanis ! »

The crystal-clear water of the large cup gradually changed


into bluish steam, revealing to Meliador’s eyes the distant vision
of a dear friend.

The Magician briefly saw the formidable battle that had just
taken place between his protégé and Tharn, the Crâne-Warrior.
The perfidious ambush in this deserted village had been bloody,
5
INCANTATION 2 UK/OK 30/09/04 13:26 Page 5

but the warriors of Alahan had fought valiantly. They had


been able to go on but many of them were wounded. Meliador
decided to intervene. He stepped through his laboratory’s
window, followed by his two Familiars. Supported by a strong
gust, he could now travel with the winds. The trio flew
towards the horizon.

The village square was as empty as Alahel had found it,


but Meliador knew now that it was only a decoy. He could
feel the close presence of Darkness : his two Familiars were flying
a few metres above ground, their eyes seeking the enemy.
The forest was drowned in the half-light, there was only silence.
Suddenly, a lugubrious voice was heard.

« Mortal, you do not belong here. I feel the power that impregnates
your gaze and I know how noble the blood in your veins is.
If your virtue granted you a spark of reason, go away, your time
has not yet come. If you are here to bear Light into Darkness,
you will meet your destiny. »

The voice seemed to come from everywhere. It was powerful


without being deafening, covered and melodious at the same time.
The Celestial seized his Set of Prisms and whispered to his
Familiars to stay alert while he gathered his power. Even if he
had never heard this voice, it seemed strangely familiar to him.

The Living-dead soon arose, emerging from their hiding


places, grunting in sinister ways. Among the decaying zombies
and the white skeletons were victims of the first massacre,
still bearing the noble insignias of the Lion.

6
INCANTATION 2 UK/OK 30/09/04 13:26 Page 6

They had A Nightjar came circling around the three messengers of the Light.
Meliador After having harassed the two Familiars with its hoarse and
boratory’s harrowing cry, it came to rest on an invisible perch. An ill omen,
a strong the bird hunter of souls foreboded worse than death.
trio flew
« Gorgon ! » breathed Meliador repressing a shudder. The raptor
cried hoarsely as if to impose silence as its mistress appeared.
found it, And she came out of the shadows, pure blasphemy towards life.
He could
were flying Looking down on the Magician with scorn and hate,
e enemy. the Necromancer spoke with a hissing voice.
y silence.
« Meliador, insolent mortal, do you really believe you can
eternally stand against me ? »
pregnates
veins is. The Lion did not respond to the provocation, he knew his
your time opponent well but would not have made the mistake of
Darkness, underestimating her.

The Gorgon had been seen lurking near the Forest of the Raised
powerful Stones, exploring the sewers of Klûne or even haunting the
ame time. corridors of a Griffin monastery. The last witnesses had seen
ed to his her in Cadwallon.
ven if he
r to him. One day, their paths were bound to cross...

r hiding More was needed to intimidate Meliador. Grasping a handful


zombies of Mana gems, he pronounced a short litany in the Kelt language.
massacre, His words seemed to fly towards the firmament, wakening an
ancient and awesome power. Clouds threatened to invade the sky

7
INCANTATION 2 UK/OK 30/09/04 13:26 Page 7

as the air was charged with electricity. The Mage’s feet left
the ground as electric arcs ran along his body. Lightning ripped
the sky, foreboding the fury to come.

The Gorgon knew this spell well, too ancient and too brutal to
come from the Hermetic Magic of the Lion. In immemorial times
she had fought Magicians capable of unleashing such a storm.
She believed them all dead... All except the one who had defeated
her when time did not yet exist.

With a wave of the hand, she created a Portal of Darkness above


the ground. A Morbid Angel came out of it, opening its dried out
wings in a threatening way. Meanwhile, the two Familiars were
spreading chaos amongst the Living-dead. Breaking rotten bones
as they went, the elemental creatures were compensating their
small size with incredible vivacity. But the Morbid Angel proved
to be quicker still. When Urio attempted to interpose himself
between it and his master, the vile creature avoided him,
neglecting this too modest prey to swoop down on the Magician.
Meliador slowly raised a hand, as if to stop the macabre puppet
in mid flight. A ray of light pierced the sky, reducing the Morbid
Angel into dust in a blinding halo.

Distracted by the creature, the Magician hardly had the time to see
his enemy point at him in turn. Out of nowhere, she materialized
a flight of flaming projectiles that darted through the air towards
him. The first Arrow of Hecate hit Shanis, sending him back to the
plane of Light. The second deviated from its trajectory in pursuit
of Urio. Meliador let his anger surge : in the air in front of him he
traced an ideogram that stopped the murderous flight.

8
INCANTATION 2 UK/OK 30/09/04 13:26 Page 8

feet left All around the two Magicians the air had become heavy and
ng ripped crackled with magic energies. Disoriented by all the occult
powers unleashed, the macabre puppets roamed at random,
blind to the presence of the Adept of Light. As determined as
brutal to ever, Meliador let all the power of his last few gems surge
rial times through him. The Celestial, hand stretched towards the sky,
a storm. appeared for a brief instant as an angel of Light, before sacrificing
d defeated all his energy in an ultimate prayer to the Ancients.

Answering his call, a lightning bolt fell on the Gorgon with a


ess above deafening clap of thunder.
dried out
iars were « Leave this land that you should never have walked. I command
ten bones you ! » cried Meliador.
ting their
el proved But only a horrible and grotesque sniggering was heard for
e himself an answer.
ded him,
Magician. « No, my old foe, not yet, not this time... »
re puppet
e Morbid

me to see
aterialized
r towards
ack to the
in pursuit
of him he

9
INCANTATION 2 UK/OK 30/09/04 13:26 Page 9

i n t r o d u c t i o n
You have just acquired a figurine intended for the wargame
RAG’NAROK. This game stages vast armies, that confront each
other on epic battlegrounds for the dominion or the survival of
their species. To allow you to play with the RAG’NAROK
figurines, here are the CONFRONTATION game rules and
those of its supplement INCANTATION.

