Fire (p. 112) Magic missile, D6 S4 fire hits.
Fire Ball
5+
24”
Flaming Sword of Rhuin Burning Head
6+
-
8+
18”
Fiery Blast Conflagration of Doom
8+ 11+
24” Any
Wall of Fire
12+
24”
Rule of Burning Iron
5+
24”
Commandment of Brass
6+
24”
Transmutation of Lead Distillation of Molten Silver Law of Gold
7+
24”
8+
24”
8+
24”
The Spirit of the Forge
12+
24”
Steed of Shadows
5+
12”
Creeping Death Crown of Taidron
6+ 8+
24” 12”
Shades of Death
9+
12”
Target friendly unit causes Fear. If it already causes Fear it now causes Terror. RiP.
Unseen Lurker
11+
12”
Target friendly unit may move, or declare a charge.
Dominion
10+
12”
Pit of Shades
12+
24”
LoS. Place the 3” template over a single target enemy unit. All models in the target unit completely under (or partially on 4+) take a Ini test. If failed remove from game. No saves whatsoever.
Black Horror
12+
18”
The Bear’s Anger
4+
12”
The Oxen Stands
5+
Any
The Crow’s Feast The Beast Cowers
7+ 7+
24” -
The Hunter´s Spear
8+
24”
The Wolf Hunts
9+
24”
Gaze of Gork Brain Bursta
5+ 8+
18” 24”
Gork’ll Fix It
8+
24”
Foot of Gork Hand of Gork
9+ 9+
Any 24”
Mork Wants Ya!
10+
18”
Mistress of the Marsh
4+
-
Master of the Wood 6+
-
Gift of Life
7+
12”
The Howler Wind
7+
Self
The Rain Lord
8+
24”
Master of Stone
8+
-
Self Caster, who may be in HtH, gains +1A, +3S, hits on 2+ and counts as a fire magic weapon. RiP. Draw a straight line from the caster, all models under suffer a S4 fire hit. Take Panic test when unit suffers one or more unsaved wounds Magic missile, 2D6 S4 fire hits. Target enemy unit anywhere on table suffers D6 S4 fire hits. Then both players roll D6, if caster rolls higher, add his roll to the number of hits suffered. Repeat until opponent rolls higher or equal. LoS Each model in front rank of target enemy unit, without 360° LoS, suffers a S4 fire hit. If the unit moves, every model takes a S4 fire hit, after that the spell is automatically dispelled. RiP. Metal (p. 113) LoS. Targets a single model, no targeting restrictions. Causes a S1 hit if target has no armour save. A S2/6+Sav, S3/5+Sav, S4/4+Sav, S5/3+Sav, S6/2+Sav, S7/1+Sav. No Armoursave Fire attack. Target war machine or chariot cannot move or shoot until the end of its own following turn. Can still flee. Target unit in HtH suffers a –1 to hit, to wound. and armour saves in the next close combat phase. Magic missile, 2D6 S4 fire hits. Opponent chooses a single magic item in the target unit. On a D6 roll of 1-3, it cannot be used until the end of enemy’s next turn, on 4+ it is destroyed. LoS. Spell has the same effect as Rule of Burning Iron,only unit takes 2D6 hits.Distribute as shooting Shadow (p. 114) Target friendly independent character with a US of 1, who may be in HtH, may make a 20” flying move. Magic missile, 3D6 S1 hits, no armour saves. All units within 12”, Friend or Foe, even in HtH take D6 S4 hits
Beasts (p. 115) Caster or other friendly Character with US 1 gains +3A, +2S,+1T and cannot use weapons or shield. RiP. Target fleeing friendly unit rallies immediately. Even if the unit is below 25%. Magic missile, 2D6 S3 hits. Targets a enemy cavalry, swarm, chariot, ridden or unridden monster, even in HtH. Any creature in the unit (not riders) will not attack in HtH and will not move,except flee,until end of next movement phase Magic missile, S6 hit. Goes through ranks like a bolt thrower. No armour save.
Heavens (p. 116) Target friendly unit, even in HtH, may re-roll 1’s to hit or to wound this turn. Player gains D3 re-rolls for the duration of his own turn. Can only be used for to hit, to wound, armour saves and ward saves. LoS. Target friendly unit gaines 4+ ward saves against all normal and magic missiles. RiP.
Portent of Far
5+
12”
Second Sign of Amul Celestial Shield
5+
-
7+
24”
Forked Lightning Uranon’s Thunder Bolt
6+ 9+
-
LoS. Target unit suffers D6 S4 hits. LoS. Target unit suffers D6 S4 hits, no armour saves.
