The Witch King is an incorporeal manifestation of magic. He can MOVE and do other activities, but without magic he does not even have a MOVE chit to allow him to carry items (so he can carry only items of Negligible weight). With magic, however, he is masterful. He controls the powerful Elemental, Demonic and Conjuring spells (types IV, V, and VI), which give him a great deal of choice in how he will play the game. His best choice of spells at the start of the game depends on his VICTORY REQUIREMENTS and strategy, but usually he needs some kind of spell to move, some kind of spell to attack, and some kind of spell to protect him in combat.
Special Advantages:
1. DISEMBODIED: Starting in the FOURTH ENCOUNTER, the Witch King must use MAGIC SIGHT. See rule 43.6.
2. AURA OF POWER: Starting in the FOURTH ENCOUNTER, the Witch King can record and do an extra SPELL phase each turn.
STARTING THE GAME: The Witch King can start the game at the INN or in the clearing that contains the Ghosts. He starts the game with four spells (type IV, type V and/or type VI).