warhammer arcane magic: an old grumbler's rules

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This book is designed as a supplement to "Warhammer: an Old Grumbler's Rules." It deviates from the standard canon of 8 winds of magic, and creates a system of 5 winds, resembling the 5 colors from Magic the Gathering. Alternate lores of magic are derived from combinations of the main colors. This way there is a greater degree of consistency with the lore. That is, it avoids the awkwardness of there being 8 winds of magic, but then each team having their own lore. Instead many of the lesser lores (for example the Kislev Lore of Ice,) are combinations of primary colors. This way all magic users are operating within the same larger magical system that still provides lots of nuance and specialization.

TRANSCRIPT

  • Page 1 of 26 Pixie

  • Page 2 of 26

    Contents

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

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

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

    Terms ................................................................................... 3

    Magic User ...................................................................... 3

    Caster .............................................................................. 3

    Casting Value .................................................................. 3

    Threshold ......................................................................... 3

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

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

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

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

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

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

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

    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

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

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

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

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

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

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

    Red-Black Minor Lore ........................................................ 22

    Red-Black Mighty Lore ...................................................... 22

    Red-White Minor Lore ....................................................... 23

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

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

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

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

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

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

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

  • Page 3 of 26

    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.

    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

    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 non-

    magical 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.

    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.

  • Page 4 of 26

    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 Minor Lore spells Mighty Lore spells

    Number of colors available

    1 2 0 1

    2 2 1 1

    3 3 2 2

    4 4 3 2

    5 5 4 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.

  • Page 5 of 26

    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.

    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

    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.

    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

  • Page 6 of 26

    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.

  • Page 7 of 26

    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.

    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.

    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

  • Page 8 of 26

    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.

    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

    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

  • Page 9 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.

  • Page 10 of 26

    Red Mighty Lore

    1 Fissure 5+ 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.

    2 Corrosion 9+ 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.

    3 Rampage 8+ 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

    two units may immediately fight another

    round of combat. Not Visible. Sorcery.

    4 Rain of Fire 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.

    5 Ember Gust 8+ 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.

    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.

  • Page 11 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+ 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

    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.

  • Page 12 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 13 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.

    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

    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.

  • Page 14 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.

    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.

    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.

    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.

    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

  • Page 15 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 re-

    roll 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 16 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

    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

    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.

  • Page 17 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 18 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

    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

    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.

  • Page 19 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 20 of 26

    Green-White Minor Lore

    1 Immunity to poison 6+

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

    unit is immune to poison and plague effects. Not

    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

    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.

    Green-White Mighty Lore

    1 Field of Wild Flowers 7+

    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 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 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 21 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+

    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.

    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

  • Page 22 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+

    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

    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 re-

    roll any failed to wound rolls. The unit causes fear

    and has autofrenzy until end of turn. Visible

    Enchantment

  • Page 23 of 26

    Red-White Minor Lore

    1 Funeral Pyre 9+

    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

    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.

    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

    Red-White Mighty Lore

    1 Curse of Arrow Attraction 6+

    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 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

  • Page 24 of 26

    Blue-Black Minor Lore

    1 Torpor Dust 4+

    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

    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

    Blue-Black Mighty Lore

    1 Delicious excruciations 14+

    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+

    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

  • Page 25 of 26

    Blue-White Minor lore

    1 Walk between worlds 5+

    The caster becomes ethereal until the end of the

    turn, able to pass through obstacles without penalty.

    Visible. Enchantment

    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.

    Blue-White Mighty Lore

    1 Drain Magic 12+

    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 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.

  • Page 26 of 26

    White-Black Minor Lore

    1 Haunt 7+

    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

    2 Censor thoughts 9+

    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

    3 Will to Command 8+

    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.

    White-Black Mighty Lore

    1 Edict of Control 10+

    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 Blood for Blood 8+

    Sacrifice X models in the unit the caster is in.

    Target unit 12 and LOS suffers the same number

    of wounds. Visible. Sorcery

    3 Zone of Nullification 11+

    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.