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Pixie

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Green-Black Minor Lore ..................................................... 19

Contents

Green-Black Mighty Lore ................................................... 19

Magic Items .............................................................................3

Green-White Minor Lore ................................................... 20

Magic Item allowance .........................................................3

Green-White Mighty Lore .................................................. 20

-Magic Resistance ...........................................................3

Red-Blue Minor Lore .......................................................... 21

Terms ...................................................................................3
Magic User ......................................................................3
Caster ..............................................................................3
Casting Value ..................................................................3
Threshold .........................................................................3

Red-Blue Mighty Lore ........................................................ 21


Red-Black Minor Lore ........................................................ 22
Red-Black Mighty Lore ...................................................... 22
Red-White Minor Lore ....................................................... 23

Dispeller ..........................................................................3

Red-White Mighty Lore ..................................................... 23

Magic/Power Dice ...........................................................3

Blue-Black Minor Lore ....................................................... 24

Mana ...............................................................................4

Blue-Black Mighty Lore...................................................... 24

Casting Spells .......................................................................4

Blue-White Minor lore ....................................................... 25

Miscast ................................................................................5

Blue-White Mighty Lore .................................................... 25

Dispelling .............................................................................5

White-Black Minor Lore ..................................................... 26

Magical Awareness..............................................................5

White-Black Mighty Lore ................................................... 26

Magic Colors ........................................................................5


Summoned Creatures ..........................................................5
Miscast Table (3D6) .............................................................5
Primary Colors ..........................................................................6
Green Minor Lore .................................................................7
Green Mighty Lore ...............................................................8
Red Minor Lore ....................................................................9
Red Mighty Lore.................................................................10
Blue Minor Lore .................................................................11
Blue Mighty Lore ................................................................12
Black Minor Lore ................................................................13
Black Mighty Lore ..............................................................14
White Minor Lore ...............................................................15
White Mighty Lore .............................................................16
Fusion Lores ...........................................................................17
Green-Red Minor Lore .......................................................17
Green-Red Mighty Lore ......................................................17
Green-Blue Minor Lore ......................................................18
Green-Blue Mighty Lore .....................................................18
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Magic Items

Magic Item allowance


Magic Items, a character model may have their level x25
points worth of magic items. Additionally, a model may only
have a single magic item from each category of magic item,
except scrolls which may be carried in abundance.

from magical weapons (these, if saved by magic


resistance, count as hits from a mundane weapon, eg a
hit resisted from a magical sword would simply be a nonmagical blow using the wielders stats). The ward save is
equal to the level of the magic resistance. If a unit is
targeted with a spell, the spell has no effect if they
successfully take a magic resistance save. If a unit would
be affected by a spell, and they pass a ward save then
they, particularly, are not affected by it.

The categories are:


Weapons
Armor (warrior heroes only)
Enchanted Items
Arcane Items (Magic users only)
Banners (Standard bearers only)
Common Magic Items available to all teams (except dwarves)
Sword of Striking: 30 pts
+1 to hit, sword
Sword of battle: 25pts
+1 A, Sword
Sword of might: 20pts
+1S, Sword
Biting Blade: 10pts
-1 armor
Enchanted Shield: 10pts
Shield, 2 coverage
Enchanted Large Shield: 15pts (only available to teams that
normally have access to large shields)
Large Shield with 3 coverage
Talisman of protection: 15pts
6+ ward save
Dispel Scroll: 25 pts
Automatically dispel a single enemy spell
Power Stone: 25pts (1 time use)
+2 dice to cast a spell
Staff of Sorcery: 50 pts
+1 to all dispel attempts by this magic user
War Banner: 25pts
Additional +D6 combat resolution
Spell Scroll: 25pts
During the pregame casting phase, the magic user
may ascribe a single spell he/she knows onto the
scroll en lieu of casting a spell before the game.
Later, during any magic phase the magic user may
activate the scroll, automatically casting the spell at
its requisite casting level. Spell scrolls may be
dispelled.

-Magic Resistance
Units with magic resistance have a cumulative ward save
against any magical spells or attacks, including attacks

Terms
Magic User
Any model capable of casting a spell or having a mana pool

Caster
Any model currently casting a spell

Casting Value
Refers to the dice result of the mana dice rolled to cast a spell

Threshold
Refers to the minimum casting value to successfully cast a
spell

Dispeller
Any model currently dispelling a spell

Magic/Power Dice
Are dice that meted out by the Gm at the beginning of each
turn and used to cast or dispel. Each die may only be used
once. Magic dice are discarded at the end of each turn.

Summon
Summoning spells represent the caster bringing a new entity
into the world. They summon a creature(s) or an item to be
used at a later time. Summon spells may only be cast during
the magic phase. See the magical creatures bestiary for
further details. If a summon spell is dispelled immediately the
new entity is not placed on the board. Dispelled items or
illusions disappear immediately upon dispel. See magical
creature bestiary for dispelling summoned creatures in
subsequent turns.

Instant
A spell that may be cast at any time during any phase. Instant
spells must be immediately dispelled or they take effect.
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Sorcery
A spell that may only be cast during the magic phase. The
effects of a Sorcery cease at the end of the turn. Sorceries
must be immediately dispelled, or they take effect, even if
their effect would happen later in the turn.

Channeling
A spell that may only be cast during the magic phase, the
caster may not cast other spells until he/she ends the
channeling spell, suffers a wound or it is dispelled. You
opponent may only attempt to dispel a channel spell a single
time per turn.

Enchantment
Enchantments are auras, or magical incantations that have a
lingering affect on a place, weapon, unit, model etc.
Enchantments continue to have an effect until ended by their
spell caster or dispelled. A single unit may have multiple of the
same enchantment but at a cost. Each cumulative
enchantment has its casting threshold increased by its
threshold. E.G. Crippling Weakness (threshold of 7) is cast
once. The second and cumulative time it would be cast on the
same unit its new threshold would be 14, and 21 if cast again.
This means that it gets harder and harder each time to cast
the enchantment. Enchantments must be cast during the
magic phase.

Mana
The power source of casting spells and dispelling spells
Magic comes in 5 different schemas, practices, veins, schools
or what have you: red, blue, green, white, and black. The
colors and number of colors available to a magic user are
largely team specific. There are a number of sub disciplines
that are derivatives of the basic five. These sub-disciplines are
derived from a primary color and a secondary color. For
example a magic user may have white as a primary color and
green as a secondary color. This would allow her to use spells
from the white spell list and the white-green spell list. A
magic user need not take on a secondary or tertiary color.

