| Drain
Life (Power 2)
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.
This spell has no effect on Undead creatures, Daemons or material objects.
"Look out Sir" doesn't work |
Hand
of Dust (Power 2)
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 saves allowed.
A victim killed by this spell is turned
into a Wight under the control of the caster
enemy wizards are turned into Wraiths
|
The
Dark Mist (Power 1)
The caster may move 24" in his
movement phase. He may move through solid objects and buildings,
but not through living creatures. He may not attack in close combat, but
may cast spells. The caster may only be harmed by magic weapons and
spells.
Remains in Play
|
| Summon
Skeletons (Power 1)
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", or may form a
new unit if at least five models
have been raised. |
Raise
the Dead (Power 2)
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", or may form a
new unit if at least five models
have been raised. |
Summon
Undead Horde (Power 3)
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", or may form a
new unit if at least five models
gave been raised.
|
| The
Curse of Years (Power 3)
The spell may be cast at any enemy unit
within 24". 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 further +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.
Remains in Play
|
Vanhel's
Danse Macabre
(Power 1)
This spell can be used on a
regiment of Skeletons, Zombies, Mummies, Wights, Wraiths, or Skeleton
Horsemen within 36".
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
missile weapons.
|
Wind
of Death (Power 3)
Place the wind of Death Template touching
any table edge, with the arrow indicating its direction
of travel. The wind moves 2D10" immediately, and 2D10" 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 or more.
No armour saves allowed.
Remains in Play
|