CHAOS SPELLS
FLAMING HIDE
May be cast on the Sorcerer himself or any model within 6 inches. Affected model has special save of 4+ against each wound suffered. In hand-to-hand combat , any model that hits the hide suffers 1 autgomatic hit for each hit scored.Remains in play.
POWER 1
MAGMA POOL
The Sorcerer may move himself anywhere on the battlefield. If he moves into hand-to-hand combat , he counts as charging.
POWER 1
ASH CLOUD
Enemy unit's M,WS,BS,I and A halved ( rounding up). Remains in Play.Range 18 inches.
POWER 2
DOOMROAR
Enemy units in hand-to-hand combat must take a Panic test immediately. Fleeing friendly units immediately rally. Range 36 inches.
POWER 2
FIST OF FIRE
Wizard automatically causes D3 wounds on any close combat opponents he hits.Remains in Play.
POWER 2
FLAMES OF AZGORH
Use the Flames of Azgorh template. Any models under the template are hit on a 4+ for 1 S4 hit. No armour saves allowed.
POWER 2
LAVA STORM
Hits first unit in its path , upto 18 inches away. Causes 2D6 hits, each hit inflicting a wound on 4+. No armour save. Line of sight.
POWER 2
SHADOWS OF HASHUT
A mighty shadow bull rushes away from the caster in a straight line up to 18 inches long. Any model the bull touches suffers 1 S4 hit causing 1 wound. Any unit that sustains casualties must take a panic test.
POWER 2
SORCERER'S CURSE
Can be cast upon enemy model within range. Affected model must roll under its strength on 2D6 at the start of each of his turns or be unable to do anything. Remains in Play. Range 24 inches.
POWER 2
ERUPTION
Use the Eruption template to indicate area of effect. Models beneath the template must roll equal to or less than their I or be killed. War Machines , chariots ect. are destroyed( though thier crew may attempt to escape). Bulidings collapse on 4+
POWER 3
CLOUD OF FLIES
May be cast on any model or unit within 12 inches . The victim may neither move nor shoot .
Missiles may not be fired at the target.
POWER 1
FLY SWARM
In any turn , the first wound inflicted on the Sorcerer is automatically saved . If he is attacked by
a spell or a Magic weapon that kills outright the Sorcerer is saved on a D6 roll of 4+ , but the fly
swarm is dispelled. Remains in Play .
POWER 1
PILLAR OF PUTREFACTION
A magic Pillar carries the Sorcerer into the Air. He can see over the entire battlefield and cast
spells as normal. The Sorcerer may only be shot at or attack in Hand-Hand combat by flying
models . While on the Pillar , he has an armour save of 2+ . Any spells cast at the sorcerer are
automatically dispelled without affecting the pillar. A dispel will cause the Pillar to sink back
into the ground. REMAINS IN PLAY.
POWER 1
SHRIVELLING POX
May be cast on a single model in Base Contact . The chaos player rolls 2D6, his opponent rolls
1D6. If the chaos player’s score is greater then the difference is the number of wounds suffered
by the victim. No armour saves allowed , except for Magic Armour.
POWER 1
STENCH OF NURGLE
May be cast on any model in Hand to Hand combat with the sorcerer. The victim and all the
models within 3 inches are afflicted by a foul stench, and lose -1 attack. Champions , Sorcerers
and Daemons of nurgle are unaffected. REMAINS IN PLAY.
POWER 1
MIASMA OF PETILENCE
The caster is surrounded by a cloud of Foul Vapours. All models within 6 inches of him have the
characteristics halved (rounding up). Chaos Champions , Sorcerers and Daemons of Nurgel are
Unaffected. REMAINS IN PLAY.
POWER 2
PIT OF SLIME
May be cast at an enemy model with in 12 inches . A pit of disgusting slime opens up beneath
the target’s feet . Roll a D6 - if the target rolls less than his Strength he escapes the pit and it is
dispelled . If he fails , he is trapped in it . While trapped , a victim may do nothing at all.
The Victim may attempt to escape at the start of each subsequent magic phase- roll less than his
Strength on a D6 to struggle free. If he rolls more he is slain . If he rolls equal to his strength he
is still stuck. REMAINS IN PLAY. RANGE 12 inches.
Power 2
RANCID VISITATION
May be cast at a unit up to 18 inches away , causeing 2D6 strength 4 hits . No armour Saves
allowed.
POWER 2
STREAM OF CORRUPTION
Place the Stream of Corruption template so the Pointed end is touching the Sorcerer and the
broad end covers the Target. All models under the template must roll equal to or less than their I
on a D6 or be killed Outright( 6 always kills). Targets with T7 or more take D6 wounds instead.
No armour saves allowed , except for Magic armour.
POWER 2
PLAGUE WIND
May be cast at any enemy unit within 24” of the caster . The Plague wind inflicts 3D6 hits minus
the Targets toughness. Each hit causes a wound on a 4+. No armour saves allowed. FOr every 3
wounds inflicted a Plague Bearer is created , forming a new unit within 3” of the Target unit.