The chart below should act as a general rubric/summary of


Mage capabilities
Level
of
caster
1
2
3
4
5

Minor Lore spells


2
2
3
4
5

Mighty Lore spells


0
1
2
3
4

Number of
colors
available

1
1
2
2
3

Casting Spells
At the beginning of the magic phase the Gm rolls 3D6 and
each player is allotted that many magic dice. Each player may
roll a die for each magic user they control. On a die result that
is equal to or below their magic users level they gain a magic
die. Dice are retained until either used for casting/dispelling
or until the next magic phase.
To cast a spell a magic user may use dice equal to their magic
level +1 or fewer. A spell is successfully cast if the rolled
magic dice total plus the casters int minus 7 is greater than
the threshold of the spell. Eg Xd6+Int-7.
Spells are cast in turn order. That is, player A is given an
opportunity to cast spells, Player B is given an opportunity
after each spell a single chance to dispel the spell. When
Player A decides that she/he wishes to stop attempting to
cast spells, it is then Player Bs turn to attempt to cast spells
and player As turn to attempt to dispel them.
Double 6s counts as irresistible force, which means it is
automatically cast and may not be dispelled even if the die
total was not sufficient.
Some spells may be cast before the game begins. In this case
the GM initiates a magic phase before units are deployed. If
they would be targeted at a friendly model they may target
any friendly model regardless of unit or range, it is assumed
that the magic user approached them before deployment.
Note these spells are cast before deployment takes place.
A magic user may attempt to cast each spell only once per
turn.

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Miscast
If a caster (not dispeller) rolls double 1s whilst attempting to
cast a spell, the spell does not cast. Immediately consult the
miscast table to determine what happens.

Dispelling
A magic user may attempt to dispel any spell they are made
aware of. To dispel a spell a dispeller may roll magic dice in
number up to their level +1. If the result is equal to or greater
than the casting value of the targeted spell (double 6s always
wins, but must yield to irresistible force,) then it is dispelled
and any effects are nullified. Note: a dispeller is not made
aware of the casting value of the spell. A single dispel attempt
may be made against each spell each turn.
A magic user may attempt to counter a dispel using new dice
in the same manner that a magic user would dispel a spell.
There will be no dispelling of dispels of dispels.

that level for both primary and secondary color. E.g with the
above goblin shaman determining which minor spell he/she
would have. If there are 6 minor red and 3 minor red-blue
spells, these would be put in numerical order and the dice
result would correspond to which of these 9 spells the
shaman would know. This process would be continued for
each minor spell until I had determined all the spells the
shaman knew, this would then happen again for mighty
spells, if my magic user had access to them.

Illusions
Some spells create illusions to deceive the enemy. Illusions
abide by the following rules, with some exceptions:

Illusions disappear if the enemy comes in base contact


with them (except the illusion where the caster appears
like the enemy)

All illusion spells are Visible, but may only be dispelled if


the caster sees them cast or has reason to suspect they
are an illusion (eg the illusion pretending to be an enemy
casts a visual spell or she/he sees the enemy interact in a
peculiar manner)

Illusions do not end if they take damage from ranged or


magical attacks. It is assumed that they mimic the
damage or casualties, or not if the controlling player so
chooses. For example, a player with an illusionary giant
super monster might arbitrarily decide to roll a 2+ ward
save (even though the creature would not normally have
it) to make his opponent extra scared of the monster.

Magical Awareness

A magic user is aware of any visual (i.e. they can


reasonably see the outcome of the spell) spell cast
or item used within their LOS.

A magic user is aware of any spell or magical item


that is targeted at him/herself or the unit they are
with

A magic user is aware of any magic that they come


into base contact with (including, but not limited to:
magic items, illusions, magic terrain features,
magical entities (deamons, undead, ethereal)

Magic Colors
Each magic user has a primary color, which determines how
they generate their spells. Magic users may have a number of
secondary colors. Each army list will have an entry stating
which primary and secondary colors are available, primary
colors may also be taken as secondary colors. Magic users
have access to spells from their primary color and spells that
are mixes of their primary color and secondary color, they do
not have access to spells of just their secondary color. For
example a Night goblin shaman might be primarily red and
secondarily blue, this magic user would have access to red
spells and red-blue spells but not blue spells.
When determining what spells a magic user knows, roll a dX
for each spell, where X equals the total number of spells in

Miscast Table (3D6)

3. The Caster is possessed by a Daemon and comes under the


control of the GM.
4. A portal to the Chaos Warp Opens up, and the Caster is
snatched up by a deamon and quickly pulled into the nether
beyond. His/her comrades are not left unscathed, any models
adjacent to the caster must pass an i test or take a magical 6S
hit -3 armor. The unit gains D3-1 Chaos attributes.
5. A gnarly claw reaches out from the depths of Chaos,
striking the caster. She/he takes D3 S4 hits and gains D2
chaos attributes.
6. Slaanesh! Place 6 Daemonettes of Slaanesh all 6 away
from the miscaster and equidistant from one another as if
forming a circle.
7. Nurgle! Place 7 Plaguebearers in a 7 circle around the
caster
8. Khorne! Place 8 Bloodletters in a 8 circle around the caster
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9. Tzeentch! Place 9 Discs of Tzeentch, all 9 from the caster in


a circle
10. The caster now suffers from stupidity and suffers a 2S hit
11. The caster and his/her comrades lose all of their
remaining power dice.
12. The caster loses concentration and the GM may choose
the target of the spell the wizard was trying to cast. The spell
is cast at its threshold value, unless the miscast casting value
was higher.
14. The caster must pass a WP test with a -3 modifier to
his/her WP or forgets the spell she/he was attempting to cast.
15. The casters minds eye is stricken by visions of absolute
terror. The caster becomes afraid of all units and terrain
features (except open ground.) Take a panic test and refer to
the afraid of rules.
16. The caster must pass a WP test with a -3 modifier to
his/her WP or lose an entire magic level
17. The caster is snatched into the realm of Chaos. Remove
him or her from play. The caster randomly gains knowledge of

a new spell from their same colors and tiers previously


available. Replace the caster as if he/she had failed casting a
teleport spell the following turn during the magic phase.
She/he may cast and otherwise act as normal that turn.
18. A greater Daemon of Chaos emerges from the warp of
Chaos. (Roll a D4 to determine the type of greater daemon, 1.
Khorne, 2. Slaanesh 3. Nurgle 4. Tzeentch) Place this Daemon
under GM control 4d8 away and scattered centered

on the miscaster.

Primary Colors
This set of magic rules attempts to create a singular
ruleset for magic. Traditionally in the warhammer
world there are 8 main lores of magic representing the
8 winds of magic. But for some reason there are
myriad more team specific lores in the game. This
seemed contradictory that there would be 8 winds of
magic but then other lores outside of them. This new
ruleset attempts to bridge that gap creating 5 main
lores, and side lores which are combinations of the
main 5. The main lores and side lores are largely
borrowed from MTG as it would be overly
cumbersome to have 8 lores and all of the
combination lores in between. If players see fit not to
use these lores, we suggest they use 6th ed magic lores
allocating a single spell per caster level.

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Green Minor Lore

1 Cocoon 3+
Thin spindles of thread and silk shoot out of the
casters staff/wand/fingertips attempting to ensnare
a single opponent.
Target an individual model in LOS and within 18.
The caster may target a specific model in Int.
Compare the casting result to the targets 2S +D6, if
the casting result is tied or greater the model is
bound. Free hacks may be made against the model,
the bound model may not take any actions or
friendly models may free models equal to half the
number of non-cocooned models, the bound model
by executing a complex maneuver that
automatically passes. The unit may carry the bound
model(s) at full rate if there are at least two models
for each bound model. Visible, instant.