CONFRONTATION, completed by its supplement INCANTATION,


is a game that marks the beginning of RAG’NAROK in small
skirmishes with often crucial consequences.
CONFRONTATION offers a simple game system that enables you
to simulate skirmishes between rival factions with loads of game
play and fun.
To start playing CONFRONTATION, you will need a few 6-sided
dice (D6). You can start a game with your friends just after
choosing your figurines!
The CONFRONTATION rules are enriched by three supplements :
INCANTATION that deals with magic and spells, DIVINATION
that is devoted to the various aspects of Faith, and finally
INCARNATION that allows your Characters to evolve by playing
Adventure scenarios.
As your army grows, you will be able to use the RAG’NAROK
rules to simulate bigger conflicts. Some rules differ between
CONFRONTATION and RAG’NAROK, but to go from one
system to the other will present no difficulty, the game principles
being the same.
We hope that CONFRONTATION will give you as much fun
playing it as we have had creating it.
10
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

t h e f i g u r i n e s
RACKHAM takes the greatest care at every stage of the design
and the making of each of your figurines.

For best results when painting your figurines, we recommend


the use of a modelling knife, as well as a selection of small
paintbrushes and acrylic modelling paint. Before you start
painting your figurines, remove all excess metal with
your modelling knife, with the blade facing outwards
to avoid hurting yourself.
Then apply a black or
white undercoat.

Once both stages completed, you


are ready to start painting your
figurine. The Reference card
supplied in the blister can
be used as a painting
guide or you may wish
to invent your own
colour schemes to
give a personal
touch to your
army.

11
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

t h e s p e l l c a r d s
INCANTATION figurines have various cards. As in
CONFRONTATION, their characteristics and Abilities are
described on the Reference cards. The other cards are spell
cards. If a fighter has one or more artefacts reserved to him,
each one of them is described on a special card. All fighters with
a Power characteristic are called MAGICIANS.

NAME OF SPELL

Mana
required

Path of Magic Range


Difficulty Duration
Area of effect Frequency

Spell description

Spell
intensity

Value
in A.P.
12
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

magic description
c h a r a c t e r i s t i c s
Mana : each spell needs a certain amount of magic energy to be
cast. This energy comes from Mana gems. The number and
type of gems needed for each spell appear on the card. At the
beginning of the game, a Magician has a number of gems equal
to his Power characteristic. His Mana reserve can include gems
from any Element he masters. A Magician cannot use gems from
an Element he does not master.

Paths of Magic : Magic is not universal, each people on Aarklash


understands and uses it in different ways. These differences
are such that each people considers its own philosophy of the
arcana as a Path of Magic understood and used by it and
none other. The Paths of Magic are described in the chapter
dedicated to the Magicians.

Difficulty : the difficulty represents the more or less elaborate


ceremonial that the Magician must perform to cast the
spell. During the Incantation, the Magician must equal or
better this difficulty on a Power Roll by adding the result of
a D6 to his Power characteristic. The difficulty may vary
depending on various factors mentioned in the description
of the spell. Some spells have a free difficulty. In this case, it is
up to the Magician to decide on the spell difficulty before
casting it.

13
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

Range : range indicates the maximum distance that can separate


the Magician from his target. It is expressed in centimetres. Some
spells have a range limited to the Magician only, or to a fighter in
base-to-base contact with him. Others have an unlimited range.

Area of effect : a spell can only cover a precise surface area :


its Area of effect. It can go from a single fighter or a precise zone
to the entire Battleground.

Duration : each spell remains active for a limited lapse of time.


If some have a very short period of activity, such as those with
devastating effects, others linger on and continuously exude their
energy.

Frequency : some Incantations though quite simple may be very


long to call on. Other spells were created to be cast quickly in the
midst of battle. The Frequency indicates the number of times a
spell can be cast in a single round. Some spells are extremely
powerful and complex and can only be cast once per game.
The Frequency is not linked to the Magician’s level.

Description : the effects of a spell are usually spectacular. The


description gathers all indications about them. It also describes
the exact consequences on the game.

Special : some spells are the exclusive secret of a caste of


Magicians or of a particular Magician. Others need special
ingredients to be cast. In this case, these specificities take
precedence over the regular rules.

14
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

Intensity of the spell : each spell has a Magic Intensity. A


Magician can only master a certain amount of Magic Intensity. He
can choose numerous spells of low Magic Intensity or a single
more powerful one.
The Magician has an Intensity Potential equal to twice his Power
characteristic. The sum of all the Magic Intensities of the spells he
chooses must not exceed this rating.

Army Points / A.P. : like troops, spells and artefacts also have a
rating in A.P. This rating is added to the Magician’s. The Magician
can choose to use only a part of the spells and artefacts he is
normally entitled to, or choose others than those he was supplied
with.

Alahel followed Meliador through his laboratory. The incredible


mess all over this place amazed the Messenger. The Magician’s
tower was big enough to house a whole garrison, yet he now had
to watch where he put his feet to avoid stepping on anything…
« What is all this good for, my friend ? » asked Alahel.
« I know what you’re thinking. But every dusty trinket, each
mouldy book and each cracked vial are the indispensable
component of at least one spell. I need all this to maintain
my control over the Elements ! »
« By Arakin, is there no way to… »

Alahel suddenly heard a sinister creaking sound coming from


a scarlet globe on his right.
« No, be silent ! Some names must not be pronounced near an
Orb of Kalyor ! »

15
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

t h e e l e m e n t s Incantatio
is the ra
materializ
All life on Aarklash is governed by the Elements. The fluctuations
and balances that link them influence the behaviour of living Each Elem
beings. In the same way, they govern magic manifestations.
« The bes
There are six Elements among which four are primary Elements : perceive
Water, Air, Earth and Fire. Perfectly neutral, they are naturally than reac
found on Aarklash ; outward signs of their presence can be seen
daily. The other two Elements are called Principles ; they are Light
and Darkness. They subtly influence the other Elements.

The primary Elements are intimately bound to every action and


demonstration in the material world. They all repel or attract
each other. But none has, or should ever have, supremacy
over all others. Should this happen, the consequences would
be disastrous and irreversible. That is why each Element has
its opposite, a diametrically opposed Element, with which it is in
permanent conflict. These Elemental Oppositions guarantee
the balance of Creation.