Comet of Cassandora
12+
Any
Burning Gaze
5+
24”
Place a marker anywhere on the table. Roll D6 at the start of every players turn, on 1-3 place another marker, on 4+ all units within D6” times the number of markers suffers 2D6 S4 hits. RiP. Light (p. 117) Magic missile, D6 S4 fire hits. Daemons and Undead take D6 S6 fire hits.
Pha’s Illumination
5+
12”
Healing Energy
5+
Any
Dazzling Brightness 6+
18”
Guardian Light
8+
Self
Cleansing Flare
10+
Self
Chill Wind
5+
24”
Doombolt Word of Pain
6+ 8+
18” 24”
Soul Stealer
9+
6”
Caster or other friendly Character with US 1 has number of Attacks set to 3 and Strength set to 5. Cannot use weapons. Magic weapons count a mundane weapons of same type. RiP. Heals 1 Wound on one friendly model or mount. Does not affect Undead, Daemons, war machines or chariots. Target enemy unit in HtH has its WS reduced to 1 in the next close combat phase. While within 12” of the caster, all friendly units become Immune to Psychology and fleeing units automatically rally, even when below 25%. RiP. All enemy units within 12” of the caster, even in HtH, takes D6 S5 hits. Daemons and Undead take D6 S6 Dark (p. 17) Magic missile, D6 S3 hits. If the target takes any casualties, it may not shoot in the next shooting phase. Magic missile, D6 S5 hits. LoS Target unit, who may be in HtH, has its WS and BS reduced to 1. RiP. Each model in target enemy unit, who may be in HtH, takes a S3 hit. For each unsaved wound, the caster gains one wound up to double her starting total. Next turn, the caster may prevent target enemy unit from either moving, shooting or any Wizards in it casting spells. LoS Place the 5” template anywhere in range that doesn’t touch an enemy unit in HtH. Each model completely under (or partially on 4+), must pass a S test or loose a wound, no armour saves. If a unit loses any wounds, it must take a Panic test. Death (p. 119) Magic missile, D6 S4 hits.
Dark Hand of Death 5+
24”
Steal Soul
8+
12”
Wind of Death Walking Death
8+ 9+
24” 12”
Doom and Darkness!
9+
24”
Target friendly cavalry, swarm, chariot, ridden or unridden monster moves 2D6” towards nearest visible enemy unit. If no enemy visible then it will not move. If used to charge, enemy can respond a normal, but charges still move distance rolled. Little Waaagh (p. 40) Magic missile, D6 S24 hits. No armour save. Magic missile, 2D6 S4 hits.
Drain Life
10+
12”
Gaze of Mork ’Eadbutt
5+ 6+
24” 24”
LoS. Target enemy unit, even in HtH, counts al their rolls for To Hit, To Wound, Armour Save, Ward Save and Power Dice of a 6 as a 1. It can effectively cause a miscast and prevent irresistible. Target enemy unit anywhere on table suffers D6 S6 hits. Target Friendly unit must moves 2D6” towards nearest enemy unit in sight. If no enemy in sight it moves directly forward. The move can counts as a charge and the unit doesn’t need to take any psychology tests, the enemy can only choose to hold or flee. Cast on a single model, no targeting restrictions. Model must pass an I test or suffer D6 S10 hits. Life (p. 118) Target enemy unit, even in HtH, within 12” of a water feature or the caster, moves and flees at half speed until the end of it own following turn. LoS. Target enemy unit within 12” of a wooded feature or the caster, suffers D6 S4 hits or D6 S5 hits if it is partially or wholly within the feature. Heals all Wounds of one friendly model or mount, even in HtH. Does not affect Undead, Daemons, war machines or chariots.
Bash ’em Ladz
6+
18”
Fists of Gork Gork’s Warpath
8+ 10+
18” Any
WAAAGH!
12+
-
Skitterleap
4+
12”
Warp Lightning
5/ 9+
24”
Magic missile, 1/2D6 S5 hits. For roll of a 1 on hits roll, the caster suffers a hit instead.
Vermintide
7+
-
No shooting with S4 or less can be targeted at units even partially within 12” of the caster. Does not effect warmachines. RiP.
Pestilent Breath
8+
-
Target unit suffers a permanent –1 to hit with shooting attacks. -2 if weapon is Armour Piercing. Non-BS-using shooters require a D6 roll of 4+ to shoot each turn. Can´t affect a unit more than once. Target enemy unit within 12” of a hill or rocky feature or the caster, suffers D6 S5 hits or D6 S6 hits if it is partially or wholly within the feature.