2 Hunting Spear 4+
The caster calls upon the gods of the hunt
materializing a great hunting spear capable of
felling most game who dwell in the forest.
Mage counts as having a thrown weapon with range
12, LOS, user strength +2, ap 2 causing D3
wounds and penetrates ranks like a bolt thrower.
One time throw. Thrown in any subsequent
shooting/stand and fire phase. Visible, summon.

5 Tangling Vines 7+
Vines magically sprout and entangle the target
preventing them from moving.
Range of 16 Target unit may not move until it has
killed the vines, vines have wounds equal to double
the casting result and toughness 2, unit hits
automatically. Unit benefits from soft cove. If the
unit routs, it may continue to make attacks against
the vines, but may not move until the vines have all
been hacked. In close combat, the player may
choose how to allocate attacks, either against the
vines or the enemy. Visible, summon.

6 Stampede 15+
The enemy beast rush like a river into their own
ranks, drowning all in their path with their feet.
Target an enemy cavalry unit within 18 of the
caster. Unit takes a Cl test based on the mounts Cl
value. If they fail they immediately rout. The unit
may rout through any unit on its way to the nearest
table edge/safety. Any unit run through by the
cavalry is attacked by each of the mounts that
moved through the unit. Sorcery

3 Sleeping Spores 7+
Magical fungal spores erupt from the humus in the
forest causing all those nearby to sleep at the most
inopportune time.
Target a forest within 10. Every unit within 2D6
of that forest falls asleep for D3 turns known only
by GM. Visible, enchantment

4 Murder in the Skies 7+


The Sky is filled with crows that descend upon the
enemy picking off weak stragglers.
Place a crow swarm(s) within 3 of the caster of
total wounds equal to the casting result. The caster
may adopt crow form and lead the swarm. Visible
when initially cast, summon.

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Green Mighty Lore

1 Magical Coat 7+
The animals are far more attuned to the rhythm of
the land than their rational and overthinking
bipedal cousins.
The unit gains a coat of fur based on the season.
May be cast before the battle. Visible, summon
Winter:
Whilst the spell lasts, the caster and the unit he/she
is with are immune to any cold/ice/snow spells and
effects (except LOS modifiers). This spell is
Visible. The unit benefits from a -1 to hit at range if
they are in a snow drift.
Summer:
Whilst the spell lasts, the caster and the unit he/she
is with are immune to any light, fire, or heat
negative effects. This spell is Visible.
Spring:
Whilst the spell lasts, the caster and the unit he/she
is with are immune to any Plant or water spells or
effects (except LOS modifiers). This spell is
Visible.
Fall:
Whilst the spell lasts, the caster and the unit he/she
is with are immune to any disease, death, wind, and
poison spells and effects (except LOS modifiers).
This spell is Visible.

2 Bear Form 8+
The caster is transformed into a bear. Visible,
Sorcery.

4 Thorn armor 9+
Ow! Thats pointy!
Cast on the caster and the unit he/she is with. Lasts
D3 turns known only to the GM. Whenever a model
in the unit is struck in hand-to-hand, the striking
model takes a 1 Strength hit, toxin S1. Visible,
enchantment.

5 Hazy Moor 15+


The Fog of War!
Create a fog across the entire battlefield. Each unit
must pass an Int test or be within 4 of a terrain
piece; otherwise it moves 2DM in a random
direction. LOS for all units is reduced to 4. Lasts
D2 turns known only to the GM. Visible summon

6 Wolfs Instinct 12+


Your forces are imbued with the instinct of the wolf,
their eyes fill with the predatory fire of the wolf.
They surge forward.
Cast on a cavalry, chariot, swarm, or monster within
the casters awareness 15. The owner of that unit
chooses an enemy unit that would normally be an
acceptable target to charge. During the charge phase
that unit must declare a charge against the
designated unit. The unit may add an additional
2dM to its charge distance. Note that both units are
targeted for the purposes of magic user awareness.
Not visible. Sorcery

3 Dragon Debate 10+


Dragons and many other beings of great age
eagerly enjoy engaging in the back and forth banter
of a strong debate
May be Cast on a dragon, Chimera, Griffon,
Hippogriff, Hydra, Great Stag, Manticore, Lamasu,
Taurus or Wyvern within 10 and even close
combat. You and the owner of target creature both
roll a D6 and add the result to the Int of their
respective creature. Whoevers result is higher wins.
A winning creature gains hatred against the caster.
If the caster wins, he/she gains control of the beast
which turns upon its rider. The rider hits the beast
on a +1 though strikes last regardless of initiative
order for the first turn. instant
Page 8 of 26

Red Minor Lore

1 Fireball 5+
The caster conjures a fireball in his/her
hand and flings it at the enemy
Place a 1 radius template anywhere within
24 and LOS. Then roll to hit using the
casters BS including any to hit modifiers. If
the Casters misses scatter the template in a
random direction a number of inches equal
to twice how much the caster missed by.
Any models under the template (even
partially) are hit and take a strength 4 hit.
Buildings and flammable targets take D4
hits. Visible, instant.

2 Searing Metal 4+
Heating the metal of the enemy, the caster
cooks him/her alive ironically in their own
protective gear
A single model within the casters
awareness takes a single hit of strength
equal to its total armor thickness, no armor
save. Instant.

3 Crushing Grip 4+
The caster snatches an item away from the
enemy and snaps it in half or bends it,
rendering it useless.
Cast upon him/herself. During one following
round of combat the caster may make an
additional roll to hit at a -1 to hit. If he/she
hits she may destroy one known item
(including magic items) carried by the target
model. Enchantment.

4 Get Back Here! 6+


I wish I could fly. I cant. So neither shall
you!
Target a unit of flyers within 24 and LOS.
That unit loses flying for the turn and
plummets to the ground. (See rules for
falling in main rule book) Instant.

5 Provoke 8+
Your caster or the men near him jeer at the
enemy provoking them to attack.
Target an enemy unit within 12 and LOS.
The unit must pass a Cl-2 test or charge
during the movement phase if it is within
2M of an enemy or move at least M
directly toward the enemy. If armed with
missile weapons, it will use them instead of
moving. Visible, Sorcery.

6 Wall of Flame 10+


The caster traces out a line on the ground
that blazes aflame. A tall wall of flame
thrusts out of the ground.
Create a flame wall of length equal to the
casting value minus the threshold. The wall
must be straight and completely contained
within 14. If the template is placed on a
model the model takes a 3 strength hit and
the unit is allowed to make an immediate
move (not charge) to escape from the wall.
No model may end its move on a flame wall.
Any model that crosses a wall of flame
automatically sustains a 3 strength hit. The
move to escape from the wall is then
subtracted out of the next movement phases
movement value of the unit. The wall blocks
line of sight in the same manner as
skirmishers. Lasts until end of turn. Visible,
summon.

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Red Mighty Lore

1 Fissure 5+

two units may immediately fight another


round of combat. Not Visible. Sorcery.

