| Ash
cloud (Power 2)
Enemy unit's M, WS, BS, I and A
halved (rounding up). Range 18".
Remains in Play |
Doomroar
(Power 2)
Enemy units
in hand-to-hand
combat must take a Panic test immediately. Fleeing friendly units
immediately rally. Range 36".
|
Eruption
(Power 3)
Place the
Eruption template
anywhere within 24" to indicate
area of effect. Models beneath the template must roll equal to or
less than I or be killed.
War machines, chariots etc are destroyed (though their crew may attempt to
escape).
Buildings collapse on 4+.
"Look out Sir" doesn't work
|
| Flames
of Azgorh (Power 2)
Place the Flames of Azgorh template
within 12". Any models under
template are hit on 4+ for 1 S4 hit.
No armour saving throws allowed. |
Flaming
Hide (Power 1)
May be cast on the Sorcerer
himself or any model within 6".
Affected model has special save
of 4+ against each wound suffered.
In hand-to-hand combat, any
model that hits the Hide suffers 1 automatic S3 hit for each hit scored.
Remains in Play |
Lava
Storm (Power 2)
Hits first
unit in its path, up to 18"
away. Causes 2D6 hits, each hit inflicting a wound on 4+.
No armour saving throws allowed.
Line of
Sight
|
| Sorcerer's
Curse (Power 2)
Can be cast
upon enemy model
within 24". 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
|
Shadow
of Hashut (Power 2)
A mighty
shadow bull rushes away
from the caster in a straight line up
to 18" long. Any model the bull
touches suffers 1 S4 hit causing 1 wound. Any unit that sustains
casualties must take a Panic test.
"Look out Sir" works
|
Magna
Pool (Power 1)
The Sorcerer
may move himself anywhere on the battlefield. If he
moves into hand-to-hand combat,
he counts as charging.
|