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Fireball (Power 1)
The wizard can cast 1
fireball per
magic level. Each fireball strikes
the first model in its path up to 24" away.
A model hit by a fireball suffers
1 S4 hit. No armour saves allowed.
Line of Sight |
Fireball (Power 1)
The wizard can cast 1
fireball per
magic level. Each fireball strikes
the first model in its path up to 24" away.
A model hit by a fireball suffers
1 S4 hit. No armour saves allowed.
Line of Sight |
Destruction (Power 2+)
Can be cast against an
enemy unit
up to 18" from the caster. The unit suffers 2D6 S4 hits
No armour saves allowed.
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Destruction (Power 2+)
Can be cast against an
enemy unit
up to 18" from the caster. The unit suffers 2D6 S4 hits
No armour saves allowed.
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Fear
(Power 2)
This spell can be directed at an
enemy unit within 24". The target
unit must take a Fear test
immediately.
If it fails, the unit flees. |
Fear
(Power 2)
This spell can be directed at an
enemy unit within 24". The target
unit must take a Fear test
immediately.
If it fails, the unit flees.
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| Heal
(Power 1)
This spell can be cast upon the
wizard himself, or upon a friendly
model within 12" that has suffered
1 or more wounds. The model immediately recovers 1 wound.
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Heal
(Power 1)
This spell can be cast upon the
wizard himself, or upon a friendly
model within 12" that has suffered
1 or more wounds. The model immediately recovers 1 wound.
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Move
Unit (Power 2)
The wizard can transport himself
and a friendly unit up to 18" 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.
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