SPELLS
CORUSCATION OF FINREIR
A pillar of white fire carries your mage into the heavens above
, while on the pillar the mage can only be attacked by flying creatures or by the skilled bowmen of your army. Your mage also has a 2+ armour save while on the pillar and he may fly up to 24 inches like a flying creature. When dispelled , the mage floats to the ground unharmed.
POWER 1
DEADLOCK
Your mage my nullify one ememy-held magic item with in 12 inches.
He may release the spell when ever he pleases.
POWER 1
GLAMOUR OF TECLIS
Glamour may be cast on a unit with in 36 inches . Each time the unit wishes to move it must pass a leadership test on a 2D6. If they fail, the mage my move the models instead.
POWER 1
APOTHEOSIS
A single friendly model slain during the battle may be returned to lif, and reappears with in 6 inches of the mage. The model returns to life with all of its Items and Weapons( but not monsters that he was riding). The resurrected model causes fear.
POWER 1
BANISHMENT
Every Daemon or Undead creature with in 12 inches of the mage suffers D6 wounds on a 4+. Also Dark,Necromantic and Chaos spells
in play with in 12 inchesd are dispelled on a 4+.
POWER 2
FIREY CONVECATION
An enemy unit with in 24 inches bursts into flames. The unit suffers 2D6 strength four hits. In each subsequent magic phase the target suffers 2D6 hits with a strength point higher than the previous turn.
POWER 1
HAND OF GLORY
All friendly units with in 12 inches of the caster automatically pass any leadership tests. Fleeing units within 12 inches will rally automatically
POWER 2
ASSAULT OF STONE
The mage my move a single hill with in 24 inches up D6 inches. Anything touched by the hill may be crushed . Individual models must roll lower than there initiative on a D6 or suffer D3 wounds. Units suffer 2D6 wounds automatically.No armour saves.
POWER 3
DRAIN MAGIC
All the spells currently in play are dispelled, and the magic phase is ended.All players'magic cards are discarded.Each wizard must roll a D6. On a score of 4 or more, or 6 for high magic mages, the wizard loses 1 magic level.Drain magic cannot be dispelled.
POWER 3
THE TEMPEST
A lurid storm rages across the battlefield,extending 48 inches from the mage in all dirtections. All ememy units with in the tempest must pass a leadership test on a 2D6 before they can move .Flying movement is impossible and flying creatures are forced to the ground. All missle fire is at -2 to hit.War machines and buildings suffer D6 strength 7 hits each magic phase the tempest lasts.
POWER 3
FIRE BALL
The wizard can cast 1 fireball per magic level. Each fireball strikes the first model in its path up to 24 inches away. A model hit by a firebal suffers 1 S4 hit. No armour saves allowed.
POWER 1
HEAL
This spell can be cast upon the wizard himself, or apon a friendly model within 12inches that has suffered 1 or more wounds. The model immediately recovers 1 wound.
POWER 1
TELEPORT SELF
The wizard may transport himself anywhere on the battlefield. If he moves straight into close combat , he counts as charging.
POWER 1
DESTRUCTION
Can be cast against an enemy unit upto 18inches away from the caster. The unit suffers 2D6 S4hits, no armour saves allowed.
POWER 2
FEAR
This spell can be directed at an enemy unit within 24inches. The target unit must take a test for fear immediatley , If it fails, the unit flees.
POWER 2
BLAST
The sorcerous blasts hits the first ememy model in its path within 24 inches inflicting eigher D6 S5 or D3 S10 hits, no armour saves allowed.
POWER 2
SHEILD
Can be cast on a friendly unit within a range of 18 inches. All enemy shots must roll to penetrate the magical shield before rolling to hit. Roll a D6 for each shot: on a 4+ the shots bounces off and is discounted. This spell remains in play.
POWER 2
CURSE
Can be cast at enemy unit within 24 inches . The affected unit suffers -1 shooting or to hit. This spell remains in play.
