Escolar Documentos
Profissional Documentos
Cultura Documentos
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Yes dear.
"#$!%!
$#&'()!
$*#!+,!
)(-../!+&!
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Yes!!!
Available
now at
RPGNow, E-23,
Pazio
and other
great online stores.
!"#$%&'&(#$)*$+,-$
!
!
!
Coral Thrown
Chapter 10
Welcome to
Department 13,
Professor.
I am Agent L.
Professor, I am glad
you could come.
Tell, me,
Professor,
what you
know of
Hitlers deal
with the
alien gods?
Not much.
text
Of course, I will.
Marks Musings
by Mark L. Chance of Spes Magna Games
Andres Canals
We have some great art for you this month from yet another great artist.
17
18
19
20
Warhorses
Mounts are of little use when delving through dungeons and ruined castle, but are extremely
useful when exploring wilderness areas or while trying to reach far-off mysterious places.
Sadly, as adventurers become more powerful, their mounts become increasingly fragile unable to survive even the easiest fight.
This article presents not only the normal versions of horses and ponies, but also mounts
suitable for more powerful adventurers. All are presented fully equipped and prices out so
your players spend less time shopping and more time adventuring!
RIDING HORSE
Cost 91 gp, 20 cp
Weight Carried 74 lbs. (plus rider);
Carrying Capacity light 228 lbs., medium
459 lbs., heavy 690 lbs., drag 3,450 lbs.
RIDING HORSE
CR 1 (XP 400)
N Large animal
Init +2; Senses low-light vision, scent;
Perception +6, Sense Motive +1
Speed 50 ft.; Run
ACP 0; Acrobatics +2 (+10 jumping)
AC 11, touch 11, flat-footed 9; CMD 17 (21
vs. trip) (-1 size, +2 Dex)
Fort +6, Ref +5, Will +1
hp 15 (2 HD)
Space 10 ft.; Base Atk +1; CMB +5
Melee 2 hooves -2 (1d4+1)
Abilities Str 16, Dex 14, Con 17, Int 2, Wis
13, Cha 7
SQ docile
Feats Endurance, RunB
Gear bit and bridle, riding saddle,
saddlebags, feed (4 days)
WARHORSE
Total Cost 586 gp, 20 cp
Weight Carried 139 lbs. (plus rider);
Carrying Capacity light 399 lbs., medium
798 lbs., heavy 1,200 lbs., drag 6,000 lbs.
WARHORSE
CR 2 (XP 600)
N Large advanced animal
Init +4; Senses low-light vision, scent;
Perception +8, Sense Motive +3
Speed 50 ft.
ACP 0; Acrobatics +4 (+12 jumping)
AC 18, touch 13, flat-footed 14; CMD 21 (25
vs. trip) (-1 size, +4 Dex, +3 armour [mwk
studded leather barding], +2 natural)
Fort +8, Ref +7, Will +3
hp 19 (2 HD)
Space 10 ft.; Base Atk +1; CMB +7
Melee bite +5 (1d4+5) and
Melee 2 hooves -2 (1d6+2)
Abilities Str 20, Dex 18, Con 21, Int 6, Wis
17, Cha 11
SQ trained for war (attack, come, defend,
down, guard and heel)
Feats Armour Proficiency (Light),
EnduranceB
Gear as above plus bit and bridle, military
saddle, saddlebags, feed (4 days)
21
KNIGHT'S STEED
This horse is better trained than a normal
warhorse and can wear light and medium
barding without penalty. Consequently, it
costs more than a normal warhorse (400 gp)
Total Cost 1,326 gp, 20 cp
Weight Carried 139 lbs. (plus rider);
Carrying Capacity light 459 lbs., medium
918 lbs., heavy 1,380 lbs., drag 6,900 lbs.
KNIGHT'S STEED
CR 3 (XP 800)
N Large advanced animal
Init +4; Senses low-light vision, scent;
Perception +10, Sense Motive +3
Speed 35 ft., base speed 50 ft.
ACP -3; Acrobatics +1
AC 20, touch 12, flat-footed 17; CMD 23 (27
vs. trip) (-1 size, +3 Dex, +6 armour [mwk
breastplate barding], +2 natural)
Fort +9, Ref +8, Will +4
hp 38 (4 HD)
Space 10 ft.; Base Atk +3; CMB +9
Melee bite +7 (1d4+5) and
Melee 2 hooves +0 (1d6+2)
Abilities Str 21, Dex 18, Con 21, Int 6, Wis
17, Cha 11
SQ trained for war (attack, come, defend,
down, guard and heel)
Feats Armour Proficiency (Light), Armour
Proficiency (Medium), EnduranceB
Gear as above plus bit and bridle, military
saddle, saddlebags, feed (4 days)
WAR PONIES
PONY
Small-sized characters cannot effectively
ride horses and similarly-sized mounts. Such
characters prefer sturdy ponies, some of
which are trained for war.