The caster splits the earth before him,


creating a massive fissure.
The fissure extends the casting value minus
the threshold inches in a straight line in LOS
from the caster. Any model touched by the
fissure must take an i test. Any model that
fails plummets to their death. Any following
turns the fissure remains in play as an
impassable obstacle. The fissure may be
dispelled and closed back up. Any building
section touched by the fissure collapses.
Visible, Sorcery.

4 Rain of Fire 8+

2 Corrosion 9+

5 Ember Gust 8+

The Caster causes the enemies battle gear to


rust at an extraordinary rate.
Target a unit within 24 and LOS. In D3
turns known only to the GM each article of
armor loses 1 thickness, and any weapons
become improvised in addition to their
normal rules, unless they are made of stone,
gold, or wood (Shields). Additionally,
cavalry are further affected by -2 movement,
and -1 Ld to represent the stirrups and bit
rusting apart. Chariots and War machines
are destroyed once the effect takes place.
Visible, Sorcery.

A storm of small embers flows across the


battle field, singeing exposed flesh and
causing soldiers to cover their eyes.
Choose a direction. Any model within twice
the difference of the casting value minus the
threshold inches, takes a 1S hit with a 5+
hide save (noting directionality of shields).
Additionally, any model facing against the
wind suffers from a minus 1 to hit. Visible,
Sorcery.

3 Rampage 8+

Fire descends from the sky obliterating


many of those in its path.
The Caster summons fire so numerous it fills
the sky. Place X 1 radius templates in the
same location and within 24 and LOS,
scattering each 2DX where X equals the
casting value minus the threshold. Any
model partially covered takes a 3St hit. Any
model directly under the center of a template
takes a 6S hit causing D3 wounds. Visible.
Sorcery.

6 Burning Hatred 9+
Target a unit within the casters awareness
18. That unit gains hatred of a foe of your
choice and fire attacks. Visible, Instant.

Your soldiers unleash their fury and


bloodlust upon the enemy, driving
themselves further then normally possible
and driving the enemy back if they have the
nerve to survive the initial onslaught
Cast on a unit within Ld. If in the following
close combat phase that unit wins a combat
and the opposing unit does not break, the
Page 10 of 26

Blue Minor Lore

1 Crushing Wave 7+
The caster causes the nearby water to rise and
come crashing down upon the nearby enemy.
Place a square template of X width and 2X length
that causes strength X hits with no armor save,
where X equals the casting result minus the
threshold to a maximum of 5. The template must be
placed such that the entire longer side is touching or
in a water terrain feature. The water feature that the
wave comes from must be in LOS and 8of the
caster. Visible. Instant.

2 Teleport 5+
Woomp! Gone Poomf! Back.
If cast successfully, you may place the mage
anywhere on the board within his/her LOS,
including base contact with the enemy (the caster
and the enemy roll a D6 and add it to their i
whoever is highest counts as charging and may
strike first.) If unsuccessful/dispelled or miscast,
scatter the position of the mage with a scatter die
and a D20. Visible. Instant.

3 Twitch 3+
The caster produces a series of short but distracting
twitches in the enemy ranks.
Target unit, within 36 and LOS of the caster,
counts as having moved during its next turn. Not
Visible.

4 Thinking Out Loud 7+

back of units but must inform the GM of any


movement and loses LOS when not in the front.
May be cast before the battle.
2. Enemy: The Caster takes on the appearance of
the enemy. The illusion lasts until the caster
visibly harms the enemy or the illusion is
dispelled. Otherwise, the enemy may not target
the caster. An enemy magic user must be able to
see the caster and pass an Int test first before
attempting to dispell the illusion. If cast before
the battle the caster may deploy in the enemies
army in a manner comparable to an assassin.
3. Self: the caster summons two illusions of
her/himself placed in base contact that are
indistinguishable from the caster. Only the
Player and the Gm know which one is the
caster. Or the three versions of the caster are
deployed before the battle if the spell is cast
before the battle.
4. Same: cast before the battle, up to three
characters have the same appearance. The
illusions are removed when they are dispelled or
the enemy comes into physical contact with
them

6 War Gills 7+
Gills flap open on the necks of your warriors and
they are able to breath underwater.
Target the caster and/or the unit he/she is with. The
unit may breathe underwater or foreign atmospheres
for the next D8 turns known by the GM starting
when the unit enters water. May be cast before the
battle. Not Visible, until the unit walks underwater.
Enchantment.

Everyones minds are filled with the ceaseless mind


banter of the caster
Every model/unit within 2int suffers from
stupidity.

5 Illusionary Disguise 7+
Sorcery. Choose one of the follow options
1. Other: The Caster takes on the appearance of
any other model in its respective army. The
Illusion ends if the caster comes in base contact
with the enemy. For all intents and purposes the
caster causes any psychological reactions due to
his/her appearance like the creature he/she is
copying e.g. fear. The caster may hide in the
Page 11 of 26

Blue Mighty Lore

1 Illusionary Forces 10+


Sorcery. Choose one of the follow
1. New forces: Create 10 times the casting value
minus the threshold points worth of illusionary
troops available to your army. E.G. a casting
value of 16 would yield an illusionary unit of 20
3pt goblins. May be cast before the battle and
deployed as if a normal unit (cant be advance
force unless the mage is in an advance force).
Or placed within 3 of the caster.
2. Duplicate: Create an illusionary copy of a
regiment in your army within 6 of the Caster.
Place the new illusions and the former regiment
such that both occupy roughly half of the
original units foot print. Write down or tell the
GM which unit is the illusion and which is the
original unit (the original models could become
the illusion.) Is Visible and may be cast before
the game (in which case they can be deployed
separately).

2 Illusionary Terrain 9+
May be cast before the battle. You may have the
GM place an additional piece of terrain of your
choice where you see fit while setting up the table
or during the game within 6 of the caster. The
illusion disappears if dispelled or a model comes
into base contact with it. Terrain choices may not
have a foot print greater than 1x1 unless they are a
river in which case they are limited to a single
quadrant of the table. Sorcery.

3 Lord of Rain 7+
Click! Nothing. Fredricks powder failed to ignite
and the advancing elves were but paces away.
Target any location within the casters awareness.
Any unit with a majority of its models within X of
that location is affected. X=Casting result-threshold.
Affected units act as if they were encumbered by an
additional armor save, additionally they have a -1 to
hit with all ranged weapons and a non-cumulative 1 for black powder weapons this lasts for the rest of
the game as the powder is permanently moist. Units
also suffer from a -1 Initiative until out of the rain.
The spell also creates shade and alleviates the
effects of hot weather within the area. Visible.
Channel.

4 Mental Duel 7+
Target a magic user that your caster is aware of.
Both magic users fight a duel substituting the
following stats Magic level for WS, Int for S, WP
for T, and magic level for W. The mages alternate
striking blows in initiative order until one of them
emerges victorious. The loser of the duel loses their
magical capabilities, the victor walks away with
whatever magical powers were not destroyed in the
duel. Instant.