POWER 2
NET
An enemy unit within 12inches is entangled in a magic net , and can do nothing while the spell lasts.This spell remains in play.
POWER 2
MOVE UNIT
The wizard can transport himself and a friendly unit up to 18 inches across the battlefield. The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of combat.
POWER 2
BLESS
This spell can be cast upon a friendly unit within 24 inches. The unit recives +1 to shoot and hit.
POWER 2
HOLD FAST
Affects an enemy unit within 24 inches of the wizard. The unit can do nothing while the spell is in play. This spell remains in play.
POWER 3
PROTECT
This spell can be cast upon a friendly unit within 24 inches. The unit recives a special save of 4+ against each wound suffered. This spell remains in play.
POWER 3
THE DARK MIST
The caster may move 24inches , he may move through solid objects and buildings, but not through living creatures. He may not attack in hand to hand combat, but may cast spells. The caster may only be harmed by magic weapons and spells. This spell remains in play.
POWER 1
SUMMON SKELETONS
D6 skeletons or zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 18 inches , or may form a new unit if at least five models have been rasied.
POWER 1
VANHEL"S DANSE MACABRE
This spell can be used on a regiment of Skeletons , Zombies, Mummies , Wights , Wraiths, or Skeleton Horsemen. During the magic phase , the regiment may take one of the following actions: charge move , march move , fight a round of close combat , or shoot with missle weapons.
POWER 1
DRAIN LIFE
Roll 2D6 for radius of spell's effect. Any model within this area takes a S3 hit ( no armour saves allowed), Wounds inflicted in this way may be used by the wizard to restore any wounds that he has lost during the game.
POWER 2
GAZE OF NAGASH
Bolt of Dark Magic strike the first unit in its path ( within 18 inches), causing 2D6 S4 hits, no armour saves allowed.
POWER 2
HAND OF DUST
The wizard may attack a single hand-to-hand combat opponent. Both players roll a D6 and add their model's strength. The caster then doubles his total. For each point the caster wins by , he inflicts 1 wound on the victim.No armour sves allowed. A victim killed by this spell is turned into a Wight under the control of the caster( enemy wizards are turned into wraiths).
POWER 2
RAISE THE DEAD
2D6 skeletons or zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 24 inches, or may make a new unit if at least five models have been raised.
POWER 2
SUMMON UNDEAD HORDE
3D6 skeletons or zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 36 inches, or may form a new unit if at least five models gave been raised
POWER 3
THE CURSE OF YEARS
The spell may be cast at any enemy unit within 24 inches. Roll a D6 for each model in the unit - on a 5 or 6 the model is slain. No armour saves allowed. At the start of each subsequent Undead magic phase roll again for each model , adding a futher +1 to the score. In the first magic phase a victim dies on a 5+;in the next magic phase they die on a roll of 4+ , and so on. This spell remains in play.
POWER 3
WIND OF DEATH
Place the wind of Death Template touching any table edge with the arrow indicating its direction of movement. The wind moves 2D10 inches immediately , and 2D10 inches in the same direction at the start of each subsequent magic phase. Any model passed over by the wind suffers D6 wounds on a D6 roll of 4+. No armour saves allowed. This spell remains in play.
POWER 3
DARK HAND OF DESTRUCTION
The wizard may take a single hand-to-hand attack on one opponent in base contact. If the attack hits it causes D3 wounds. No armour saves allowed, except for Magic Armour.
POWER 1
POWER OF CHAOS
Roll a D6. 1- caster is drawn into the realm of chaos and Killed.
2-5 - caster may immediately draw 3 extra magic cards. 6- Caster may draw 6 extra magic cards.
POWER 1
WITCH FLIGHT
The caster may transport himself anywhere on the battlefield. He may move straight into close combat, In which case he counts as charging in the first round of fighting.
POWER 1
BLADE WIND
The blade wind hits the first unit in its path , causing 3D6 hits minus the targets WS. Each hit causes 1 wound on a D6 roll of 4+.