The Mana gems that are found on Aarklash come from


the Elemental Realms. To obtain them, Magicians make
pacts with beings from these strange domains. Mana gems are
the crystallized form of each Element. Their potential is
enormous, provided they can recharge their essential energy. Light, pu
Gems that circulate on Aarklash are subjected to harsh trading Darkness
between peoples. Only Acheron, the Barony of the Living-dead, other Ele
has the monopoly in the trade of gems of Darkness. opposite

16
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

Incantation is the process by which Magic is channelled ; Mana


is the raw material that will allow the effects of the spell to
materialize. As Magicians say, Essence precedes Form.

Each Element is symbolized on the spell card by a Mana gem.

« The best Magicians consider that Essence precedes Form. They


perceive their environment as well as possible, and act rather
than react to distinguish the subtle nuances of Creation. »
- Meghan the Enchantress

Water is elusive, unpredictable and


often excessive. It is opposite to Fire,
destructive, insatiable but purifying.

Earth, principle of fertility, is stable, yet


malleable. It is opposite to Air,
quick and intangible.

Light, symbol of harmony and purity,


is beneficial but austere. It is opposite to
Darkness, unpredictable, harmful, but
so very attractive.

Light, pure and mysterious, is only opposite to Darkness.


Darkness, because of its corrupting nature, is opposite to all
other Elements, including itself, and all other Elements are
opposite to it.

17
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

The type and number of Mana gems needed for a spell are
described on the spell card. A Magician can only cast spells that mag
use the Element or Elements that he masters. Likewise, if a spell
does not belong to one of the Magician’s Paths of Magic, he will Both fear
not be able to cast it. Some are
their dom
In some cases, a spell does not require any particular Element.
The gem will in this case be replaced by a neutral symbol . The reaso
But if such a spell needs several gems to be cast, the Magician brute forc
can freely combine gems of several Elements to do so. formidabl
stand apa
the speci
CONFRO

A categor
knows ho
Contrary
Character
refer to th

Magicians
Power
There are
experienc
Master an

Initiates
Element.
Element.
that Elem

18
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

magic and magicians


Both feared and respected, Magicians are uncommon beings.
Some are sought for their beneficial powers. Others have extended
their domination through fearsome enslaving powers.

The reason why most of them despise or neglect the use of


brute force remains mysterious, but their spells are all the more
formidable in combat. Magicians are often Characters. Characters
stand apart from other fighters as they have their own name :
the special rules applying to Characters are to be found in the
CONFRONTATION booklet.

A category of Magicians called Warrior-Mages is the only one that


knows how to combine the magic arcana with the art of war.
Contrary to « pure » Magicians, most Warrior-Mages are not
Characters. To learn more about the Warrior-Mages’ specificities
refer to the New Abilities section at the end of this booklet.

Magicians and Warrior-Mages have an additional characteristic :


Power that symbolizes their mastery of elemental energies.
There are four levels of magic. They symbolize the Magician’s
experience. The first level is Initiate, next is Adept, then comes
Master and finally Virtuoso.

Initiates have concentrated their knowledge round a unique


Element. Adepts complete their knowledge by studying a second
Element. This magic mastery grants them with possibilities
that Elements used separately cannot accomplish.

19
INCANTATION 2 UK/OK 30/09/04 13:26 Page 1

The power and knowledge that the Masters possess raise them to
the top of the Magicians’ hierarchy. Their perfect mastery of three
Elements allows them to see beyond appearances of the material
world.
Virtuosos are beings of legend, mentioned with deference by the
Masters themselves. Only the wisest or maddest are capable of
grasping the actual extent of their abilities.

Magicians always master at least one Element : the Primary Domain


bound to the essence of their people. Some Elements are however
forbidden. Magicians are incapable of accessing the arcana of
these Elements except for the Virtuosos, who are not limited by
the Forbidden Domains of their people. Each people follows one
or more Paths of Magic. The main ones are described below,
but others, as formidable, are yet to be discovered...

Magic is not one of the Orcs’ preoccupations. However, some of


them develop a form of Instinctive Magic. This practice makes use
of raw magic energies, to which the Orc Shamans are sensitive, to
cast their strength in forms as diverse as they are brutal.
Gems used by Instinctive Magic are symbolized on the spell cards
by the neutral symbol . These practitioners of the intuitive arts
cannot call upon the Elemental Paths of Magic, but can use
Primagic. As they do not discern the true nature of the gems they
use, Orc Magicians cannot counter or absorb spells. Also, when
an Orc Magician casts a spell of Instinctive Magic, it cannot be
countered nor absorbed.
Primary domain : None.
Forbidden domain : None.

20
INCANTATION 2 UK/OK 30/09/04 13:26 Page 2

Withdrawn within their cyclopean cities, the Cynwäll Elves live


far from the world, little-known by the peoples that surround
them. At the tops of the Behemoth Mountains,
they breed the immense Dragons of the
heights, which they use as
mounts. Their peculiar use of
the Principle of Light will no
doubt surprise more than
one of their opponents.
Primary domain : Light.
Forbidden domain :
Darkness.

Theurgic Magic is what


the Griffins call the
Heart of Merin. Magic is
not the incarnation of a
dream or the mastery of
occult powers invisible to
the layman’s eye, but well
and truly a gift from the
one god : the gift of
Creation. Through Fire
and steel, they carry
the word of their
almighty god, Merin.
Primary domain : Fire.
Forbidden domain :
Darkness.
INCANTATION 2 UK/OK 30/09/04 13:26 Page 2