Total Cost 46 gp, 20 cp
Weight Carried 74 lbs. (plus rider);
Carrying Capacity light 75 lbs., medium
150 lbs., heavy 225 lbs., drag 1,125 lbs.
PONY
CR
1/2 (XP 200)
N Medium animal
Init +1; Senses low-light vision, scent;
Perception +5, Sense Motive +0
Speed 40 ft.; Run
ACP 0; Acrobatics +1 (+5 jumping)
AC 11, touch 11, flat-footed 10; CMD 13 (17
vs. trip) (+1 Dex)
Fort +5, Ref +4, Will +0
hp 13 (2 HD)
Space 5 ft.; Base Atk +1; CMB +2
Melee 2 hooves -3 (1d3)
Abilities Str 13, Dex 13, Con 14, Int 2, Wis
11, Cha 4
SQ docile
Feats Endurance, RunB
Gear bit and bridle, riding saddle,
saddlebags, feed (4 days)
22
WAR PONY
Total Cost 271 gp, 20 cp
Weight Carried 109 lbs. (plus rider);
Carrying Capacity light 129 lbs., medium
453 lbs., heavy 390 lbs., drag 1,950 lbs.
WAR PONY
CR 1 (XP 400)
N Medium advanced animal
Init +3; Senses low-light vision, scent;
Perception +7, Sense Motive +2
Speed 40 ft.
ACP 0; Acrobatics +3 (+7 jumping)
AC 18, touch 13, flat-footed 15; CMD 17 (21
vs. trip)(+3 Dex, +3 armour (mwk studded
leather barding), +2 natural)
Fort +7, Ref +6, Will +2
hp 17 (2 HD)
Space 5 ft.; Base Atk +1; CMB +4
Melee bite +4 (1d3+3) and 2 hooves -1
(1d4+1)
Abilities Str 17, Dex 17, Con 18, Int 6, Wis
15, Cha 8
SQ trained for war (attack, come, defend,
down, guard and heel)
Feats Armour Proficiency (Light),
EnduranceB
Gear bit and bridle, military saddle,
saddlebags, feed (4 days)
HEROES' PONY
Total Cost 666 gp, 20 cp
Weight Carried 109 lbs. (plus rider);
Carrying Capacity light 129 lbs., medium
453 lbs., heavy 390 lbs., drag 1,950 lbs.
HEROES' PONY
CR 2 (XP 600)
N Medium advanced animal
Init +3; Senses low-light vision, scent;
Perception +9, Sense Motive +2
Speed 30 ft., base speed 40 ft.
ACP -3; Acrobatics +0
AC 21, touch 13, flat-footed 18; CMD 18 (22
vs. trip)(+3 Dex, +6 armour (mwk breastplate barding), +2 natural)
Fort +7, Ref +6, Will +3
hp 25 (3 HD)
Space 5 ft.; Base Atk +2; CMB +5
Melee bite +5 (1d3+3) and 2 hooves +0
(1d4+1)
Abilities Str 17, Dex 17, Con 18, Int 6, Wis
15, Cha 8
SQ trained for war (attack, come, defend,
down, guard and heel)
Feats Armour Proficiency (Light), Armour
Proficiency (Medium), EnduranceB
Gear bit and bridle, military saddle,
saddlebags, feed (4 days)
23
UpcomingreleasesbyAvalonGames
supportingtheIn:initeFuturessystem.
!
In:initeAliens2.ThenextintheIn:initeAliens
series10fullydetailedalienracesfor
useasPCsorNPCencounters.
!
!"#$"%&"&'(#)*'*+(,#-./0",&1"#
!"#$%&'&(#$)*$+,-$
!
!
!
In:initeMysteries.BringsomemagicintotheFuturewith
thisgreatexpansion.Newclasses,feats,
andmagicalpowers.
In:initeStarships.ArevisionofAvalonGames
popularD20starships,thisversionbringsthat
greatproductinlinewithIn:initeFutures.
Newshipsandfullcolordeckplans
areincludedinthisversion.
!
Pandemic.Thefuturemaynotbeasbrightaswehoped.
Theworldhavebeenoverrunwiththeinfected,andthe
fewthatareimmune,arenowfoodforthehungrysick.