POWER 2
DEATH SPASM
A bolt of pure Dark magic hits the first model in its path , up to 18 inches away . Roll a D6. If the score exceeds the targets Toughness it is slain. No save is allowed. The dying model inflicts a single hit at its own strength on any models in base to base contact with it. LINE OF SIGHT.
POWER 2
DOOM BOLT
A bolt of black fire hits the first model in its path , up to 18 inches away . The target suffers D6 S5 hits . Chariots , War Machines and Buildings suffer D6 S10 hits.
POWER 2
ARNIZIPAL'S BLACK HORROR
The wizard summmons a corrosive cloud of darkness-use Arnizipal's Black Horror template to indicate its path. The Horror moves 4D6 inches immediatley , and continues to move 4D6 inches in the same direction at the start of each subsequent magic phase. All models passed over the template are killed unless they can roll under there S on a D6. No armour saves allowed, execpt for magic armour. Any uniy that suffers casualties must take a Panic test. This spell remains in play.
POWER 3
MALEDICTION OF NAGASH
The spell can be cast at a unit within 36 inches . The victims cannot move or shoot. They may fight in close combat , but suffer -2WS and -2I. At the start of each subsequent magic phase the target suffers D3 wounds. No armour saves allowed.
POWER 3
SOUL DRAIN
Place the soul drain template within 24 inches of the wizard. Each model under the template suffers a S4 hit . For every 2 wounds inlficted the wizard gains 1 wound( this may take the wizard's wounds above his starting level). No armour saves allowed , except for magic armour.
POWER 3
THE TRANSFORMATION OF KADON
The wizard may turn himself into a chimera , a Manticore , a Hydra or a Wyvern. While transformed , the wizard may not cast any spells, but may use dispels normally. Wounds are carried over between transformations. Remains in play.
POWER 3
MORK WANTS YA
A giant magic hand lifts a single enemy model within 24 inches into the air . The victim may do nothing except try to escape at the beginning of each turn . To escape , hte victim must roll equal to or less than its strength on a 2D6. If the victim is freed he falls to the ground and suffers 1 S4 hit.
POWER 1
MORK SAVE UZ!
The spell affects one unit of Orcs or Goblins within 24 inches of the caster and stops any magic ( including friendly magic) affecting them until the start of the player's next magic phase. It also automatically dispels any spells currently affecting them.
POWER 1
'EADBUTT
The shaman smashes the head of an enemy wizard with a bolt of Orcy magic. Both players roll a D6 and add the magic level of their shaman/wizard. If the enemy wizard loses he suffers 1 wound. If there is no enemy wizard in range of 36 inches , the shaman may 'eadbutt any enemy model within range.
POWER 1
BRAIN BURSTA
A bolt fo Orcy power speeds away from the shaman in a straight line, upto 24 inches across the battlefield. The first model touched by the bolt must roll equal to or less than its toughness on a D6 or its head explodes! No armour saves allowed. Line of sight.
POWER 2
THE HAND OF GORK
The shaman can transport one unit of Orcs or Goblins anywhere on the battlefield up to 18 inches away. The transported troops may be moved into close combat , in which case they count as charging.
POWER 2
FISTS OF GORK
The shaman can inflict D6 S6 hits among his close combat opponents. If he rolls a 6 , roll an extra D6 hits. He can carry on doing so until he fails to roll a 6!
POWER 2
CAZE OF MORK
The shaman sends a beam of destructive energy out in a straight line 24 inches long . Anything in the path of the beam suffers a S4 hit.
POWER 2
'ERE WE GO!
This spell can be cast on a unit of Orcs or Goblins within 36 inches of the shaman. Until the start of the player's next magic phase, the unit has +1 toughness and always hits first in combat , even if it has been charged.
POWER 2
WAAAAAAGH!
All enemy wizards within 36 inches must roll equal to or less than their magic level on a D6 or suffer 1 wound. All Orc and Goblin units within 36 inches of the caster add +1 to their WS and can re-roll ld tests until the start of the next magic phase.
