Here is the complete listing of spells which will be included in the new Warhammer Lores of Magic:
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The Lore of Fire |
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|---|---|---|
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Spell |
Casts on |
Description |
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Fire Ball |
5+ |
The fire ball is a magic missile with range of up to 24". If successfully cast, the Fire ball hits its target and causes D6 Strength 4 hits |
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Flaming Sword of Rhuin |
6+ |
Remains in play. This spell can be cast by the Wizard on himself. It can be cats even if the Wizard is in close combat. Once it has been cast, he spell lasts until the Wizard attempts another spell. A magical flaming blade materialises in the Wizard's grasp. This counts as a magic weapon. The Wizard gains +1 additional Attack to his profile for the duration of the spell. All the Wizard's attacks will on a basic score of 2+ and he adds +3 to his Strength whilst using the Sword of Rhuin. Whilst he has the Flaming Sword, the Wizard must use it as his sole weapon, he cannot combine it with other weapons. |
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Fiery Blast |
8+ |
The Fiery Blast is an especially dangerous magic missile - it is an upmarket version of the Fire Ball, being both more powerful and harder to cast.The Fiery Blast has a range of up to 24". Id successfully cast, the Fiery Blast hits its target and causes 2D6 Strength 4 hits. |
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Burning Head |
9+ |
A phantasmic flaming head shoots 18" from the caster in a straight direct path, laughing insanely as it burns a trail of destruction in its way. each model that lies in the direct path of the Burning Head suffers a Strength 4 hit. |
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Conflagration of Doom |
11+ |
This can be cast on any enemy unit anywhere on the table. If successfully cast, the target bursts into flames taking D6 Strength 4 hits. The target can take further hits depending on how long the fire burns. To represent this both players roll a D6. if the casting player's dice score is lower than or equal to his opponent's, the flames go out and nothing else happens, but if he rolls higher, add the dice roll to the number of hits caused. Both players then roll further D6 and repeat the process until the casting player rolls equal or less than his opponent. Once the casting player fails to roll higher, the fire goes out and no further hits are caused. |
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Wall of Fire |
12+ |
Remains in Play. This spell has a range of 24" and can be cast on an enemy unit which is visible to the caster and which has no models (friend or foe) within 1" of its front rank (though walls, hedges and other scenic features don't matter). A wall of fire rises in front of the unit. To represent this take some cotton wool or paper and place this in a line up to 1" thick in front of the unit. The unit suffers 1 automatic hit for each model 8including characters) in its front rank. For example, six models in the front rank would suffer 6 hits. each hit is resolved with Strength 4. Once it is cast, the Wall of Fire remains where it is until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain. No further hits are caused by the Wall of Fire unless a unit tries to move through it, in which case each model that moves through the Wall of Fire suffers a further Strength 4 hit. The Wall of Fire does not block the line of archers and chargers, not does it reduce a unit's Movement rate. |
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The Lore of Metal |
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|---|---|---|
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Spell |
Casts on |
Description |
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Rule of Burning Iron |
3+ |
Burning Iron is a magic missile with a range of up to 24". Id successfully cast, the spell hits a single model (chosen by the caster) and causes 1 S3 hit if the target has no armour save or a save of 6, 1 S4 hit if the target has an armour save of 5+, and 1 S5 hit if the target has an armour save of 4+ or better. This is a Fire attack and causes double damage against flammable targets. |
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Commandment of Brass |
6+ |
Lasts 1 turn This spell has a range of 24" can be cast on an enemy war machine of chariot which is visible to the caster and which is not already engaged in close combat. If successfully cast, the machine cannot move or shoot until the end of its own following turn. If forced to flee for whatever reason, the spell is broken and the unit flees. |
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Transmutation of Lead |
8+ |
This spell can be cast on an enemy unit that is within 24", and which is engaged in close combat. If successfully cast, the enemy's armour, weapons and other equipment are transmuted to lead for the duration of the ensuing Close Combat phase. The affected unit suffers a -1 to hit penalty in close combat and armour saves suffer a -1 penalty during that turn's Close Combat phase. |
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Distillation of Molten Silver |
