| Arnizipal's
Black Horror (power 3)
The wizard summons a corrosive
cloud of darkness-use Arnizipal's Black Horror template to indicate its
path. The Horror moves 4D6" immediately, and continues to move
4D6" 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,
except for magic armour. Any unit that suffers casualties must take a
Panic test. Remains
in Play |
Blade
Wind (Power 2)
The Blade Wind travels 24" and
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+.
|
Dark
Hand of Destruction (Power 1)
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. |
| Death
Spasm (Power 2)
A bolt of pure Dark magic hits the
first model in its path, up to
18" away. Roll a D6. If the
score exceeds the targets
Toughness it is slain.
No armour saves 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 |
Doom
Bolt (Power 2)
A bolt of black fire hits the
first model in its path, up to
18" away. The target suffers
D6 S5 hits.
Chariots, War Machines
and Buildings suffer D6 S10 hits.
Line of Sight |
Malediction
of Nagash (Power 3)
The spell can be cast at a unit
within 36". 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.
Remains in Play
|
| Power
of Chaos (Power 1)
Roll a D6. 1 - caster is drawn into Realm
of Chaos and killed.
2-5 - caster may immediately
draw 3 extra magic cards.
6 - Caster may draw 6 extra
magic cards.
|
Soul
Drain (Power 3)
Place the soul drain template within
24" of the wizard. Each model
under the template suffers a S4 hit. For every 2 wounds inflicted the
wizard gains 1 wound (this may
take the wizard's wounds above
his starting level).
No armour saves allowed ,
except for magic armour.
|
The
Transformation of Kadon (Power 3)
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
|