POWER 3
DA KRUNCH
The mighty foot of Gork squashes the Orcs enemies! PLace the Da Krunch template over the target area and roll the scatter dice. If a hit is rolled, the foot is on target. If an arrow is rolled, move the template D6 inches in the indicated direction. Any models more than half under the template suffer a S10 hit.
POWER 3
SCORCH
Gout of flame strikes enemy uniy. Roll a D6 for each model in the unit: on a 6 it suffers 1 wound(saves apply as normall). If the target is a flammable piece of terrain it will catch fire on a 3+. Units can't enter burning terrain, and any models in the burning terrain suffer a wound at the end of the movement phase. Roll for every fire at the start of the Skaven turn: 1-2 fire goes out;3-4 fire continues;5-6 fire will spread to another piece of flammable terrain within 6 inches.
POWER 1
SKITTER LEAP
The spell may be used on the caster himself, or a single model within 3 inches. The target disappears and may reappear anywhere on the battlefield. The model mave move directly into hand-to-hand combat if desired, and will count as charging.
POWER 1
PESTILAENT BREATH
The skaven wizard exhales a foul , black vapour.Use the pestilent breath template to represent the area affected. Any models under the template suffer 1 wound on a roll of 4+. No armour saves allowed,except for magic armour.
POWER 1
WITHER
The Skaven inflicts D6 S6 hits upon enemy models in base contact. No armour saves allowed, except for magic armour.
POWER 1
PUTREFY
May be cast against an enemy unit engaged in hand-to-hand combat. The unit must pass an immediate Panic test or break and flee. If they pass the test they suffer -1 to hit in hand-to-hand combat while the spell lasts. Lasts one Turn.
POWER 1
WARP LIGHTING
Bolt of warp lighting strikes first unit in its path upto 24 inches away inflicting D6 S5 hits. No armour saves allowed. Line of sight.
POWER 2
CRACKS CALL
A crack in the ground, starting at the caster, runs for 18 inches in a straight line. Any models in its path must roll equal or less than their Initative to leap out of the way ( 6 always fail). If they fail they fall into the crevasse never to be seen again. War machines , chariots,ect. must roll 5 or 6 or be destroyed. Bulidings affected suffer D6 damage points.
POWER 2
VERMINTIDE
The skaven sorcerer summons a heaving mass of rodents and vermin. Use the Vermintide template to represent them. It starts in contact with the Sorcerer , and moves off 3D6 inches in a straight line immediately. Any model passed over by the template suffers S3 hit with -1 armour save modifier. In each subsequent magic phase the templatemoves another 3D6 inches in the same direction. Vermintide is unaffected by weapons or magic.Remains in play.
POWER 2
MADNESS
Can be cast on a single enemy model in range. Both players roll a D6. If the skaven player rolls higher he can control the model next turn( if he takes control of a wizard he may not cast spells). If the roll is equal or lower the spell fails. In each subsequent magic phase roll again to see whether the skaven player can control the model next turn. Remains in Play. Grey Seers only.
POWER 2
PLAGUE
May be cast on a single model within 18 inches, the target suffers 2D6 minus its toughness number of wounds. No armour saves allowed. If the victim dies, the plague can move on to the nearest model within 4 inches. This process continues until a victim survies, or there are no more potentail victims within 4 inches.
POWER 3
DEATH FRENZY
The grey seer wafts warpstone gas over a unit within 6 inches. The target moves at double rate, and has double Attacks. It must charge into combat as soon as possible,and must always purse. In each subsequent magic phase the unit suffers D6 wounds from over exertion. Grey seers only. Remains in Play.
POWER 3
CURSE OF THE HORNED ONE
The Grey seer can cast the spell against a single enemy unit. The skaven player rolls 2D6 for each model in the unit; the opposing player rolls a D6 and adds the victims toughness. If the Skaven player scores highest the victim is transformed into a skaven clan rat under control of the skaven player. Grey seers only.
POWER 3