POWER 3
ACQUIESCENCE
May be cast at any model in base contact . Target must roll equal to or less than its I on a D6 -- 6
always fails. If affected , the victims characterustics are all halved ( rounding up) and he
becomes subject to stupidity. LINE OF SIGHT / REMAINS IN PLAY.
POWER 1
CACOPHONIC CHOIR
All enemy models within D6” of the caster sustains a S5 hit . No armour saves allowed , even
Magic armour.
POWER 1
LASH OF SLAANESH
The Lash strikes the first unit in its path for 2D6 S4 hits. LINE OF SIGHT.
POWER 1
SUCCOUR OD CHAOS
May be cast at a unit with in 12 inches . The affected unit , including any attached character
models , may add +1 to all dice rolls to hit in Hand to Hand combat . REMAINS IN PLAY.
POWER 1
BEAM OF SLAANESH
A beam of light flies from the caster and strikes the first model in its path. The target must roll
equal to or less than its LD on 3D6 to avoid the spells effects. If affected the victim’s
characteristics are all halved ( rounding up) and he becomes subject to the rules of stupidity.
LINE OF SIGHT REMAINS IN PLAY.
POWER 2
BONDAGE OF SLAANESH
The target unit or model is enveloped in glowing threads of magic , and may do nothing ( eg,
move , shoot , cast spells , ect.) while the spell remains in play. REMAINS IN PLAY.
POWER 2
CURESED CARESS
May be cast at a single model in base contact . The chaos player rolls a D6. If he scores equal to
or more than the number of wounds the target has it is killed . No armour saves alowed , except
for magic armour.
POWER 2
PAVANE OF SLAANESH
May be cast against unit or single model within 24 inches . Target must roll equal to or under its
LD on a 2D6 to avoid the spell. If affected , the victim starts to dance uncontrollably , and may
neigther move , shoot , or fight back in hand to hand combat.
POWER 2
SLICING SHARDS OF SLAANESH
The Slicing shards hit the first unit in their path for 2D6 strength 4 hits . Armour Saves as
normal.
POWER 2center>
CHAOS SPAWN
Target Model must roll equal to or less than its T on 2D6 to avoid the spell’s effects. If he fails ,
the victim is turned into a Chaos Spawn. Deal the Spawn D6 chaos gifts to represent his
mutaions . Move the model 2D6 inches straigth forward immediately , there after it moves
randomly in the chaos players turn . See the rules for Chaos Spawn in Warhammer Armies
Chaos.
POWER 3
BLUE FIRE OF TZEENTCH
A blue flame flies from the caster to strike the first unit in its path . The target suffers D6 S4
hits. Normal armour saves apply. 18 inches / Line of sight
POWER 1
BOON OF TZEENTCH
The chaos player may take D3 winds of magic cards, and cast a futher spell immsfiately if he
wants.
POWER 1
TOUCH OF TZEENTCH
May be cast against any model in base contact with Sorcerer . Victim sustains D6 S4 hits - only
magic armour may save.
POWER 1
PINK FIRE OF TZEENTCH
A pink flame flies from the caster to strike the first model in its path. The Target suffers D6 hits
at Strength +4 . No armour saves allowed , except for Magic Armour. LINE OF SIGHT.
POWER 1
SHIELD OF FIRE
The Sorcerer summons a fiery shield to protect him. Enemy attacking in hand to hand combat
must roll a 6 to hit. If any enemy attacks the sorcerer with a magic weapon , on a roll of 1 to hit
the weapon is destoryed. REMAINS IN PLAY.
POWER 1
GIFT OF CHAOS
The chaos player may take another chaos gift.
POWER 1
BOLT OF CHANGE
The bolt of change strikes the first model in its path , with a maximum range of 12 inches
The target must roll equal to or less than its toughness on 2D6 or be slain by waves of
uncontrolled mutation. No armour saves allowed , except for magic armour.
POWER 2
GLEAN MAGIC
The Sorcerer steals a spell from an ememy wizard within 24 inches ( determine which spell at
random). The Sorcerer may cast the spell as if it were his own . If the stolen spell is dispelled it
is returned to its owner. If he has been slain , it is discarded. The sorcerer may only hold 1 spell
stolen in this fashion at a time.
POWER 2
INCANDESCENT ASSASSIN
The caster casuses a creature of magical flame to appear over a model within 24 inches . The
target rolls D6 + WS . The Sorcerer rolls D6+6 . If the Sorcerer scores higher he inflicts the
number of wounds equal to the difference in scores. Armour saves as normal but with a -3
modifier.
POWER 2
TZEENTCH’S FIRE STORM
Scarlet flame flies from the Sorcerer and strikes the first model in its path . Place the round
magic template over the target . Every model under the template suffers a strength 5 hit . Only
Magic armour may save. For every 3 full wounds a Pink Horror is created ( draw spells for the ne
w unit immediately). LINE OF SIGHT.
POWER 3