5 Spatial Distortion 6+
The world around the caster becomes warped and
distorted, distances widening and shortening.
This spell has an effect radius equal to the casting
value minus the threshold. Any distance
measurement that passes through this radius of
affect is randomized Roll a die with sides equal to
twice the measured distance within the realm of
influence to determine its distorted distance.
Visible, Channel
o Declare charge, then roll to determine the
new move distance of the unit
o Movement, roll to determine the distance
traveled of the unit
o Warmachines with guessed distances have
their guess distance randomized in this
fashion as well. Scatter and bounce
distances are also distorted.
o Missile spells, declare all targets, then roll
to determine the range of their weapons
o Casting distances are also randomized after
declaring and after possible dispelling.

6 Realize 20+
Target an illusion within the casters awareness and
LOS. It ceases to be an illusion and is treated as a
material version of itself. Illusions of a spell caster
become physical having the same stats as the caster
but not his/her knowledge of spells. If the illusion is
a magic user with the illusion as another creature,
that magic user becomes that creature with its
respective stats but may not cast spells. Not Visible,
Enchantment.

Page 12 of 26

Black Minor Lore

1 Vermintide 5+
Rats!
Summon a swarm of rats within 3 of the caster
with total wounds equal to the casting value minus
the threshold. Visible while casting. Summon.

2 Possession 7+
The caster temporarily weakens the boundaries
between worlds allowing a spirit from beyond the
grave to attempt to enter an unsuspecting foe.
Target a model within 12. The model takes a Wp
test, rolled by the Gm in secret. If the model fails it
comes under the control of the GM. The possession
is not known to the models owner unless it falls
within the 6 of their magic user. Not Visible.
Sorcery.

3 Crippling Weakness 7+
The caster saps the strength out of the enemy.
Target an enemy unit within12 and LOS, that unit
loses 1 Strength for D2 turns known by the GM. Is
Visible. Enchanment.

of the graveyard take a panic test as if they were


afraid of skeletons. The number of skeletons raised
cannot exceed an unannounced and predetermined
number by the GM. Visible. The skeletons may be
dispelled at a later time, destroying them. Summon.
Roll a D6 to determine the skeletons gear (and any
further skeletons raised from this same graveyard.)
1 Improvised weapon
2 Handweapon
3 short bow, improvised weapon
4 hand weapon shield
5 light armor or shield, pike, halberd, or spear
6 heavy armor, large shield, morning star

6 Chill of fear 9+
The units minds are wracked by fear and
uncertainty, their once optimistic spirits feel a chill
course through them.
Target unit within 16 and LOS. The unit must take
a WP test. If they pass all is well. If they fail, every
unit causes fear to them. Where they already cause
fear, they cause fear 3. Not Visible.
Enchantment.

4 Death! 4+
The mage brings sudden and unavoidable death
upon a single unfortunate soul.
Target an enemy unit with the casters awareness
and LOS. One model, randomized as per shooting
must pass a WP - (Casters WP -7) test or die. No
armor saves allowed. This spell can only target
cavalry or smaller models. Visible. Instant.

5 Replenish the Ranks 7+


Rather than let them rest in peace, the caster
assembles the dead anew to fight again.
Cast on an undead regiment, it regains the casting
value minus the threshold wounds, but may not
exceed its original number.Visible. Alternatively it
may be cast upon a graveyard. Place the casting
value minus the threshold skeletons within the
graveyard in the following turn. Models that would
normally be caused fear by skeletons and within 4
Page 13 of 26

Black Mighty Lore

1 Agonizing Memory 9+
The caster makes the deaths of their comrades
linger on the enemies minds.
Target a unit within the casters awareness and in
hand-to-hand combat. The unit must pass a WP or
when determining combat resolution, include any
wounds the unit had suffered throughout the span of
the game. Not Visible. Sorcery.

5 Day of the Living Dead 14+


Everywhere around them on the battlefield where a
soldier was struck down, they soon arose again.
Any man sized model that dies this turn(excluding
undead models) is immediately replaced by a
zombie with the equivalent gear. Where able, they
form into units. Where two or more regiments are
fighting, place the zombies on the flank of the
opposing regiment. This spell continues until
dispelled. Not Visible until a model rises from the
dead. Channel.

2 Hand of Dust 9+
Death isnt the end.
Target a single model within 16. Each player rolls
a die. If the caster wins the model suffers the
difference in the results wounds but may not gain
wounds. If the model dies it is replaced by a wraith.
The caster and the target take a WP test. Compare
how much either passed or failed their test, he/she
who did the best gains control of the wraith. In the
event of a tie the model retains control of itself.
Visible. Sorcery.

6 Reaping Scythe 5+
The Caster conjures a large magical scythe to
appear in his/her hands.
The scythe may be used once in a round of combat.
In combat the caster may automatically cause one
hit against each enemy in base contact as if from a
great weapon. Visible. Summon

3 Power Of Darkness 5+
Grabbing the quivering soldier next to her You are
more useful to me dead than alive.
The caster can inflict any number of wounds on
him/herself and/or the unit he/she is with. The
caster gains Xd2 magic dice. Where X equals the
number of wounds inflicted on the caster and the
unit. Can cause panic. Undead models killed in this
fashion made not be returned with Replenish the
ranks. Visible. Instant.

4 Cursed Knowledge 4+
The casters mind is rent open; knowledge entering
from sources unknown but at a terrible cost.
Choose a spell that the caster knows, remove that
spell from the casters knowledge, then roll to
determine the new spell (from amongst the lores
already available to the caster,) it cant be the same
one that was just removed nor one that is already
known. The caster takes a 5 Strength hit. Not
Visible. Does not cause instant death. Sorcery.

Page 14 of 26

White Minor Lore

1 Judgment 4+
Woe unto ye, vile beasts!
Cast on an enemy unit within the casters
awareness. That unit counts as Chaotic evil. Not
Visible. Instant.

2 New Covenant 5+
And verily it was so. None could reverse it.
The next spell cast by the caster that has remains in
play effects cannot be dispelled in subsequent turns.
Not Visible. Instant.

3 Hearth and Hold 7+


The caster instills a sense of discipline and duty
allowing them to hold their ground.
Target the caster and the unit he/she is with may reroll the next panic test that they fail; against chaotic
enemies they automatically pass. Additionally the
unit will maintain ranks, even if charged in the flank
or otherwise unformed. Not Visible. Sorcery.

4 Blessing 7+
The target unit gets +1 to hit in melee and +1 when
rolling to wound, against chaotic or evil beings. Not
Visible. Multiples of this spell have no additive
effect. May be cast before the game. Enchantment.

5 Hammer of Righteousness 5+
Cast upon the caster himself, a glowing gavel of
steel manifests in her/his hands (great weapon).
The Caster bashes the foe, striking their very moral
fiber. Any model struck by the caster must past a
Ld test or die. If they pass, roll to wound as normal.
Is Visible. Summon.

6 Shield of Chivalry 7+
A knight has no greater protection than his own
resolve that and a sturdy shield.
Cast on the caster and the unit he is with. They gain
a 5+ ward save against ranged weapons so long as
they have a shield. Visible. Enchantment.