8+ |
The Distillation of Molten Silver is a magic missile with a range up to 24 ".If successfully cast, a squall of molten silver hits the target and causes 2D6 S4 hits. This is a Fire attack and causes double damage against flammable targets. |
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Law of Gold |
9+ |
This spell can be cast on an enemy unit that is within 24" of the caster. The opposing player must nominate one magic item carried by any model in the unit. The caster rolls a D6: on the roll 1-4 the item cannot be used until the end of enemy's next turn, on 5 or 6 the item cannot be used for the rest of game. The Law of Gold has no effect on a unit that does not include any models with magic items. |
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Bane of Forged Steel |
11+ |
This spell has a range of 12" and can be cast on an enemy unit which is visible to the cater. If successfully cast, the enemy's weapons begin to crumble and rust away. No weapon bonuses or penalties apply to the affected unit for the remainder of the battle. For example, a unit wielding Great Swords will no get their +2 S bonus in combat for the rest of the battle, but will now not have to strike last. A unit with missile weapons may not shoot for the duration of the entire battle. Affected units are assumed to use hand weapons instead. war machines and magic weapons cannot be affected by the bane of Forged steel - only ordinary weaponry carried by troops |
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The Lore of Shadow |
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|---|---|---|
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Spell |
Casts on |
Description |
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Steed of Shadows |
4+ |
This spell may be cast upon the Wizard himself or any single friendly independent character model within 12" of him - the spell can only be cast on a model on foot (it won't work on mounted model or model riding in a chariot, for example). If successfully cast, the model can make a normal flight move of up 20". The model can fly out of close combat if desired, but cannot fly into close combat unless positioned so that it could do so by making a normal aerial charge (for example, it must not be engaged in combat already and must be able to see the target). |
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Creeping death |
6+ |
The Creeping Death is a magic missile with range of up to 24". If successfully cast, the Creeping Death hits its target and causes D6 S3 his. No armour saves are allowed against wounds caused by the Creeping death. |
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Pelt of Midnight |
7+ |
Remains in Play. This spell can be cast on a friendly unit that is within 24" of the caster. If successfully cast, all subsequent shooting directed at the unit requires a 6 hit. All weapons which use a Scatter dice to hit will scatter automatically when targeted at the unit. Once it is cast, the pelt of Midnight continues to work until it is dispelled, or until the Wizard chooses to end it (which he can do at any time)), attempts to cast another spell or is slain. |
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Shades of Death |
8+ |
Remains in Play. This spell affects a single friendly unit within 6" of the Wizard which is not engaged in close combat. the unit now causes fear. |
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Unseen Lurker |
10+ |
This spell can be cast on a friendly unit that is within 24", and which is not already engaged in close combat. The unit can make a move of up to 8" in the same way as a normal move made in the Movement phase. The unit can charge an enemy within 8" if opportunity permits,and the same rules apply as for as normal charge made during the Movement phase. The enemy can only respond by holding their ground - the Unseen Lurker conceals the charger's intent until it is too late to respond in any other way. |
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Pit of Shades |
11+ |
The Pit of Shades can be cast on any one unengaged enemy unit anywhere on the table. if successfully cast, the ground falls away beneath the unit's feet toppling them to their doom. take the 3" template and place it over a single target enemy unit. All models in the target unit completely under the template are automatically hit and those touched by it are hit on 4+. Models hit suffer 1 S3 hit. in addition, the player whose unit is affected rolls a D5: on a score of 1-3 the unit climbs out of the pit (this counts as moving for the purposes of shooting, etc) and moves at half speed next turn, on score 4-6 the unit is unaffected. The pit closes up after the unit has clambered out of it. |
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The Lore of Beasts |
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|---|---|---|
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Spell |
Casts on |
Description |
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The Oxen Stands |
5+ |
This spell can be cast on any friendly fleeing unit on the tabletop. If successful, the unit is rallied immediately. |
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The Eagle's Cry |
6+ |
