Strategy Guide Pt.4 - Wizard
We’re now up to the fourth character of this strategy guide, the Wizard. His quests see him trying to become the most powerful being in the land through his use of Spells and mind power.
The Wizard is a powerful character who can always have at least one Spell and starts with two Spells. It's important to know how and when you can cast all of the different Spells, and this quest teaches you how.
You must cast five different Spells and so you must check the conditions for each one on the Spell card before you cast them. Check the 'Spell Conditions' table below to see when each Spell can be cast and try to create these situations. See the 'Spell Limits' table to see the maximum number of Spells allowed by Craft points.
3 Talismans - 1 to 8 turns
2 Talismans - 9 to 13 turns
1 Talisman - 14+ turns
Spell Conditions Table
|Spell||Condition Required for Casting|
|Acquisition||This can be cast whenever you are at the start of a turn, before you move.|
|Alchemy||Cast at the start of your turn, before you move.|
|Destruction||Cast at the start of your turn, or when you have just completed your move.|
|Divination||Cast at the start of your turn, before you move.|
|Healing||Cast as required.|
|Invisibility||This can be cast at any time and lasts for a whole turn.|
|Mesmerism||This can be cast at the start of your turn, before you move, whenever there is a face-up Follower on the board.|
|Preservation||This can be cast as required, on yourself or a Follower.|
|Psionic Blast||This can be cast when you are about to engage in Battle (Strength fight).|
|Teleport||This can be cast at the start of your turn, before you roll the die for movement.|
|Temporal Warp||This can be cast at the start of your turn, before you move.|
Remember that per turn, you can only cast the number of Spells you started the turn with.
Spell Limits Table
|Craft||Maximum number of Spells Allowed|
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When you find this Adventure Card, try to land on it as much as you can to grab all four points.
Other ways to gain Craft points are:
City Enchantress - Roll a 4
Village Mystic - Roll a 5
Forest - Roll a 6
Temple - Roll 7
Fairy (if you are Good)
Holy Grail (if you aren't Evil)
Mephistopheles (if you are Evil)
Phantom (if you are Evil)
3 Talismans - 1 to 23 turns
2 Talismans - 24 to 35 turns
1 Talisman - 36+ turns
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Once you've drawn the Destruction Spell, cast it on the Mage to win the quest.
3 Talismans - 1 to 15 turns
2 Talismans - 16 to 24 turns
1 Talisman - 25+ turns
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• When you find Objects, keep at least one for using the Alchemy Spell, but if you already have one then consider leaving one on a space so you can cast Destruction on it.
• To cast Healing, you must have less than your starting lives. This is indicated by the number of lives being shown in red. If you need to lose a life quickly, head to the Sentinel where you are likely to lose the battle.
• The Sentinel is also useful for casting Psionic Blast and Invisibility on.
• If you find followers, do not pick them up so that you can cast Mesmerism on them later.
3 Talismans - 1 to 17 turns
2 Talismans - 18 to 25 turns
1 Talisman - 26+ turns
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An Invisibility Spell will help you get past the Sentinel if you can't travel to the Middle Region any other way.
Increase your Craft whenever you can, and use the Craft option when opening the Portal of Power. The Gnome, who makes opening the Portal easier, isn't available in this quest so don't go searching for him.
3 Talismans - 1 to 35 turns
2 Talismans - 36 to 50 turns
1 Talisman - 51+ turns
Check back soon for the next part of this guide.