Page 15 of 26

White Mighty Lore

1 Restoring Natural Law 10+


The caster restores the immediate area around him
to its natural state.
Dispel any spell affects within the casting value
minus the threshold inches of the caster. All chaos
and undead models in the radius take a S2 Hit no
armor save. Visible. Sorcery.

2 Dutiful Sacrifice 8+
The caster is able to impart volition to the soldiers
to do what they have to, for the sake of the greater
good.
You may cast this spell on a unit within 6 of the
caster. The next time the unit would flee,
voluntarily withdraw or rout, 2D4 or less if you
desire, random models remain and fight the enemy,
buying time for their comrades safe retreat. Not
Visible. Instant.

3 Heavenly Banner 10+


A standard descends from above into the destined
models hands. Cast on a single non-monster rank
and file model in base contact with the caster
excluding him/herself. The Banner generates light
illuminating everything in LOS of the unit with a
360 LOS. The Model and the unit he/she is with
causes fear to Chaotic and evil enemies. In close
combat any evil or chaotic model in base contact
with the bearer hits on a -1 due to the intense light.
As soon as the model bearing the banner perishes,
the banner vanishes. This spell may be cast before
the battle. For all of intents and purposes this banner
acts as the armys battle standard, if your army
already has a battle standard, it becomes a regular
standard with magical properties if it has them and
regains being the armys battle standard when the
other standard is dispelled or the other bearer dies.
Only one heavenly banner may be in play at a time.
Summon

opponent gains victory points instead. Visible.


Instant.

5 Angelic Assault 12+


Cast on the caster and/or the unit he/she is with.
That unit sprouts translucent wings, every model in
the unit gains a fly speed equal to the greatest Ld in
the unit (including modifiers that would put it over
10.) Additionally the unit gains a 6+ ward save and
hate chaos and undead models. The unit does not
resort to skirmishing. At the beginning of each
compulsory phase the unit must pass a Ld test or the
effect ends. Visible. Enchantment

6 Saving Grace 12+


The caster strives with all his ability to save the
lives of his comrades. Calling upon divine
intervention to divert blades, dash arrows from the
sky and toss aside magical missile.
During the following turn, the casting value minus
the threshold wounds are discounted from the unit
the caster is in. That is, if a model were to be killed
and removed as a casualty instead that model stays
alive and may make attacks back as normal. Such
prevented wounds do not count toward combat
resolution. Not Visible until a model is saved in the
above fashion. Channel.

4 Light of Oblivion 6+
What giant?
Target a single model within the Casters
awareness. Remove that model as a casualty. You
gain no victory points for its removal, your
Page 16 of 26

Fusion Lores
Green-Red Minor Lore

1 Move Through stone 5+


The Caster begins to magically scoop his/her way
through solid stone, each wave of his/her hand
making the stone vanish.
The caster may move at half rate through any
earth/sand/stone feature, leaving a model sized path
through it. The caster may dispel the spell at will,
killing any model in a tunnel he/she created. This
spell may be cast before the battle, allowing the
caster to enter the field underground. Underground
movement need not be made known to the
opponent, but must be shared with the GM. Cavalry
cannot go into the tunnel. Not Visible, until the
caster begins to move through stone. Enchantment.

2 Head-butt 4+
Thunk! Ow!
Target a single model within 24 of the caster. That
model takes a S5 hit with no armor Save. The
Caster takes a S3 hit no armor save. Not Visible.
Instant

3 Innate Strength 8+
Cast on an enemy unit 16 of the caster and LOS.
Each model is attacked by a ghostly appearance
making a single attack at the base WS and S of the
Casters races base values. Visible. Sorcery

Green-Red Mighty Lore

1 Surging forward 8+
Get em!!
Every unit within the casting value minus the
threshold inches immediately moves 2DM toward
the nearest enemy regiment ignoring maneuver
penalties. Any regiment that makes it into base
contact with an enemy counts as having charged.
This spell is Visible. Sorcery

2 Stomping Tantrum 13+


The Caster channels his/her childlike destruction to
break things, stomping the ground in mimicry of the
spells intent. Place a 1 radius template anywhere
within a unit within casters LOS. Every model
touched by the template takes a S6 hit. Such is the
concussive nature of the stomp that the unit loses 2i
and 2M for the remainder of the turn. After each
stomp has been resolved, roll a die. 1-2, the caster
has become over enthused with his/her stomping
and crushed the wrong thing, the enemy places a
mighty stomp wherever they like within LOS of the
Caster and not on top of him. The Stomping then
ceases and the mage loses 1 Ld due to his/her
embarrassment.
3, the caster stops and gets bored.
4-6, you may place another stomp and then roll
again.
Sorcery, the spell becomes visible after the first
stomp

3 Advance of stone 4+
Cast on any rocky feature within 8 of the caster.
Move the feature in any direction such that its
displacement equals the casting value minus the
threshold square inches. To determine displacement
measure the dimension of the terrain piece that is
tangent to the direction it is being moved, round this
number down to the nearest inch. Then move the
terrain piece in the direction it is being moved until
the tangent measurement times the distance moved
equals the casting value minus the threshold. Any
model in the features path must pass an i test or
take a hit equal to the total distance moved. Visible.
Instant

Page 17 of 26

Green-Blue Minor Lore

1 Flood Plain 6+
The floods werent meant to come for another 3
months.
The caster causes one water feature within 6 inches
to rise and flood the surrounding land. Any model
within 4 of the water feature moves at half rate and
loses ranks due to slipping in the mud or wading.
The flooding and mud lasts for D6 turns known to
the GM. Visible. Enchantment

2 Engulfing Fog 8+
The caster conjures the thickest pocket of fog she/he
can. Eyesight is nebulous at best.
Place a 6 radius fog on the caster. The fog
completely blocks LOS. Any unit completely within
the fog suffers from stupidity. Any unit that routs
within the fog takes double free hacks due to the
added chaos and flees in a random direction out of
the fog. Units may move to engage within the fog,
but may not charge. Visible. Channeling

may move as normal(but are march blocked) and


make attacks against the pixies. Pixies stay engaged
with the target unit at all costs. In the event that the
target unit breaks, the Pixies get bored and are
removed from play. Visible, Summon

3 Split in Two 7+
Cast on a single model within 12 of the caster. The
model is magically split into two smaller versions of
itself. Replace the target model with two smaller
copies each with stats equal to half the original
model rounded up except movement which remains
unchanged. Chariots become two chariots, splitting
the unmodified crew evenly onto each along with
the animals; place each on a giant platform. War
machines become two smaller war machines each
with half the range and strength. Models on giant
platforms are replaced with two troll platforms.
Models on troll platforms go to orc platforms.
Cavalry to orc platforms. Orc platforms to man
platforms. Man platforms are unchanged. Swarms
stay on troll platforms and retain their original
wounds. In duels both halves may accept the
challenge together. Is Visible. Sorcery.