The greatest Magicians on Aarklash are the Mages of Alahan. Long, he


They study the Elements in their purest quintessence, symbolizing Forest of
this research by Light. Their Magic is practised following complex flesh by
Incantations and formulas : Hermetic Magic. For them, Magic is intentions
more than an art, it is a science in itself. They reject Darkness, Widow, c
principle of corruption and destruction. Primary d
Primary domain : Light. Forbidden
Forbidden domain : Darkness.
Under Yll
Tampering with death is the Acheron Necromancers’ source the Wolfe
of magic rituals. They are the only ones to have pledged loyalty to territory,
Darkness. Their Path of Magic, Necromancy, consists of calling in the ni
back the dead, as much in spirit as in matter, but also of giving neither by
Death the semblance of Life. Many Necromancers have defied the Primary d
guardians of the underworld and have come back among their kin. Forbidden
They cower from Light, which could destroy them, and have the
greatest difficulties in mastering Water, too unpredictable for their The Dwa
Machiavellian plans. Tir-Nâ-Bo
Primary domain : Darkness. magma f
Forbidden domains : Light and Water. The Licto
earth’s en
Under the Aegis Mountains, the Tir-Nâ-Bor Dwarves master Primary d
the Earth’s energies. By using the energy currents that go through Forbidden
the earth, the Alchemists can activate the potential of various
mixtures of filings and other metallic salt solutions that they use The Daïk
in their Incantations : this is Telluric Magic. The greatest Dwarf nature, a
Magicians claim that Magic is only an extension of themselves. Daïkinee
Behind this riddle lies the greatest of the Dwarves’ secrets. They viol
Primary domain : Earth. Primary d
Forbidden domain : Darkness. Forbidden

22
INCANTATION 2 UK/OK 30/09/04 13:26 Page 2

Long, heartrending screams can sometimes be heard from the


Forest of Webs... The Akkyshan, corrupted to the core of their
flesh by the dark powers they manipulate, serve the sombre
intentions of Lilith, the Supreme Matriarch. Scaëlin, the first Black
Widow, carries in her bosom a scourge ready to be unleashed.
Primary domain : Darkness.
Forbidden domains : Light and Fire.

Under Yllia’s glare, the Wolfen follow the Path of Whispers. As


the Wolfen Shamans call on Yllia’s benediction for them and their
territory, lamentations rise as a sign of curse. Led by the moon
in the night, Light amidst Darkness, the Wolfen are influenced
neither by Light nor Darkness.
Primary domain : Water.
Forbidden domains : the Principles.

The Dwarves of Mid-Nor were disowned by the Dwarves of


Tir-Nâ-Bor. They have been relegated to the earth’s stratum where
magma flows. Their Chthonian Magic opposes Telluric Magic.
The Lictors base themselves on organic components to drain the
earth’s energies. Only gems of Darkness permit the desired effects.
Primary domain : Darkness.
Forbidden domains : Light and Air.

The Daïkinee Elves live in symbiosis with the surrounding


nature, amidst the Fayes, creatures of elemental essence. The
Daïkinee Sentinels know how to awaken nature’s protective soul.
They violently reject Fire, destroyer of forests, as well as Darkness.
Primary domain : Water.
Forbidden domains : Darkness and Fire.

23
INCANTATION 2 UK/OK 30/09/04 13:26 Page 2

The ultimate goal for the Alchemists of Dirz has gradually


turned into a quest for the perfect human being. What was to be
humankind’s future proved to be an incurable evil. Technomancy,
the Path of the Alchemists, uses Darkness to link the organic
to the mineral, the animate to the inanimate, with impious
transplants. The Technomancers create unnatural armies that are
to ensure victory to the Scorpion Empire. Air, changeable and
elusive, is at the opposite of their rational and scientific minds.
Primary domain : Darkness.
Forbidden domains : Light and Air.

The Magic of Air suits the Goblins well. As tortuous and


unpredictable as they are, this Element guides them on the Path
of Sorcery. With parchments, Goblin Shamans are capable of
enslaving all the Elements. Indeed their adaptability is such that
neither Light nor Darkness can resist them. They care so little
about concepts of Good or Evil that the influences of both these
Elements are naturally accepted as an additional strangeness
in their fluctuant genetic heritage.
Primary domain : Air.
Forbidden domain : None.

On the plains of Avagddu, the Kelt Barbarians of the Sessairs


Clan live in close relationship with nature. Their Magicians do not
really dominate the Elements, they borrow their energies to
answer all the necessities that their nomadic lifestyle implies. They
make Talismans, Gesas, to obtain these favours.
Primary domains : the fundamental Elements.
Forbidden domains : the Principles.

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Deprived of territory and despised by their Wolfen brethren,


the Devourers of Vile-Tis roam Aarklash spreading sorrow and
devastation in their path. It is in the impure blood of their
enemies rather than in the crystal-clear water that the insane
Haruspices read the coming quirks of fatality. And the agonizing
clank of the howling chains chants
the name of their next unlucky
victim...
Primary Domain : Water.
Forbidden Domain : Earth.

Overcome by hatred and


resentment, the Kelts of the
Drune Clan have long ago
turned away from their
people’s beliefs. Nevertheless,
they have not forgotten the
knowledge of the ancient Shamans
of the people of Kel. But their Magic
has been perverted by the dark
powers of their demonic allies,
the Formors. Under their
influence, the Drunes have
turned to Darkness and have
given themselves over the
vilest rites.
Primary domain :
the fundamental Elements.
Forbidden Domain : Light.
INCANTATION 2 UK/OK 30/09/04 13:26 Page 2

Primagic is not considered a Path of Magic in the strict sense.


This ancestral aspect of Magic gathers all the spells that directly
affect magic energies. This Path is accessible to all and its spells
can be cast with any type of gems. The number of gems needed
for the Incantation of a Primagic spell is represented by a neutral
gem .

Elemental Paths are not true Paths of Magic, but a group of


spells common to all the Paths of a given Element. Even if their
Incantation differs from one people to the next, the effects are
the same.
There exists an Elemental Path for each Element. To use a spell of
Elemental Magic, a Magician must imperatively master the Element
necessary for its Incantation.

The journey was long, but Irix had not weakened. She has been
Ophyr’s student for several years now and her legs were used
to marching endlessly with Yllia’s protégé. The two Wolfen were
presently at the entrance of a small cave from which a humid
breeze came out. An underground spring !

After a few minutes they came to a vast chamber with a lake


in the middle. A gigantic stalactite fed it tirelessly, drop after drop.