This spell can be cast on an enemy cavalry unit, swarm, chariot or single ridden or unridden monster which is within 24" of the caster and which is not engaged in close combat. If successful, the creature/s become momentarily wild and uncontrollable The affected unit must take an immediate Ld test. If passes, the unit suffers a -1 Movement penalty during their Movement phase (-2" if it marches or charges). The Movement of flyers is reduced to 12". If failed, the unit/monster immediately makes a compulsory move of 2D6" directly towards its own side's table edge, but halts if this move brings it to contact with a friendly unit, impassable terrain, or within 1" of enemy. If the unit moves off the tabletop, it counts as having fled the table. |
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The Bear's Anger |
6+ |
Remains in Play. This spell cam be cast by the Wizard on himself while he is in close combat. He becomes as and powerful as a mighty bear. He adds +3 Attacks, +2 S and +2 T to his characteristics. he cannot wield a weapon whilst using this spell. Once cast, the spell lasts until the end of the next combat engagement which the Wizard takes part in, until it is dispelled until the Wizard chooses to end it /which he can do at any time), attempts to cast another spell or is slain. |
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The Crow's Feast |
7+ |
Corvos the Crows Feast is a magic missile with a range of up to 24". Is successfully cast, a flock of crows mobs the spell's target and causes 2D6 S3 hits. |
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The Beast Cowers |
8+ |
This spell can be cast on any enemy unit of cavalry, a chariot, a ridden monster, a lone monster such as a Great Eagle, or a swarm. The target of the spell must be on the tabletop and must be engaged in close combat. If successfully cast, any creatures in the unit (but not their riders) will cower and therefore require 6s to hit in that turn's Close Combat phase. If 6s are required anyways, the creatures may not attack. |
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The Wolf Hunts |
9+ |
This spell can be cast on any friendly unit of cavalry, chariot, a ridden monster, a monster on its own, or a swarm. The target must be within 24" of the caster and must not be engaged in close combat If the spell is cast successfully, the unit moves 2D6" towards the nearest enemy that it can see. If no enemy are visible then it will not move. If in doubt as to which enemy is the, nearest, the caster may choose but must do so before rolling the distance. if the distance is sufficient to reach the enemy, the unit is deemed to have charged and all normal charging rules apply, except that the enemy can only stand their ground - no other charge response is possible due the speed of the spell. |
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The Lore of The Heavens |
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|---|---|---|
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Spell |
Casts on |
Description |
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Second Sign of Amul |
5+ |
This spell can be cast by a Wizard and gives the player a chance of re-rolling dice during the remainder of his own turn. Is successfully cast, roll a D3 to determine the number of re-rolls the player can make. Each re-roll entitles the player to take any single D6 dice (including one of the dice rolled on 2D6, #D6, etc.) he has rolled and roll it again. Any dice can be re-rolled but the player cannot re-roll a re-rolled dice... he only gets one chance to overcome a duff roll. Any re-rolls not used by the end of turn are wasted. |
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Portent of Far |
6+ |
This spell can be cast on a friendly unit that is within 12" and which is engaged in close combat. Id successfully cast, all subsequent dice rolls of a 1 made either to hit or to wound by that unit can be re-rolled that turn. Re-rolled scores of 1 stand - you cannot re-roll a re-rolled dice. |
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Forked Lightning |
7+ |
This spell can be cast on any enemy unit on the tabletop. If successfully cast, the unit is struck by a lightning causing D6 S4 hits. These hits are distributed exactly like hits from shooting. |
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Uranon's Thunder Bolt |
9+ |
This spell can be cast on any enemy unit on the tabletop. If successfully cast, the unit is struck by a thunder bolt causing D6 S4 hits with no armour save possible. These hits are distributed exactly like hits from shooting. |
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Storm of Cronos |
9+ |
This spell can be cast on all enemy units which are visible to and within 12" of the caster. If successfully cast, all enemy units within range and sight are affected. Each unit takes D6 S4 hits, distributed exactly like shooting. |
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The Comet of Casandora |
10+ |
Remains in Play. This spell can be cast upon any fixed point on the tabletop. If successfully cast, place a suitable marker over the exact spot affected - a small coin is ideal for this. Once cast, the player rolls a D6 at the start of each player's turn (ie, at the start of his turn and at the start of his opponents turn). On a score of 1-3 nothing happens, but place another marker on the first. On the score of 4-6 the spot is struck by a comet. All units from either side which are within D6 multiplied by the number of markers already placed are struck by the comet. each unit struck by the comet takes 2D6 S5 hits. |