3 Tortoise Form 7+
The slow and steady survive the war.
Cast on the Caster and the unit he/she is with. The
unit moves at 1/2 rate, gains +3 armor coverage of
shield thickness but loses 4i. Visible. Enchantment
Green-Blue Mighty Lore

1 Howling Wind 8+
A fierce howling wind swooshes around the caster.
Any ranged weapon of S3 or less passing through a
6 radius of the caster suffers a -2 to hit. All units
within the radius dont benefit from musicians as
the wind drowns out the noise. Visible.Instant.
Negates the effects of fog within the 6 radius.

2 Mischievous Pixies 8+
Cast on an enemy unit within 18 of the Caster.
Place the casting value minus the threshold pixies in
base contact with the target unit. For the first round
the pixies count as having charged. Considering
their nuisance like presence, a unit fighting pixies
Page 18 of 26

Green-Black Minor Lore

1 Pestilent breath 8+
Place the breath template at the mouth of the caster
covering as many foes as possible. Any model even
partially covered, is hit. Any model hit has a 2S
toxin. Visible Sorcery

2 Black Mold 7+
Target a wooden target (most buildings, chariots,
warmachines, treemen etc) within 24 and LOS, it
must pass a WP test (buildings and warmachines
have a wp of 0, and automatically fail) or becomes
T4. If it is a building, every turn each model in it
takes a 1S hit no armor save from breathing in the
spores. The GM need not mention the source. Not
Visible, Enchantment

3 Flies and stench 6+


Target a friendly unit within the casters awareness
and 12. Enemies striking the regiment in hand to
hand suffers a -1 to hit modifier. The flies stick
around for D2 turns until swarming a carcass or
otherwise leaving. Visible.Enchantment

Green-Black Mighty Lore

1 Whither 10+
Cast on an enemy unit within 18. That unit loses
1T for D3 turns known by the GM. Visible,
Enchantment

2 Plague Wind 14+


Target an enemy unit within 15 of the caster. That
unit takes 7, 3 strength hits no armor save. Place as
many wounds worth of beasts of Nurgle as the unit
suffers on the same side as the caster. The regiment
may make one round of free hacks against the
beasts unless they panic. Visible. Sorcery

3 Plague 12+
Cast on an enemy model within 12 inches. That
model takes a single S6 hit no armor save. If that
model suffers a wound the next closest model
within 4 (including friendly models) then takes a
S6 hit no armor save. Repeat this process until a
model does not take a wound. No model can be
targeted more than once by plague in a single game.
Visible. Sorcery.

Page 19 of 26

Green-White Minor Lore

Green-White Mighty Lore

1 Immunity to poison 6+

1 Field of Wild Flowers 7+

Target the caster and/or the unit he/she is with. That


unit is immune to poison and plague effects. Not
Visible. Enchantment.

The Caster causes a field of small wild flowers to


bloom reminding your forces of the good that yet
remains in the world. Select an 8 diameter portion
of the map devoid of any terrain. Any model/unit of
good or order disposition in the region gains +1 Ld,
Cl, and Wp and is immune to fear. Visible.
Enchantment

2 Jaunty Tune 5+
The musician begins to play a lively tune
brightening the grim visages of your men,
lightening their step. Target a musician in base
contact. The unit with the musician gains +1M, +1
Cl and +1 Ld. Visible without LOS due to noise,
Enchantment

2 Natures serenity 8+
Cast on the caster and the unit he/she is with. In the
following close combat phase the unit gains a rank
bonus for each natural terrain feature within 14.
Not Visible. Sorcery.

3 Life Celebration 7+
Cast on a single model in 18 of the Caster. If
successfully cast the effect lasts for the duration of
the game unless dispelled. If the model dies the
opponent is not awarded victory points. May be cast
before the battle. Not Visible.Enchantment.

3 Objects impermanence 14+


Target a non-living entity(building, war machine,
magic item, mundane gear, chariot, etc) within LOS
of the caster and awareness. Destroy that entity.
Visible. Sorcery

Page 20 of 26

Red-Blue Minor Lore

1 Brink 6+
All other spells have their threshold reduced by 2.
Including enemy spells until dispelled. Not Visible,
until a wizard becomes aware of it because he/she
casts a spell when they otherwise would not be able
to. Multiples of this spell have no effect. Channel.

2 Gibberish 7+
Declare a target. The caster begins to babble and
mutter random noises. The caster casts a random
spell, chosen at random from amongst all spells.
Not Visible. Sorcery

3 Counter-Intuition 8+

2 Wavering Loyalty 10+


Target an enemy allied or mercenary unit. That unit
changes allegiance for the remainder of the turn.
Visible. Sorcery

3 Hurricane 14+
The map is engulfed in a massive twisting
hurricane. All move values are halved. All fires are
put out. Black powder weapons get wet and suffer a
-1 to hit for the remainder of the game but may not
misfire. Flyers take a Wp test. If they pass they are
able to land. If they fail they take a D6 S hit and
scatter where they land with a D20. No flying may
take place whilst the hurricane lasts. No missile fire
below strength 5 may take place. All buildings take
a S7 hit every turn. The Hurricane lasts for D4
Turns known by the GM. Visible Channel

Cast on a unit within 12 of the caster any rolls to


hit or wound either at range or in close combat are
reversed. That is, misses become hits and hits
become misses. Not Visible until something weird
happens. Sorcery.

Red-Blue Mighty Lore

1 Warping Touch of Tzeentch 12+


Cast on a unit within 12 and LOS of caster. The
unit takes 9 WP tests. For each failed test a model is
replaced with a chaos horror under the control of
the GM. The regiment may make 1 round of free
hacks against the new horrors as they take form
assuming they dont panic. Visible. Sorcery.

Page 21 of 26

Red-Black Minor Lore

1 Ravaging Havoc 6+
Target a friendly unit within 12 of the general and
the caster. That unit gains hatred of the enemy and
+1A. Each turn, during the magic phase, each
model in that unit takes a S2 hit with no armor save.
This spell may not be willingly ended, but must be
dispelled. Visible. Enchantment

2 Rend Head 6+
Cast upon the mage him/herself. In the following
close combat phase the caster may attempt to rip the
head off of his/her opponent. The caster strikes
with a -2i modifier with his/her bare hands (-2 to
hit) and makes a single attack. If the attack lands it
deals a S7 hit with heroic killing blow and no armor
save. If the model takes a wound it is killed
outright. Not Visible. Enchantment

3 Warp Lightning 9+

placed directly over the caster. Creatures of evil or


chaotic disposition take a S1 hit no armor save, and
suffer a -1 to hit and initiative. Creatures of good or
neutral disposition suffer a S2 hit no armor save and
a -1 to hit, initiative, and Leadership and Coolness.
Visible Sorcery

2 Dread 8+
Cast upon the caster and the unit he/she is with. The
unit gains fear. If they already caused fear, then
they gain +6 to their fear radius. Visible
Enchantment

3 Flesh Rending 8+
Target a unit within 8 but not the one the caster is
in. Each model in that unit takes a S2 no armor save
hit. In the next close combat phase, that unit may reroll any failed to wound rolls. The unit causes fear
and has autofrenzy until end of turn. Visible
Enchantment

A bolt of warp energy shoots out of the casters


outstretched arm, striking the target with
malevolent energy. Target an enemy unit within 28
and LOS. That unit suffers D6 S5 hits and gains
D3-1 chaos attributes. The caster, having the warp
energy course through them also gets mutated
gaining an automatic chaos attribute. Visible.
Instant.
Red-Black Mighty Lore

1 Cloud of Ash 8+
A cloud of ash and noxious fumes spews forth from
the casters staff. Create a template of radius equal
to the casting value minus the threshold inches
Page 22 of 26

Red-White Minor Lore

Red-White Mighty Lore

1 Funeral Pyre 9+

1 Curse of Arrow Attraction 6+

Cast on a hero model within Ld of the caster.