« What do you hear, Irix ? »


« The song of the Water freed from the Earth and the Air. »
« You are still deaf. The ripple that the drop makes on the lake’s
surface is the whisper of the goddess Moon... »

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the laws of magic


When setting up their armies, players choose which spells
they will give each Magician. Every Magician must possess
his own spells.
REMINDER : Magicians can have as many spells as they wish,
as long as they do not exceed their Intensity Potential, which
is their Power rating times 2.
During a Confrontation, two Magicians cannot swap spell cards.
Each one of them must have his own set of spell cards.
Nevertheless two magicians within the same army can have the
same spell as long as they both pay its cost in A.P.
Spells and artefacts have a cost in A.P. These
are added to the Magician’s overall cost.
In case of exceptions to these rules, the
indications on the card take precedence
over the general rules.
The Magic phase is incorporated into the
Firing phase.
Fighters who wish to cast a spell or fire
can do so in this phase, starting with the one
with the highest Initiative. If several figurines
on a same side have the same Initiative, consider
their firing and Incantations as simultaneous.
In case of equal Initiative on enemy sides, the one
who has won the Tactical Roll acts first. Refer
to the CONFRONTATION booklet for the rules
regarding the Tactical Roll.

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Incantation requires total concentration. In the same round, it is


impossible for a Magician to cast a spell and fire, make a Physical
Feat, run or Charge.
Spells, artefacts affecting Movement, and Warrior-Mages are not
concerned by this last rule. To cast a spell, the Magician must
either see or be in base-to-base contact with his target.
A fighter engaged in a fray can be a spell’s target as long as he is
in the Magician’s line of sight, even partially.

the mana reserve


Incantation is only the performance of a magic process. It is the
magic power supplied by the gems that causes the effect
expected by the spell caster.
The Magician draws the gems that he needs to cast a spell from
his Mana reserve.
For each Magician a reserve holding a number of gems equal to
his Power is set up at the beginning of the game. If he masters
several Elements, he can choose gems from the Elements he
wants. When attempting a Mana recovery, it is possible that the
quantity of Mana recovered exceeds the initial quantity, but never
can the total number of gems in the Magician’s reserve exceed
twice his Power rating.
Magicians cannot swap Mana.

c a s t i n g a s p e l l
Each Magician, starting with the one with the highest Initiative,
can cast his spells one by one and in the order he wants. To cast
a spell, he must use the gems necessary for the Incantation, which

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are then removed from the Mana reserve. The Magician’s level
determines the number of spells he can cast in a single round.
His level is not linked to the Frequency of the spells used :

MAGICIAN’S SPELLS USABLE


LEVEL EACH ROUND
Initiate 2
Adept 3
Master 4
Virtuoso 5

Example : Melkion the Flaming is Adept. During a Magic phase he


can use three different spells. The number of Incantations for each
of these three spells is limited by their Frequency and Melkion’s
Mana reserve.
A Magician cannot gather multiple identical spell cards to be able
to cast a same spell several times in a same round.
A Magician can cast spells when engaged in Hand-to-Hand Combat
without suffering any penalty.

t h e i n c a n t a t i o n
The Magician rolls a D6 and adds the result to his Power rating.
If the total is higher or equals the difficulty of the spell, the
Incantation is successful. If not, it fails. This roll is called
Incantation Roll. As for any other characteristic roll, a result of 1,
either natural or obtained after applying modifiers, is considered
an automatic failure, even after re-rolling a 6.
For spells with a free Difficulty it is up to the Magician to
determine the Difficulty in the same way as for an Attack Roll.

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THE INCANTATION TYPES


To summon the might of Magic amidst the fury of battle is far
more complex than an Incantation made within a Magician’s
lair. An Incantation Roll can be liable to certain modifiers :

Rapid Incantation : a Magician may want to cast this difficult


and hazardous type of Incantation to alter the battle’s outcome.
He gains two points in Initiative until the end of the current Magic
phase. This speed bonus increases the Difficulty of all his spells
by one point until the end of the round.
A Magician cannot cast a rapid Incantation more than once per
round. It is announced anytime during the Magic phase and
cannot be cancelled.
Prolonged Incantation : the Magician draws out his gems’
essence to increase his chances of success. A prolonged
Incantation is declared during the Magic phase when it is
the Magician’s turn to cast spells. He loses two points in
Initiative until the end of this Magic phase. The difficulty of
the spells cast in this phase is lowered by one point. A Magician
cannot cast a prolonged Incantation more than once per round.
Once announced, it cannot be cancelled.

APPLYING THE EFFECTS


OF A SUCCESSFUL INCANTATION
The target must be within the spell’s range. A spell can only
be cast once per round on a given target whether it has been
successful or not. If the Incantation hits a target in a fray, the
allocation roll does not apply. The mind is surer than the hand !
The effects of a successful Incantation apply immediately.
If a figurine’s Resilience drops below 0 due to a spell’s effect,

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it is considered KILLED OUTRIGHT and immediately removed


from the Battleground.
A Magician can choose not to cast any spell during a Magic phase.

IMPROVING ONE’S MASTERY


To increase his chances a Magician may consume additional
gems. In this way he gains an Incantation die for each additional
gem invested. The results of the dice are not added up, only
the best will be kept as Incantation Roll. When casting the spell,
the Magician announces the amount of gems that are to be
invested to increase his chances.
By investing additional gems during or after the Incantation Roll,
some spells allow you to modify their effects. The consequences
of this improvement are specified on the spell card.

COUNTERMAGIC
When a spell has been successfully cast, an enemy Magician
can attempt to cancel its effects.
To attempt Countermagic, the Magician that wishes to Counter
must have the spell caster in his visual field.
REMINDER : A figurine’s field of vision is of 180° from the
middle of the front side of its base.
Besides, he must be within the spell’s range. In other words, in
case of a « Contact » range he must be in base-to-base contact
with the spell caster. In case of a « Free » range, it is the range
chosen for the Incantation at stake that will be taken into
account.
A Magician engaged in Hand-to-Hand Combat may attempt
Countermagic.
There are two methods, Absorption and Counter.

