Grey Wizard

Human Grey Wizard
The eight Colleges of Magic have been centres of arcane learning in the Empire for centuries. Each College, also known as Orders, specialises in one of the eight Lores of Magic. The Grey Order studies the Lore of Shadows formed from the Wind of Ulgu. It is a magic of concealment, illusion and trickery, lending an air of suspicion around those that practice it, namely, the Grey Wizards. This reputation is often a hindrance as much as an ally, for Grey Wizards are true itinerants. Out of all the Colleges, it is the Grey Wizards who travel the furthest and therefore the most likely to attach themselves to a group of wandering adventurers, even it their agendas are quite different to the Wizard's own.

Twilight Translocation (3 Winds of Magic): Teleport through the void to any empty location within 4 spaces. This spell can be used when the Grey Wizard is pinned.
====Shadow Daggers (2 Winds of Magic): Attack the targeted adjacent enemy, as well as anyone standing to the target's left of right. Each shadow bolt causes a low number of wounds, proportional to the Wizard's battle level.==== ====Shadow Bolt (6 Winds of Magic): The Wizard throws a projectile dealing damage to the target and a chance to hit surrounding fighters for minor wounds proportional to the Wizard's battle level.====
 * This can harm allies. Since healing provides xp this can be used to gain extra xp on turns with high Winds of Magic.

Blade of Night (4 Winds of Magic): Give the targeted warrior additional melee attacks proportional to their battle level for the turn.
====Veil of Revival (7 Winds of Magic): Revive the targeted warrior from the dead. The warrior is brought back to life with 1 wound. This ability can only be used if there is an empty space adjacent ot the Grey Wizard.====

Shield of Illusion (10 Winds of Magic): Shields the Wizard, and all adjacent warriors, grantng +7 toughness until the end of the turn.
Nightmare Visage (3 Winds of Magic): Has a 50% chance to fear the targeted enemy, reducing its chance to hit.

Cure Small Wounds (2 Winds of Magic): Heals for 1 wound.