When that model dies, each model in base contact
takes a S3 flaming hit. The enemy scores no victory
points for the models death. May be cast before the
game. Not Visible. Enchantment

All arrows (bolt throwers, crossbows, repeating


crossbows, bows etc) that could pass with in x of
the afflicted unit are redirected against the afflicted
unit. Roll to hit as if shooting the original target. X
equals the casting value minus the threshold.
Remains in play until dispelled. The spell is only
Visible once its effects take place. Enchantment

2 Forked Lightning 6+
The spell creates a strength hit equal to the casting
value minus the threshold. You may divide up the
total S into bolts (must be plural) of any value.
Determine the closest enemy models in the same
number as there are bolts and 18 and LOS.
Randomly allocate the bolts amongst the targets.
Where there are fewer valid targets than bolts,
randomly allocate the extra bolts amongst targets
already hit. There is no armor save against the
forked lightning. Visible. Instant
Example: casting value of 16, results in a total
strength of 10. The caster decides to divide this into
two bolts, one of S7 and the other S3. These two
bolts are randomized between the two closest
enemy models.

2 Parry and Riposte 8+


Cast on a friendly unit within 12 of both the caster
and the General. In the following close combat
phase, for each attack directed at a model in the unit
that misses, that model may make a free attack. Not
Visible.Sorcery

3 Flames of the Phoenix 9+


Target an enemy unit within18. That unit takes the
casting value minus the threshold S3 hits each turn
until the spell is ended by the caster or dispelled.
The caster may not cast any other spells while this
spell remains in effect. Visible. Channel

3 Steel of the Forge 6+


Target a friendly unit within Ld that unit gains
additional light armor. Multiples of this spell stack
and contribute to encumbrance. Visible.
Enchantment

Page 23 of 26

Blue-Black Minor Lore

Blue-Black Mighty Lore

1 Torpor Dust 4+

1 Delicious excruciations 14+

The caster summons a handful of lethargy inducing


dust. Treat this as a thrown weapon with range 2
that may always stand and fire without penalty.
Rather than inflicting harm, this dust reduces the
targets strength, initiative and WS by D3(to a min.
of 1). May target specific models without penalty.
Not Visible. Summon

Some people delight in every experience of life,


even the prospect of certain death.
Target unit within the casters awreness and LOS
immediately becomes unbreakable until end of turn.
Not Visible. Enchantment

2 Glacial barrier 9+
2 Freeze Water 5+
Target a water feature in base contact with the
caster. The water feature now becomes open
ground, except that any unit wishing to cross it must
pass an I test or treat it as difficult terrain and
becomes unformed. Models swimming or walking
in the feature when it is frozen must pass an S test
or perish attempting to break out of the ice. Visible.
Enchantment

3 Interrogation 5+
Target a single model the caster is aware of. That
model takes a S3 hit no armor and must pass a WP
test or truthfully answer 1 question. Only lvl 3 or
higher models have knowledge about things outside
of their regiment. Not Visible. Sorcery

Place a wall of ice of length and wounds equal to


the casting value minus the threshold inches. The
wall has 6 toughness and is destroyed if it takes a
single wound from a flaming weapon. Must be
placed in LOS and awareness. It blocks line of
sight. Visible. Summon

3 Ice Storm 9+
Target a point within LOS and 12 determine the
target point before rolling to cast. Every model
within the casting value minus the threshold inches
takes a 2S hit, loses 1 Bs for the turn, and limits
LOS to 10. Flyers in the radius are grounded and
must walk. Visible. Sorcery

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Blue-White Minor lore

Blue-White Mighty Lore

1 Walk between worlds 5+

1 Drain Magic 12+

The caster becomes ethereal until the end of the


turn, able to pass through obstacles without penalty.
Visible. Enchantment

Target a magic user, daemon, ethereal, or undead


model in the casters awareness. That model must
pass a WP test or have all of its magical energies
rent from its form. Magic users failing lose all of
their casting abilities. Daemons, ethereal and
undead creatures are killed flat out. Visible.
Sorcery.

2 The Great Fishers Net 9+


Cast on a single unit within 8 of the Caster. The
Caster casts a vast semi-ethereal net over the unit,
entangling them. The unit may not move during the
movement phase and loses D3 Ws to a min of 1.
Visible. Sorcery.

3 Portent of Insight 9+
The Casters minds eye fills with visions of
possibilities of the future. You gain the casting
value minus the threshold re-rolls this turn within
Ld. Not Visible. Alternatively, this spell may also
be used to ascertain specific information known by
the GM about the future, especially the duration of a
spell or weather effects. Sorcery.

2 Fortune 17+
Target the Caster and the unit he/she is with. That
unit becomes exceptionally lucky. You may reroll
each die result once relating to models in that unit.
Stays in play. Not Visible until rerolls take place
and a wizard is aware of the models affected.
Enchantment

3 Desperate Plea 14+


Your caster Pleads for the salvation of his/her
cause. You may only cast this spell when the
majority of your army has perished and your enemy
outnumbers you. If successfully cast you may cast
any white or blue-white spell as if it were cast from
anywhere upon the board, this latter spell cannot be
dispelled. For calculating the new spells casting
value, apply the casting value from this spell. Not
Visible. Sorcery.

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White-Black Minor Lore

White-Black Mighty Lore

1 Haunt 7+

1 Edict of Control 10+

Target a building within LOS of the caster. Place


D4 ghosts that are bound to the premises of the
building but will attack any living creature that
enters. Not Visible. Summon

Name a spell, that spell may not be cast so long as


Edict of Control remains in play. Visible.
Enchantment (Note that casting multiples of this
spell suffers from the cumulative casting cost)

2 Censor thoughts 9+

2 Blood for Blood 8+

Target a wizard within 10. Target magic user


reveals his/her spell repertoire, choose one spell to
be removed until end of turn. Not Visible. Instant

Sacrifice X models in the unit the caster is in.


Target unit 12 and LOS suffers the same number
of wounds. Visible. Sorcery

3 Will to Command 8+

3 Zone of Nullification 11+

Target a spirit or daemon within the awareness of


the caster. The caster and the daemon roll a D6 and
add the result to their WP. If the caster is higher
he/she gains control of the spirit/daemon for a
number of turns equal the difference in results. Not
Visible. Sorcery.

All magic within X is nullified and all models


within that radius are immune to magic, where X
equals the casting value minus the threshold.
Visible. Channeling.

Page 26 of 26

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