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Countering a spell
The Counter consists in smothering the magic energies during the
Incantation. The Magician can spend a single gem of any Element
and attempt an Incantation Roll whose result must be equal to
or higher than the result obtained by the spell caster, and not the
spell difficulty. If he succeeds, the spell has no effect.
Only one Counter can be attempted, even if several Magicians
have the possibility of doing so. It must occur right after the
Incantation of the spell to be countered. Once a Counter attempt
is announced, the gem is spent.
Absorbing a spell
Absorption consists in spending the exact same amount of gems
opposite to those used by the opponent for the spell’s Incantation.
In the case of a Primagic spell, the gems needed for Absorption
are the gems opposite to those effectively used by the enemy
Magician during the Incantation. Absorbing a spell does not
require a roll, the cancellation is automatic. The Table of Elemental
Opposition indicates which gem can cancel another when
Absorbing a spell. A Magician can try to absorb a spell after
a failed Counter attempt.

recovering mana
By using his gems, the Magician consumes some of his energy.
He must then try to rebuild his reserve by calling on the Elements’
power. At the end of the round, each figurine with Power makes
a Recovery Roll. There is no difficulty to this roll, the result must
be the highest possible. A 1, either natural or obtained after
applying modifiers, is still a failure, even after a re-rolled 6.
All Magicians roll a D6 and add their Power rating to the result.
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They subtract the number of gems they still have in reserve. The
Recovery Table indicates the number of gems that will be added
to their reserve. The nature of the recovered gems is left up to
the Magician after the Recovery Roll. Yet he may only recover gems
of the Elements that he masters. It is not possible for a Magician
to have more gems in his reserve than twice his Power rating.
Particular cases :
When engaged in Hand-to-Hand Combat a Magician cannot
concentrate with the same intensity. Instead of subtracting
the number of gems in his reserve, he subtracts twice this
amount. Warrior-Mages and Magicians following the Paths
of Necromancy and Hermetism are however not subject to this
rule, they recover gems as usual even if they are engaged in
Hand-to-Hand Combat. A Magician taken by Fear can cast spells,
use Countermagic, and recover Mana in the normal way. For Orcs,
a result of 1 on a Recovery Roll is not considered a failure.

t r a n c e
Trance is a state of extreme concentration where
the Magician’s spirit leaves his body and wanders
the Elemental Realms. It is announced in the
Movement phase when the Magician’s Reference
card is activated. A Magician can benefit from Trance’s
effects at the end of the round if he neither moves nor fires
nor casts a spell and is neither engaged in Hand-to-Hand Combat
nor has suffered a Damage Roll and is not currently subject to Fear.
Once announced, Trance cannot be cancelled, except in case of
hand-to-hand combat or wound. It allows you to ignore the
number of gems already in reserve for the Recovery Roll.
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g a m e e x e m p l e
Meliador the Celestial, followed by two of his Familiars Shanis
and Urio, is opposed to a horde of Living-dead lead by the
Gorgon. Meliador the Celestial is a Lion Adept. He masters
Light and Air. His Power rating is 7, his Power Potential
is therefore 14. The Lion player gave him the following spells :
Banishment 4, Carrying Wind 5 and Storm of Light
0. The Magician starts the game with 3 gems of Air and
4 of Light . The Gorgon is an Acheron Adept. She masters
Darkness and Fire. Her Power characteristic rates 6, her Power
Potential is 12. For the Gorgon the Acheron player has chosen
the following spells : Arrows of Hecate 4, Morbid Angel
Invocation 4 and the Eternal Torpor 0. The Necromancer
starts with 5 gems of Darkness and 1 of Fire .

First round
Meliador’s Initiative is 6. He will therefore act before the
Gorgon, whose Initiative is 4. Meliador attempts to release his
most fearsome spell: the Storm of Light. The spell requires 4 gems
of Light and 3 of Air . The Mage will have to empty
his Mana reserve and will not have any gems at his disposal
to improve his mastery. He then makes a Power Roll against
the spell’s difficulty of 11. He rolls a 5 on his D6, which, added
to his Power of 7, makes 12. Meliador is successful. The air is
charged with electricity when the supernatural lighting bolts
tear through the sky ready to fall upon the creatures of Darkness.
Meliador’s reserve is empty, leaving him vulnerable...

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The Gorgon now knows that her opponent has no gems left in
his reserve. He will not be able to do any Countermagic.
She decides to summon a Morbid Angel to harass Meliador.
The spell requires 4 gems of Darkness and has a difficulty of 8.
Contrary to her opponent, the Gorgon goes for caution and
chooses to spend an additional gem of Darkness to improve
her mastery. She therefore rolls two D6. 1 and 3 ! The result of 3
added to her Power rating of 6 allows her to best the difficulty
of the spell. Without this additional expense, the Morbid Angel
Invocation would probably have failed and the Darkness gems
would have been needlessly wasted. Appearing suddenly from
a sphere of Darkness, a Morbid Angel unfolds its long, emaciated
wings and prepares for battle.
At the end of the round, Meliador makes his Mana Recovery Roll.
He rolls a D6 and gets a 2. He adds his Power rating to it for
a total of 9 and subtracts nothing, as he has no gems left in his
reserve. As an Adept, he regains 5 gems. He chooses 4 gems of
Light and 1 of Air. The Gorgon also makes her Recovery Roll.
Her D6 indicates 5, for a total of 11 when added to her Power
rating. As she possesses 1 gem of Fire in her Reserve, 1 is
subtracted from the result. The total is then 10. She also
regains 5 gems and chooses 2 gems of Fire and 3 of Darkness.

Second round
The Morbid Angel flies in Meliador’s direction, ready to sacrifice
itself for the cause of Darkness. Meliador, who wishes to avoid
fighting against the Living-dead, chooses a final solution :
Banishment. The difficulty of the spell is equal to his enemy’s
Fear + 6, that is 6 + 6 = 12. Meliador spends the three gems

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of Light he just regained, plus one to increase his chances of


success. The results of both dice indicate 6 and 6. The Morbid
Angel is dispersed in blinding light. As for the perfidious Gorgon,
she persists in wanting to divert her opponent’s attention
and exhaust his gem reserve. Calling upon infernal powers,
she summons the power of the Arrows of Hecate, without
resorting to additional gems. The total of her Power rating and
the D6 indicates 11 : a volley of flaming missiles heads towards
Meliador. The Magician attempts to counter the spell. He spends
his last gem of Air and does a simple Power Roll : 12 ! With
a precise gesture, he draws an ideogram in front of him, stopping
the howling darts before they can hit him. During the Mana
Recovery Roll, Meliador obtains 3 gems of Light and 2 of Air.
The Gorgon gains 5 gems of Darkness.