Death Frenzy
9+
18”
Move the 5” template 4D6” in a straight line away from the caster. Any unit touched suffers 3D6 S2 hits. If cast into HtH,3D6 hits are distributed evenly among all units in the combat. Caster is never affected. Can’t cross water features. LoS Place the teardrop template so that it touches the caster. All models completely under (or partially on 4+) suffer a S3 hit, no armour saves. If cast while in HtH, each unit in the combat suffers D6 hits instead. Caster is never affected. Target friendly unit, who may be in HtH, becomes frenzied, or if already, death frenzied: an additional +1A but loosingD3 wounds (no armour saves) at the end of each Skaven turn.
Plague
13+
18”
Target enemy model, no targeting restrictions, loses 1 Wound, no armour save. Caster gains 1 Wound. Magic missile, 2D6 S4 hits. Target friendly unit causes Fear. If it already causes Fear it now causes Terror. RiP.
Target unit, who is not Immune to Psychology, suffers –3 to Ld tests. Must pass Ld test at start of next turn, at -3, or be affected until end of that turn. Each enemy unit in range takes D6 S3 hits, no armour saves.
Big Waaagh (p. 41) Magic missile, D6 S4 hits. LoS Target single enemy model, no targeting restrictions, takes a S5 hit without armour saves. Target Orc unit in HtH strikes first and re-rolls to hit in next round of combat. Each model in target enemy unit, even in HtH, takes a S4 hit on a 4+. Target enemy unit anywhere on table suffers D6 S6 hits. Then roll D6, on a 1 enemy chooses target and spell ends, on 2-4 spell ends, and on 5+ another unit is hit and roll again. Units can be stomped only once per successful casting. Apply Hand of Gork and Bash ‘em Ladz to all Friendly models. War machine crews will leave there war machine. Skaven (p. 35) Caster or target US1 friendly character, who may be in HtH, moves to anywhere on table that is no closer than 1” to an enemy unit.
Each model in target unit must pass a T test or die, no saves. Then roll D6, 1-2 the enemy moves the Plague to another unit within 6” of any previous target or end it, on 3-4 it ends, and on 5-6 the caster may move or end it. May be targeted into HtH, all units in the combat are affected. RiP (Remains in play) spells last until dispelled or until the caster chooses to end it (which he can do at any time), attempts to cast another spell, uses a Dispel Scroll, or is slain. 16-02-2007 Spells may never be targeted into HtH, unless they only affect the caster or it is specifically stated in their description that they can. LoS (Line of sight) spells can only be cast on targets visible to the caster. Magic missile spells must be targeted like shooting, and cannot be cast if the caster is in HtH. Created by Deacon
Lore of Athel Loren (p. 79) Target Forrest, within 18” and with no enemy’s inside, can move D3+1”. Stops moving when it comes in contact with another unit or terrain. Forrest can contain Friendley units, who must be wholly inside. Alternatively can cause D6 S5 hits on a single enemy unit partially of wholly inside a wood. Target enemy unit gets D6 S4 (S5 if within 6” of a wood) hits. Target friendly unit treats a terrain as open ground and cannot be harmed by non-magical missiles until casters next magic phase. If unit gets charged, the spell ends. Target friendly unit, even in HtH, causes Fear until castes next magic phase. If it already causes Fear it causes Terror. Unit can only be effected once per magic phase. Target friendly unit, even in HtH, gains the Regeneration ability until the casters next magic phase. If target friendly unit is in HtH it gains +1A (mounts and ridden monsters unaffected). If unit is not in HtH it must move 2D6’ towards the nearest visible enemy unit (if none are visible move straight forward). If the move brings them in to contact with an enemy, it counts a charging. The enemy unit can only hold as charge reaction and must take Psychology test as normal.
Tree Singing
4+
-
Fury of the Forrest The Hidden Path
6+ 7+
18” 18”
The Twilight Host
8+
18”
Ariel’s Blessing
9+
18”
The Call of the Hunt
11+
18”
Invocation of Nehek
3/7/ 11+
18”
Hand of Dust
7+
Self
Hellish Vigour
7+
18”
Gaze of Nagash Vanhel’s Danse Macabre Curse of Years
8+ 9+
24” 18”
10+
24”
Magnificent Buboes Favoured Poxes
6+
18”
7+
18”
Target enemy unit, who may be in HtH, has its WS, BS, S and Ld reduced by –1 (to a minimum of 1). RiP.
Effulgent Boils
8+
24”
LoS Target enemy unit suffers D6 S4 hits, no armour saves.