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The Lore of Light |
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|---|---|---|
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Spell |
Casts on |
Description |
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Pha's Illumination |
5+ |
Remains in Play. This spell can be cast by the Wizard on himself. Once it has been cast, the spell lasts until the Wizard attempts another spell or until it is dispelled. the Wizard is swathed in power. regardless of his characteristics, he has 3 attacks and S5 whilst this spell lasts. he cannot wiled a weapon whilst using this spell. No magic weapons can be used to attack him whilst the spell lasts. Once cast, the spell lasts for the duration of the combat engagement until it is dispelled, until the Wizard chooses to end it, attempts to cast another spell or is slain. |
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Burning Gaze |
5+ |
Remains in Play. Shem's Burning gaze is a magic missile with a range of up to 24". If successfully cast, the Burning Gaze hits its targets and causes D6 S4 hits. Burning Gaze is a flaming attack. |
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Dazzling Brightness |
6+ |
This spell can be cast on any enemy unit that is engaged in close combat and which is within 18" of the caster. is successfully cast, the target unit is dazzled and its WS characteristic is reduced to 1 for the duration of that turns Close Combat phase. |
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Healing hand |
7+ |
This spell can be cast upon the Wizard himself or upon any friendly model anywhere on the tabletop that has already suffered one or more wounds. If successfully cast, the model regains all its lost Wounds. In the case of a monster and its rider, choose one as the target of this spell. This spell has no effect on Undead models, Chaos Daemons, war machines or other unliving units. |
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Guardian Light |
8+ |
Remains in Play. This spell affects all friendly units that are within 12" of the caster. If successfully cast, all these units are now immune to psychology, and fleeing units automatically rally. Once cast, the spell remains in play until it is dispelled, until the Wizard chooses to end it, attempts to cast another spell or is slain. |
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Blinding Light |
9+ |
Lasts one turn. This spell can be cast on an enemy unit which is visible to and within 24" of the caster, and which is not engaged in close combat. if successfully cast, the unit is momentarily blinded and its Movement characteristic is reduced by half (rounding down) and its WS and BS are reduced to 1. This lasts until the end of the unit's following turn. |
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The Lore of Life |
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|---|---|---|
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Spell |
Casts on |
Description |
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Mistress of the Marsh |
6+ |
This spell can be cast upon an enemy unit that is within 12" of a river, stream, bog, or any other water feature on the tabletop which has been identified as such before the game. If there are no such features in range, it can be cast on an enemy unit within 6" of the caster. It cannot be used against a unit that is engaged in close combat. If successfully cast, the ground beneath the unit is turned to swamp and the unit moves at half speed until the end of its own following turn. if forced to flee, for whatever reason, the unit flees at half speed. This spell has no effects on flyers or ethereal creatures. The swamp disappears at the end of the opposing player's Magic phase. |
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Father of The Thorn |
7+ |
The Father of the Thorn can be cast on an enemy unit within 24" of the caster, which is not engaged in close combat and is visible to the caster. If successfully cast, thorns and briars shoot from the earth entangling limbs and tearing at flesh. The spell causes 2D6 S3 hits. The thorns wither and disappear at the end of the Magic phase. |
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The Howler Wind |
7+ |
Remains in Play. This spell can be cast upon the Wizard himself. If successfully cast, no shooting with S4 or less can be targeted at units within 12" if the Wizard - even if some models in the unit are more than 12" away. The howling wind engulfs the whole unit if any part of it is within 12" of the caster. This doesn't prevent units from firing through or out of the affected area at the targets beyond. In addition, all enemy units within 12" of the Wizard move at the half speed due to the effect of the howling wind. Note that this move penalty only applies when actually within the affected area - enemy treat the entire zone as if were difficult ground. Once cast, the spell lasts until dispelled, the Wizard chooses to end it, attempts to cast another spell or is slain. |
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Master of The Wood |
7+ |