TheRoadmeets24Daysinthisdark,
grittysettingfortheIFsystem.
Avalon
Pathfinder
Unseelie Rings
Part 2
By Sean Wilt
This month we will be bringing you the second of a multi-part series on the Fey and
their mystic rings. So watch what you do when you come upon a ring of mushrooms
in the deep woods.
Get the full version in the Free section of this issue.
Theft
Fairies have been used to borrowing from their human neighbors since a long time ago. This
is particularly frequent in Scotland where they have a strong reputation for taking things
without the knowledge or consent of the owners. They borrow grain and occasionally
implements. They borrow the use of mills and of human fires.
They borrow milk and butter and even whiskey. In the friendly intercourse of fairy
borrowing, they sometimes beg for a suck of milk from a human breast for a fairy baby, or a
loan of human skill to mend a broken tool such as a broken pot. They even had to hire human
warriors to protect them against the hordes of monsters. Some argue that the first fairies were
the remnants of a conquered people gone into hiding and yet creeping nervously around their
conquerors for what pickings they could find. In some of
the stories, such as the medieval tale of Malekin,
the explanation might be that it
was a human changeling who
wished to return to the world
again and so refrained from
fairy food, but the instance
are too frequent to allow of
that as the sole explanation.
25
Multi-Verse
New Hive Monster for Zero-G
Yep we have a great new character for this great S&G setting.
Hive Terror
(Hive)
Often seen only on industrialized worlds, the Hive Terror is a monstrous life form used to destroy
enemy fortifications and is a match for the largest walker or battle armor. Due to the length of time it
takes to grow a Terror, many Hive invasions do not utilize them unless absolutely necessary.
The Terror is as large as the largest Too-Nia Walker, and far more deadly. Resembling a giant bug, the
Terror uses its claw cannon to devastating effect, and also functions as an armored carrier for smaller
Hive forces that make use of its chitinous carapace for protection.
Cost: 40
Attack: 1
Defense: 1
Strength: 8
Speed: 6/4/2
Movement: 6
Adrenal: 5
Will: 3
Health: 25
Skills and Abilities
Claw Cannon (Attack, 2)
The Terror quickly clicks its claws together, and the resulting sonic boom causes a 2d6 burst attack up
to 6 squares away.
Chitinous Carapace
The Terror's hard shell deflects a great deal of damage. All damage to the Terror and those riding within
is reduced by -2.
Carrier
Up to two units may ride inside the Terror.
Terrible Howl
The Terror cries out with a horrible metallic shriek. All enemies within 2 squares of the Terror must
pass a Will Test or suffer -1 to their Defense until the end of their next Activation.
Gear 0
Limitations: May only have 1 per battle force.
26
Battle
Axe
Thismonthwecontinuewiththereleaseonewmagiccards.Awholenewschoolof
magictooverpoweryourfoes.
Thefullsetcanbefoundinthefreesectionofthisissue.
!
Summon
Shadow
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster, or on one of his or
her summoned shadows or shadow
beasts
Or
Yellow 0
Remain in Play
Summon a shadow
!
Common
Battle
Axe
27
SpesMagnaGames
AffordablePDFsfor
StrongerGames
Availableat
DriveThruRPGandPaizo.com
28
By Megan Robertson
29
Next comes the concept of 'associated haunts' - these are combinations of haunts that work
together, and one example is given, in which a Fire Starter Haunt (which whispers in your ear
that it would be a good idea to light a fire, with the effect of a suggestion spell) is combined with
one called the Unrepentant Smoker, which causes a lit fire to billow smoke uncontrollably, and
the Charred Man Haunt, where swirling smoke coalesces into what appears to be the form of a
burned body... spooky indeed!
This idea for effective uses of haunts is followed by some more substantial threats. These can
actually hurt, rather than annoy or scare: perhaps possessing your familiar and causing the poor
thing to bite you, or a shadowy form manifests and appears to reach out through someone to
grab and squeeze their heart! Again, many of these haunts are resonant with the sort of things
that happen in ghost or horror stories... and should terrify the characters which encounter them,
at least until they find out how to stop the manifestation occurring.
Finally, there's a fully-detailed NPC. Pers Veilborn studies haunts, he follows a goddess of knowledge
and death, and can be persuaded to accompany adventurers who have encountered manifestations that
need to be dealt with.
If you like spooky, haunted places to investigate, this work will give you hours of fun at the
expense of your characters: all in the very best horror story style. Very effective and
atmospheric...
30
!