Third round
Meliador forebodes that the Gorgon will attempt to plunge him
into Eternal Torpor. He wants to escape the creature’s glare.
But before that, he attempts to unleash the Light’s fury. The Storm
of Light that he previously invoked is indeed still active.
Meliador spends two gems of Light to make a bolt of lighting
hit the Gorgon. Not wishing to risk a Wound, the creature
immediately spends two gems of Darkness and automatically
absorbs the spell. A veil of Darkness sucks up the bolt of Light...
The forces oppose and then cancel each other out without
a sound. Meliador acts before the Gorgon. He uses his last two
gems of Air and one gem of Light to summon a Carrying Wind.
The Gorgon’s strategy is fruitless ; the Lion Adept will not meet
her deadly gaze this round.
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The Necromancer dedicates 5 gems of Darkness to summon


a new Morbid Angel. Another winged silhouette appears from
a portal. The two opponents gauge each other. The Confrontation
has only begun...

On the Battleground, magic energies, silent immaterial tornadoes,


whirl around both Magicians. In the Gorgon’s hand, the black
gems radiate a macabre glow. And the Necromancer’s eager glare
is an omen of desolation. Meliador knows that look only too well
and is aware that he must now win or die...

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r a n k s a n d
a r t e f a c t s

According to their rank, Characters do not possess the same


amount of artefacts.

- CHARACTER’S RANK - - ARTEFACTS -

Initiate - Devout - Irregular 1


Regular - Veteran - Creature

Adept - Zealot - Special - Elite 2

Master - Dean - Living Legend 3

Virtuoso - Avatar - Major Ally 4

Some artefacts can be given to any type of warrior, others are


the privilege of a certain fighter. In this case, the indications on
the card take precedence over the rules.

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n e w a b i l i t i e s
Certain fighters sometimes possess unusual innate magic
capacities or talents acquired in the course of long years of
research or experiments: the Abilities. They are indicated
on the Reference cards.
Some Abilities are expressed with a variable rating / X.
For example, the Devotion / 3 Ability means that the fighter’s
sacrifice grants 3 gems to the Magician who sacrifices him.
The Spirit of the Earth Ability means that a natural 1 on the
Incantation Roll is not an automatic failure.

Construct : a Construct is an automaton animated by magic or


mechanical means. Many of these toys are reserved to children
of the nobility. Others, however, are fearsome war machines !
A Construct reacts automatically, without feelings: it knows
neither Courage nor Discipline. A fighter with this Ability is
immune to Fear, even caused by Living-dead. Also, it is not
subject to the rules of Discipline: when it must make a Discipline
Roll, its Discipline characteristic is considered equal to 0.
A Construct cannot drown: it does not suffer a Light Wound if
it fails a Feat Roll when attempting to swim.

Spirit of ... / X : some Magicians have a privileged link with one


Element. Their knowledge of this Element is such that they are
capable of controlling and affecting it according to their desires.
When making an Incantation Roll made up, even partially, of this
Element, a result of 1 is not considered an automatic failure. On
the Reference card, the X is replaced by the name of the Element.

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Devotion / X : some warriors are ready to give their lives for the
glory of those they serve. When a Magician on your side needs
Mana gems, he can sacrifice a fighter with this Ability at any time
during the round. The sacrificed warrior must be in base-to-base
contact with the Magician. Through this act, the latter recovers X
gems of one single Element he masters. Remove the warrior as if
he had been KILLED OUTRIGHT. He is considered a loss.

Warrior-Mage : compelled to the same discipline as


warriors, they also learn to use the power of Mana.
Warrior-Mages use Magic and the arts of war
jointly. Their double Abilities make them
formidable opponents. They can cast
spells after having run or made a
Physical Feat. Their Intensity
Potential is equal to their
Power score, and not
of its double. In
Hand-to-Hand
Combat, they can
recover Mana as
if they were not
engaged.
Warrior-Mages
are incapable of
going into Trance.
They can use the
Counter-Attack.
INCANTATION 2 UK/OK 30/09/04 13:27 Page 4

Selenite : the origin of the Selenites is veiled in mystery.


They seem to form a secret caste, living unbeknown to all, in the
most distant corners of Aarklash.
Few scholars know their story. Some Selenites do not know of
the cursed gift bestowed upon them by the Moon, and discover
only too late the night star’s influence on their behaviour. The
Selenites used to be able to find refuge on the Island of Tycho
in the far south of Aarklash. But since the destruction of their
sanctuary by the forces of evil, the children of the Moon are on
their own… Before choosing the spells and artefacts of a Selenite,
roll a D6 and refer to the following table :

- 1 to 3 : Day. No modifier

- 4 : Crescent moon. +1 in INI and DIS

- 5 : Gibbous moon. +2.5 in MOV and +1 in COU / FEAR

- 6 : Roll a D6 and refer to the table below :

- 1 : new moon. Possessed Ability.


- 2 to 5 : half moon. +1 in Power OR Power 1 and Initiate of his
people’s Primary Domain if the fighter is not a Magician.
- 6 : full moon. A free additional spell OR Born killer Ability.

The Selenites master the Path of Water in addition to those


they may already possess. Bound to the same star as the Wolfen,
they can ally with this people on any Battleground.

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table of elemental
o p p o s i t i o n
ELEMENTAL DOMAIN OPPOSITE DOMAINS
Light Darkness
Air Earth and Darkness
Water Fire and Darkness
Fire Water and Darkness
Earth Air and Darkness
Darkness All including Darkness
Instinctive None

Absorption : For example, to absorb a spell made up of one gem


of Fire and one of Water, there are four possibilities :

Spend one gem of Water and one of Earth.


Spend one gem of Water and one of Darkness.
Spend one gem of Darkness and one of Earth.
Spend two gems of Darkness.