This spell can be cast upon an enemy unit that is within 12" of a wood, copse or any other wooded feature in the tabletop which has been identified as such before the game. if there are no such features in range, it can be cast on any enemy unit within 6" of the caster. It cannot be used against a unit that is engaged in close combat. If successfully cast, the unit is battered by the branches of trees if within a wood, or lashed by at by roots which erupt from the ground if there in wood nearby. This causes D6 S4 hits on the unit, plus a further D6 S4 hits if it is partially or wholly within the wood. This spell does not affect Dryads or Treemen. At the end of the Magic phase, the trees are again or the roots retract back into the earth. |
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Master of Stone |
8+ |
This spell can be cast upon an enemy unit that is within 12" of a hill, rocky outcrop, ruins or any area which has been identified as high ground, rocky or ruinous before the game. If there are no such features in range, it can be cast on any enemy unit within 6" of the caster. It cannot be used against a unit that is engaged in close combat. if successfully cast, shards of stone fly against the unit. The spell causes D6 S5 hits on the unit, plus a further D6 S5 hits if the unit is partially or wholly within the feature. |
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The Rain Lord |
9+ |
This spell can be cast on an enemy unit within 24" and which is visible to the caster. Is successfully cast, the target unit is enveloped in rain and gets a soaking. A soaked unit must roll a 4, 5 or 6 when attempting to shoot because bow strings become damp and useless whilst ropes stretch and don't work properly. A unit using gunpowder, including cannons, must roll a 6 in order to shoot. Dwarf Flame Cannons and other shooting weapons powered by steam, blackpowder or flame must also roll a 6.If roll is failed, affected unit cannot shoot during that Shooting phase. Once affected a unit stays soaked for rest of the game - this is not a magical effect, you are wet! A unit can only be soaked once. |
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The Lore of Death |
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|---|---|---|
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Spell |
Casts on |
Description |
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Dark Hand of Death |
5+ |
This is a magic missile with a range of up to 24". If successfully cast, the spell hits its target and causes D6 Strength 4 hits. |
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Death Dealer |
5+ |
This spell can be cast on a friendly unit that is engaged in close combat and which is within 24" of the caster. If successfully cast then models which fall casualty can fight back, stabbing at their enemy with their last strength. The spell lasts fro the duration of that turn's Close Combat phase. Fight the combat as normal. Any model in the affected unit which falls casualty during the combat may make one further attack with its basic S before it is removed - this is regardless of whether the model has already fought or not. In the case of mounted models, models riding chariots or monsters and so forth, only riders may strike back. |
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Steal Soul |
8+ |
This spell can be cast on an enemy model within 12". If successfully cast, the victim's soul is torn and rendered by dark forces and sacrificed to the caster himself. The enemy model loses 1 Wound. No armour save is allowed. In addition, the Wizard gains 1 Wound for the duration of the battle. This spell can be used to increase caster's Wounds characteristic beyond its normal maximum level, and can be use several times to increase the caster's Wounds even further. At the end of the battle, any stolen Wounds are lost - if the Wizard has no Wounds left once stolen Wounds are removed, he is slain. The spell cannot affect Undead, Chaos daemons, and similar units which don't have a soul! |
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Wind of Death |
8+ |
This is a magic missile with range of up to 24". If successfully cast, the spell hits its target and causes 2D6 S 4 hits. |
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Drain Life |
10+ |
If cast successfully each enemy unit within 12" of the Wizard is affected. each unit takes D6 S 3 hits. No armour saves are allowed against a Drain Life spell. These hits are distributed exactly like hits from Shooting. The spell cannot affect Undead, Chaos Daemons, or buildings and similar models, as they are not truly alive. |
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Doom And Darkness! |
12+ |
Lasts one turn+. This spell can be cast upon an enemy unit which is within 24" of and visible to the caster. If successfully cast, the unit is enshrouded by a black cloud of despair. For the duration of the battle of the turn the affected unit will suffer a -3 penalty to any Ld tests it is required to take. At the start of its following turn, the unit must take and pass a Ld test (at -3), otherwise it remains affected for the duration of that turn as well. At the end of the affected unit's following turn, the spell ceases to have any effect. The spell cannot affect Undead targets, chaos Daemons or unbreakable units. Units immune to psychology are not affected either. |