Hes seen it all, the Old TSR Geek has played it, seen it, been
to the first Gencon and to every one since. Yep hes old as
dirt, a bit grey and a little fat, but he still plays D&D, (1st
edition, not some lame ass 4th ed) every weekend. His wife
left him some years ago, but he figures its for the best, it
just means he can paint his figures on the dining room table
now. (Still would rather paint lead figures over these flashy
pewter ones) Nope the Old TSR Geek can be seen in the
gaming room of his local hobby store, telling some young kid
how he demoed the first copy of Gamma World at a con, or
how he still has a copy of the first D&D rules.
!
31
Available
now at
RPGNow, E-23,
Pazio
and other
great online stores.
2
3
1: Yivvith-Mon
2: Tull-Mon
3: Ashmargurth-Mon
4: Fig-Mon
5: Durith-Mon
6: Carirren-Mon
7: Dullon-Mon
8: Sherith-Mon
9: Shurrath-Mon
10: Charth-Mon
11: Qui-Mon
12: Verth-Mon
13: Narrowmith-Mon
14: Burith-Mon
15: Xerim-Mon
16: Kith-Mon
17: Ashamr-Mon
18: Xermith-Mon
6
8
10
11
13
12
16
14
17
15
18
MorestuffforIn:initeFuturesthis
monthwiththereleaseofIn:inite
Mechas.Moremechagoodies,anew
prestigeclass,featsandgear.Yepits
amechaloversdream.
Arcanaisrunningstrongandwehave
anewjournalscomingoutthis
month.Thewesternreachesseesthe
lightofdayforthenextfewmonths
withthisandforthcomingjournals.
34
CoursewehaveanewHowTobookthis
monthwiththesecondintheserieslooking
atfantasyRPGclasses.
AnewS&Gsettinghitsthismonthaswell,
Magitakesusintothehiddenwarbetween
modernmagesandtheirelementalties.
Quitethebitoffunwiththisone.
!
Omar
Hessian
Itzumi Moa
Ivan Rastin
Moreartwithclipartcollection2,clip
artcharactersandothergreatart
fromyourfriendsatAvalonGames
Ofcoursenomonthwouldbe
completewithoutdomenew
path:inderstuff.Wehaveanew
adventures,encounter,treasure
andmagicissuethismonthforyou,so
getyourgameonandhavesomefun.
35
Cool Stuff
Brom
Few illustrators in the last few years have
had as big an impact on the gaming art
field then Brom. His work on TSRs Dark
Sun setting brought his work to the
forefront and ever since he has been a force
to be watched. Dark moods, dark
foreboding colors and muscles carved from
stone, all of Broms work is stunning, a bit
shocking and dark in mood and light.
I have become quite the fan of his work
over the last few years and look forward to
seeing more of his twisted appeal in the
future.
http://www.bromart.com/index.html
962&sr=8-1
36
Terror
40
Terror
Hive
#!
#
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Health
Gear:
0
Theft
Fairies have been used to borrowing from their
human neighbors since a long time ago. This is
particularly frequent in Scotland where they
have a strong reputation for taking things
without the knowledge or consent of the
owners. They borrow grain and occasionally
implements. They borrow the use of mills and
of human fires.
They borrow milk and butter and even
whiskey. In the friendly intercourse of fairy
borrowing, they sometimes beg for a suck of
milk from a human breast for a fairy baby, or a
loan of human skill to mend a broken tool such
as a broken pot. They even had to hire human
warriors to protect them against the hordes of
monsters. Some argue that the first fairies were
the remnants of a conquered people gone into
hiding and yet creeping nervously around their
conquerors for what pickings they could find.
In some of the stories, such as the medieval
tale of Malekin, the explanation might be that
it was a human changeling who wished to
return to the world again and so refrained from
fairy food, but the instance are too frequent to
allow of that as the sole explanation.
On the other hand, Fairies have kindly lent to
man many time in the history. When a loan is
returned to them, they accept only the fair
equivalent of what they have lent, neither less
nor more. If more is offered they take offence,
and never give an opportunity for the same insult again.
In their strange fashion of stealing, there are
some strong differences with the behavior of
the dishonest people.