Counter : After having made his Incantation Roll, a Magician


manages to cast a spell by getting a total result of 9.
For a Counter to be successful, the Magician attempting the
Counter who has a Power rating of 4 must spend one gem of any
Element and get a 5 or more on his Incantation Roll to reach the
total of 9 set by the opposing Magician who cast the spell being
countered.

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mana recovery table


During a Mana Recovery Roll, a Magician makes an Incantation
Roll (Power + 1D6). From the result of this Incantation Roll he
subtracts the number of gems left in his Mana Reserve. Depending
on his Rank, the result indicates the number of Mana gems
recovered according to the recovery table below.

RESULT INITIATE ADEPT MASTER VIRTUOSO


Failure 0 0 0 0
0 and - 1 1 2 3
1 to 5 2 3 4 5
6 to 10 4 5 6 7
11 to 15 6 7 8 9
16 to 20 8 9 10 11
21 and + 10 11 12 13

Mana Recovery in Hand-to-Hand Combat : a Magician


engaged in Hand-to-Hand Combat must subtract twice the
number of Mana gems left in his Mana Reserve from the result
of the Incantation Roll. Warrior-Mages and Magicians that master
Hermetic Magic or Necromancy are not affected by this rule.
Trance : a Magician in Trance doesn’t subtract anything from
the result of his Incantation Roll when recovering Mana.
Orc Magicians do not consider a result of 1 as a failure during
Mana Recovery Rolls.
Mana Reserve : a Magician’s Mana Reserve is equal to twice his
Power rating.

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T
he hunt, which had started a few hours earlier,
would soon reach its end. Before the first rays
of Lahn bathed the forest of Hidrella, the presence
of troops of Acheron would be no more than an
unpleasant memory.
For having desecrated the tombs of valorous Wolfen, for having
transformed them into zombies, having insulted their memories
and Yllia herself, it had been decided that they would be
exterminated. Killyox and about thirty Wolfen attacked the
damned of Acheron’s encampment, sending them back into
the eternal sleep from which they should never have awoken.
But a Necromancer had managed to flee. She wouldn’t go far
alone in this forest, and would soon meet the same fate as
the other abominations... A group made up of a handful of Wolfen
helped by a Lonewolf had been sent on her pursuit. The hunt
was on, now it was only a matter of time.

Breathing heavily, Azaël ran through the forest. Her survival


depended on her ability to flee. If the Wolfen caught her,
everything would be over ! Never would she finish the plans
she had concocted, never would she fulfil her destiny... The attack
had been so violent and unexpected. Not one of her servants
had survived, not one of the Wolfen Zombies she held so dearly
had escaped from her enemies’ destructive rage. Killyox would
pay for this. Sooner or later she would have him in her power,
and that day his death would be extremely slow, a mixture of
suffering and humiliation to become a zombie in the end.
Forever one of Azaël’s slaves...

« She’s coming. The sentries have reported her presence. »

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Only a few more metres left. Soon Azaël would be safe and
the threat would disappear. Those damned Wolfen were there,
a few minutes behind her. Azaël could hear them hunting her
down, howling and making horrible snarling sounds.
Their prey wasn’t very far, the pungent stench of her carnal dress
leaving a trail easily followed by the Wolfen. In this cloudless
night the Wolfen were the masters of the forest, and Yllia would
be proud of her children. In her name, they would eliminate the
cursed one that had dared soil their territory with her presence.
The hunt was almost over, the Necromancer’s silhouette was
within their sights.
Out of breath, Azaël contemplated the insurmountable
mountains that thrust their peaks high up into the air in front
of her. The next few minutes would be decisive: she had to find
a way out, quickly !
The Wolfen saw her searching for a few seconds and then
disappear into a cave. She was caught in a trap. Growling
ferociously, they followed her into the cave one after the other.
There, at the end of the cave was the Necromancer, her foul
odour giving away her presence. It was now useless for her to flee
or to hide, she was within their fangs’ reach.
At the centre of the cave, a few metres underground, Azaël
watched the pack of Wolfen enter the chamber. There were lots
of them, more than she had expected. But this was unimportant,
for them it was already too late.
Before they could realize what was happening, the trap closed
in on them. A flood of Mid-Nor Dwarves hit them, ready to show
the Wolfen the price of venturing into their territory. Their bodies
patched together and deformed, wielding weapons shaped as
strangely as their faces, these Dwarves had little left in common

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with their cousins of Tir-Nâ-Bor. Taken by surprise, the Wolfen


were soon caught in a terrible fray. As soon as one Dwarf
was killed another took its place. The constrained area and
the overwhelming number of warriors of Mid-Nor left little doubt
as to the outcome of the battle. The Wolfen fought with the
energy of despair. For many minutes, attacked from all sides by
an ever more numerous and aggressive adversary, they sowed
death within the Dwarves’ ranks. They had been trapped
and were now paying the price. Just before dying, the Lonewolf
made a last silent prayer to Yllia, imploring the goddess not
to let Acheron take possession of their bodies. After the
last Wolfen had expired, Azaël opened her book of curses.
Time had come for her to prepare the ritual.

At the head of a pack of new Wolfen Zombies the Necromancer


delighted in her victory. In exchange for a few gems of
Darkness the Mid-Nor Dwarves had given her the strength
needed to accomplish her mission. Now it was time for her
to fulfil her destiny and hunt the one who should become
the leader of her unit of Wolfen Zombies : Killyox.

« ... This age shall be the one the Ancients choose to designate
their champions. These shall toil in broad daylight or in
impenetrable darkness, and they shall be vanquished by none
but themselves... »

46
INCANTATION 2 UK/OK 30/09/04 13:27 Page 4

e Wolfen
ne Dwarf
area and
ttle doubt
with the
sides by
ey sowed
trapped
Lonewolf
ddess not
After the
urses.

romancer
gems of
strength
e for her
d become

designate
ht or in
by none
INCANTATION 2 UK/OK 30/09/04 13:27 Page 4

« ... So the Magicians will


unleash the Elements in the
chaos of a fierce struggle,
in the name of their people
and their gods... »

RACKHAM ®

44, rue de Lagny


F - 93100 Montreuil sous Bois. France
+ 33.(0)1.55.86.89.24
www.confrontation.fr
INCANTATION 2 UK/OK 30/09/04 13:27 Page 4

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