Burnished Gauntlet - Power 1, Range
6”
When the spell is completed,
a golden gauntlet appears near any enemy within 6”. The wizard then motions
as if striking his target and makes a normal attack (to hit, as in HtH)
roll. If successful, the target suffers one wound with no armor saves allowed.
If wounded and not killed, the target must make a Tou check (roll under
or equal to his toughness on a d6). Failure (note that a 6 always fails)
indicates that the target is stunned and will strike last until the next
magic phase.
Fear of Aramar - Power 3, Range 24”
The members of the target
unit are overcome with the sudden paranoia that their ‘friends’ are actually
trying to steal from them. Any time the unit tries to move, it must make
a Ld test at -2. If successful, the unit may move normally. If failed,
the unit will charge the nearest friendly unit (for this charge, the unit
has 360’ sight as they have become a mob rather than an orderly ranked
unit) and fight a round of HtH. No combat results are worked out, and the
combat does not continue past the first round, as by this time the leaders
have restored order (like O&G animosity attacks). Note that the unit’s
facing does not change and the unit is simply shifted to the side, back
or front as appropriate. The combat will occur between the models in BtB
as normal. If there are no friendly units within charge range, the members
of the target unit will begin to fight amongst themselves. The unit takes
2d6-2 hits at its own strength (saves apply as normal) and is unable to
move for the remainder of the round. There is no effect on a unit already
engaged in HtH or that is immune to psychology.
Fool’s Gold - Power 2, Range 24”
The members of the target
unit become delusional and believe that the ground at their feet is littered
with objects of great worth- gold and gems for dwarves or humans, refined
warpstone for skaven, old tomes for high elves, etc. The unit will not
move in its next movement phase the members of the unit attempt to fill
their pockets and packs with this ‘wealth’. If engaged in HtH or cast on
a unit already in HtH the target unit will fight with will double its normal
number of attacks to protect their wealth, however, the target unit will
not pursue the a broken enemy. Lasts one turn.
Greed’s Gift (aka The Doom of Boris)
- Power 3, Range 72”
(replaces the Gleaming Arrow which
didn’t seem very fluffy to me)
Once cast, this spell remains
in play until dispelled. At the beginning of the target unit’s movement
phase, roll a d6. The target unit suffers a movement penalty equal to the
d6 result - the unit’s str (use the lowest score in the unit- ex. human
knights would be slowed by d6-3 as the warhorses have a str of 3). This
penalty represents the target slowly turning into golden statues. Penalties
are cumulative. If the target unit’s movement is equal to or less than
0, the unit cannot move and has been turned completely to gold. The spell
can now be cast on a different unit, but the original unit will remain
as statues until a successful dispel is cast on them. While statues, the
unit cannot be harmed or effected in any way. Once the spell is dispelled,
the unit returns to normal and moves at its normal movement rate. If a
unit is trapped as statues at the end of the game, VPs are awarded as if
the unit had been destroyed.
The name of the spell is
a reference to the Emperor Boris Goldgatherer who ruled the Empire during
the Black Plague. He was very vain and sacrificed the strength of his land
to build statues and monuments to himself. Rumor says that he was killed
by the plague and on his death more able men took command and saved the
Empire, however it has been noted that his body was never found and of
all the statues he had commissioned, only a single one of pure gold survived
the devastation wrought by the Skaven during the plague.
The Glittering Robe - Power 1
The wizard is surrounded by
a robe seemingly made of pure gold. Opponents are awed by the sight and
reluctant to damage something of such obvious worth. Anyone wishing to
attack the wizard in HtH must first pass a Ld test. Failure indicates the
the target is awed by the cloak and does not attack this turn. Further,
the robe acts like armor granting the wizard a 5+ special save.
Alchemy - Power 2, Range 24” (replaces
Searing Doom which I thought was too powerful)
Using his knowledge of the
earth and metal, the wizard is able to effect the armor and weapons of
his enemy. Using a special mixture of chemicals, he can either change the
opponents armor to gold, giving them a -2 penalty to both movement and
armor save. Or he can alter their weapons, turning steal to lead halving
the unit’s WS and iniative. Either effect lasts until the casting wizard’s
next magic phase.
The Crucible - stays the same
Golden Touch - stays the same
Transmutation - stays the same, with the addition at if a dispel is successful on the vanished terrain, the terrain returns with no effect on any unit within the terrain (other than normal terrain effects, ex. movement penalty for woods, LOS, etc.). Additionally, the wizard can transform the particles of dust in the air into solid gold. This allows the wizard to create 6” of continous walls anywhere with 12” of him (at least some part of the wall must be within 12”, but the rest can lay outside the radius). This wall can be dispelled.
The Gilded Cage -stays the same,
though the cage now blocks LOS, so no missile fire through it