The Fairies do not take their booty away
bodily; they only take what is called in Gaelic
its toradh, i.e. its substance, virtue, fruit, or
benefit. The outward appearance is left, but the
reality is gone. Thus, when a cow is elf-taken,
it appears to its owner only as suddenly smitten
by some strange disease. In reality the cow is
gone, and only its semblance remains, a
Changelings
When they succeeded in their felonious
attempts, the faeries left instead of the mother,
and bearing her semblance, a stock of wood
and in place of the infant an old mannikin of
their own race called a changeling. In
European folklore, a changeling is an imbecilic
or deformed offspring of dwarves, elves, or
faeries surreptitiously substituted by them for a
human child. The belief in changelings seems
to have arisen from the idea children are
susceptible to demonic possession. Some
believed faeries preyed only upon unbaptized
infants. In legend, the abducted human
offspring are either used to strengthen faerie
stock or are given to Satan.
The changeling can be easily identified by
several traits due to his faerie condition.
He always cries and complains
He does not grow as other children
He drinks a lot of water and is hungry all the
time
He can play the pipes with and dance with surpassing skill
He looks like an ill-conditioned and helpless
brat
He makes unguarded remark as to its own age.
To get rid of him, one had to resort to the most
extreme means. The return of the original child
"may be effected by making the changeling
laugh or by torturing it; this latter belief was
responsible for numerous cases of actual child
abuse".
According to the popular belief of changeling, malformed and retarded children were likely not
human at all, but rather the offspring of some demonic being, offspring that could be neglected,
abused, and even put to death with no moral compunctions. It was then easier for the unfortunate
families to get rid of the abnormal child that represents a burden in those hard times.
Deformities
Many of the deformities in children are attributed to the Fairies. When a child is incautiously left
alone by its mother, for however a short time, the Fairies may come and give its little legs such a
twist as will leave it hopelessly lame ever after. To give them their due, however, they sometimes
took care of children whom they found forgotten, and even of grow up people sleeping incautiously
in dangerous places.
Summon
Shadow
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster, or on one of his or
her summoned shadows or shadow
beasts
Or
Yellow 0
Remain in Play
Summon a shadow
Common
Battle
Axe
Summon
Shadow
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster, or on one of his or
her summoned shadows or shadow
beasts
Or
Yellow 0
Remain in Play
Summon a shadow
Common
Battle
Axe
Summon
Shadow
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster, or on one of his or
her summoned shadows or shadow
beasts
Or
Yellow 0
Remain in Play
Summon a shadow
Common
Battle
Axe
Summon
Shadow
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster, or on one of his or
her summoned shadows or shadow
beasts
Or
Yellow 0
Remain in Play
Summon a shadow
Common
Battle
Axe
Invisible
Illusions
Common
Battle
Axe
Invisible
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Any one character becomes
invisible
Common
Battle
Axe
Invisible
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Any one character becomes
invisible
Common
Battle
Axe
Invisible
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Any one character becomes
invisible
Common
Battle
Axe
Fog of
Cloaking
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Place the Fog Template anywhere
within sight of the spell caster
Common
Battle
Axe
Fog of
Cloaking
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Place the Fog Template anywhere
within sight of the spell caster
Common
Battle
Axe
Fog of
Cloaking
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Place the Fog Template anywhere
within sight of the spell caster
Common
Battle
Axe
Fog of
Cloaking
Illusions
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Place the Fog Template anywhere
within sight of the spell caster
Common
Battle
Axe
Misdirect
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Interrupt
Force a ranged attack aimed at the
spell caster to instead target any one
character of your choice who is within
6 of the spell caster
Uncommon
Battle
Axe
Misdirect
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Interrupt
Force a ranged attack aimed at the
spell caster to instead target any one
character of your choice who is within
6 of the spell caster
Uncommon
Battle
Axe
Misdirect
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Interrupt
Force a ranged attack aimed at the
spell caster to instead target any one
character of your choice who is within
6 of the spell caster
Uncommon
Battle
Axe
Summon
Shadow Beast
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Summon a shadow beast
Uncommon
Battle
Axe
Summon
Shadow Beast
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Summon a shadow beast
Uncommon
Battle
Axe
Summon
Shadow Beast
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Summon a shadow beast
Uncommon
Battle
Axe
Shadow
Blade
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Summon a shadow blade, which hits
like magical weapon and always hits as
if the target had no armor
Rare
Battle
Axe
Shadow
Blade
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Summon a shadow blade, which hits
like magical weapon and always hits as
if the target had no armor
Rare
Battle
Axe
Shadow
Terrain
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Place a 4 terrain of your choice
anywhere on the battlefield
Rare
Battle
Axe
Shadow
Terrain
Illusions
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster, or on one of his or her
summoned shadows or Shadow beasts
Or
Yellow 1
Remain in Play
Place a 4 terrain of your choice
anywhere on the battlefield
Rare
Battle
Axe
Illusionist
Illusions
Unique
Battle
Axe