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Daemonic Assailants
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Using their enemy's spell against them, the Wizard opens a portal to the other through which daemonic spirits surge. The enemy Wizard grapples against unseen assailants that would steal away a fragment of their soul, sealing it within the Realm of Chaos and torturing it for eternity.

When an enemy Wizard casts a spell, a Wizard may use this Ruse instead of attempting a Wizardly dispel. If they do so, both Wizards roll a D6. The Wizard using this Ruse adds their Level of Wizardry to their roll, whilst the enemy Wizard adds their Toughness:

  • If the enemy Wizard's result is higher, the Ruse has failed and the spell is cast.

  • If the result is a draw, the Ruse was partially successful and the spell is dispelled.

  • If this Wizard's result is higher, the Ruse has been a success. The spell is dispelled and the enemy Wizard loses a single Wound. This Wound cannot be recovered by a Regeneration save.

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