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DRAIN MAGIC WALK BETWEEN WORLDS CURSE OF ARROW

This spell can be cast at three different As the mage intones this ancient
levels. Choose before you attempt to cast incantation he beings to fade from ATTRACTION
the spell the casting number varies view, becoming as insubstantial as a The air around the victims shimmers
accordingly. ghost! with magical energy as it warps and
This only affects the caster, and only if twists.
Level Casting Number Dice Rolls Discarded
he is on foot. The caster becomes This may be cast on an enemy unit
1 5+ 6s
2 7+ 5s & 6s ethereal. He can only be hit by magical within 24" of the caster. Any missile fire
3 9+ 4s, 5s & 6s weapons and can move through directed at the unit in the following
obstacles and through impassable or Shooting phase may re-roll any failed
Whichever you choose, the spell may be difficult terrain as if it was open rolls to hit. If the unit is targeted by a
cast on a single enemy Wizard within 24" ground. The caster is affected by spells template or breath weapon then you
of the caster and may be cast into close may re-roll to hit any models which are
as normal, and may cast spells himself
combat. If successful, the victims spells partially covered. The Curse has no
and fight as normal. Lasts until the start
will be weaker. effect on close combat.
of the casters next Magic phase.
See the High Elves armies book for more
details.
Cast on 4+ Cast on 6+
Cast on 5+/7+/9+

VAULS UNMAKING FORTUNE IS FICKLE FLAMES OF THE PHOENIX


May be cast on an enemy unit within This may be cast on an enemy unit within
24" of the caster and may be cast into This may be cast on an enemy Wizard
24". Each model, including characters and
close combat. If successfully cast, the within 24" of the caster and may be cast
unit champions, takes a Strength 3 hit
into close combat. Whenever the victim
owner of the unit must reveal to the immediately. If the spell is still in play at
rolls any double (even a double 6) to cast
caster all the magic items in the unit. a spell it is a Miscast. In addition, any the start of the casters next Magic phase,
The caster then chooses one of them to double rolled by the opposing player each model in the unit takes a Strength 4
be nullified for the rest of the battle. whilst attempting to dispel will fail (even hit. If still in play at the start of the casters
The spell itself does not remain in play, a double 6). following Magic phase, each model takes
but the effect lasts for the remainder of a Strength 5 hit, and so on, with the
The spell lasts until it is dispelled, the
the battle. Strength increasing by 1 each turn it
Mage chooses to end it (which he can do
remains in play. The spell lasts until
Vauls Unmaking can drain the magic at any time), attempts to cast another
dispelled, the Mage chooses to end it
from Dwarf rune items. Note that all spell, or is slain.
(which he can do at any time), attempts to
the runes on an individual item will be cast another spell or is slain.
drained by the spell, not just one. Cast on 7+
If the unit has no magic items then the Remains in play Cast on 11+
spell has no effect.
Remains in play
Cast on 12+

FURY OF KHAINE
Calling on the dread might of Khaine,
the mage launches a searing bolt of
brilliant white energy at his enemies.
The Fury of Khaine is a magic missile
with a range of up to 24". If successfully
cast, it strikes its target causing 2D6
Strength 4 hits.

Cast on 8+
Magic Missile
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HIGH MAGIC