Celestial Spells


Celestial magic remains mostly unchanged. If not mentioned below, the spell has not been changed.

The Rainbow Bridge- replaces The Sapphire Arch. Power 2, Range 24"
 The caster selects any two points within 24" of himself as entrances for the bridge. Each entrance is 125mm wide (enough for 5 cav models, or 5 large infantry, to move onto the bridge beside one another). Any unit entering the bridge can be instantly transported to either of the entrance points, as decided by the casting wizard. Units exit the bridge facing directly away from the bridge. Thus units which try to enter the bridge, can be sent to the other point, or simply turned in place as they exit the bridge from the same point they entered. Being transported by the bridge uses half the unit’s movement. Note that units exiting the bridge are allowed to then declare charges, despite being out of the normal sequence, but remember that they have already used half their movement, plus any amount used to reach the bridge, and so the charge range must be adjusted accordingly. Remains in play.

Fortune- changed to read- “Until the beginning of the caster’s next magic phase...

Portent- The caster can adjust any single roll between the time of the casting and the beginning of his next magic phase (including adjusting the WoM cards available in his magic phase).

Lightning Blade- replaces Azure Blades. Power 1.
 A sword composed of jagged lightning appears in the caster’s hand. He always strikes first in HtH combat (see Helm of Many Eyes for details). Any successful hit with the blade is at str 4, with no armor saves. Remains in play.

Meteor Storm- replaces Storm of Shemtek (why was there only one spell in all the decks that had such an effect on the caster, especially when the spell was not that powerful compared to CoY, Purple Sun of Xereus, Fiery Convecation, etc.) Power 3, Range 30"
 A group of fiery meteors, 2-4 in number, streak from the sky at the command of the casting wizard. Each meteor effects an area the size of the small circular template. The caster places the template anywhere he wishes within the area of effect, scatter and misfire dice are then rolled for each meteor. Move the template according to the dice as you would for a stone thrower shot. A misfire indicates that the meteor exploded in the air, causing a great light show, but no damage.  Any model completely under the template suffers a str 6 hit. Any model at least half under the template suffers a str 6 hit on a d6 roll of 4+.
 

Cheating Fate- Power 1, replaces Cerulean Shield, which didn’t seem very fluffy
 Using his ability to divine the future, the wizard is able to avoid what fate has in store for him. Any dice roll which would result in wounding the casting wizards must be rerolled. Thus any attack roll which his the wizard must be rerolled, as must any successful to wound roll. If the second result also hits or wounds the wizard, it stands. Note the wizard can reroll any failed "Look Out Sir" roll. Artillery dice which would result in the wizard being hit without the benefit of a "Look Out Sir" roll, must be rerolled, but any misfire results are ignored (or rerolled again as appropriate). Remains in play.

Wind Blast- note that the wizard cannot move while the spell is in effect. Additionally, the spell can be taken back into the caster’s hand and cast again on the same turn (subject to normal casting rules of course).
 
 

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