Glistening Scabs
9+
18”
LoS Target character has its T reduced by –1 (to a minimum of 1) for the remainder of the game.
Glorious Afflictions Sumptuous Pestilence
10+
Any
11+
24”
Blissful Throes Luxurious Torment
6+ 7+
12” 24”
Titillating Delusions
8+
24”
Delectable Torture
9+
24”
Target enemy unit has its M halved, rounding up. Flyers can only use their ground movement rate. RiP. At the beginning of every magic phase, target enemy unit suffers D6 S3 hits, no armour saves. Not RiP, but can be dispelled in subsequent magic phases. Slaanesh (p. 45) Magic missile, D6 S6 hits. Target unit, who may be in HtH, gains frenzy (even if Immune to Psychology), but suffers D6 S3 hits at the beginning of every player’s turn while the frenzy lasts. In their Movement phase, target enemy unit must move directly towards a point anywhere in their LoS, designated by the caster. If they move into contact with an enemy unit, they count as charging. RiP, but also ends if the point is reached. Target enemy character resolves all his attacks against the unit he has joined. If he is alone and armed with a missile weapon, he fires it at a target chosen by the caster.
Enrapturing Spasms
10+
18”
Delicious Excruciation
11+
24”
2 3-4 5-6 7 8-9 10-11 12
Necromancy (p. 58-59) Can make new unit of 1/2/3D6 Skeletons or 1/2/3D6+1/2/3 Zombies (calculate their number of VPs immediately), add the same number to an existing unit, or heal target Undead model 1/2/3 Wounds. May be cast into HtH. Caster, who may be in HtH, may only make one attack, but if it hits, enemy is Killing Blow’ed, regardless of size. RiP. Target friendly Undead unit in HtH strikes first and re-rolls to hit in next close combat phase. Magic missile, 2D6 S4 hits. Target friendly Undead unit may move, or declare a charge of, 8”. Enemy can respond to the charge as normal. Each model in target enemy unit must roll a D6. On 6+, the model suffers a wound, no armour saves. At the start of the caster’s next magic phase, roll again at +1. RiP. Nurgle (p. 43) Target model must pass a T test or lose a wound, no armour save.
If target enemy unit, who may be in HtH, is not Immune to Psychology, they become it and may not voluntarily move, shoot, attack in HtH, cast or maintain spells. They are hit automatically in HtH, but they may still flee as normal. Lasts until the start of the caster’s next magic phase. Target unit, who may be in HtH, immediately rallies, becomes Unbreakable and ignores Instability. RiP.
Gut Magic (p. 61) * If a Gut Magic spell has already been successfully cast that phase and a second Butcher wishes to cast the same spell , the Casting level is doubled to 6+. A third would triple it to 9+, and so on. Bloodgruel 3+* Self Butcher gains wound on 2+, but gets a S6 hit on a 1. Cannot have more wounds than basic wounds. Braingobbler Bullgorger
3+* 3+*
18” 6”#
LoS. Target unit takes a panic test. Butcher takes S test, if passes target Ogre unit, even in HtH, gains +1S. Also for Bull Charge.
Bonecruncher
3+*
18”
Magic Missile, 2D6 S2 hits with no armour save. Butcher takes a S4 hit.
Toothcracker
3+*
6”#
Red Fire Orange Fire
5+ 6+
30” Self
Yellow Fire
6+
Self
The caster, his mount and any unit he joins gains a 5+ Ward save. This replaces the normal Daemonic save. RiP.
Green Fire
9+
24”
Blue Fire Indigo Fire
9+ 11+
12” 18”
All models in target enemy unit not fleeing or Immune toPsychology, makes one attack against itself, with any mounts or joined characters excluded. Doesn’t count as the first round of HtH. May cause a Panic test. Magic missile, 2D6 S D6+1 hits. Each model in target unit suffers a S2 hit. For each model killed, a Horror is created and placed in base contact with the front of the unit. The Horrors count as charging.
Violet Fire
12+
6”
Target Ogre unit, even in HtH, gains +1T and become Stubborn. Butcher takes a S6 hit Trollguts 3+* 6”# Target Ogre unit, even in HtH, gains the Regeneration ability and Magic Resistance (2). Butcher takes a wound with no save at all. # A Slaughtermaster spells have a range of 12”, A Butcher’s 6” An opponent may dispel any Gut Magic spell in his own Magic phase as though it was a RiP spell cast with a Power level of 7. High Magic (p. 21) Drain Magic 5/7/ 24” Target Wizard, who may be in HtH, must discard casting rolls of 9+ 6/5/4+. Lasts until the start of the caster’s next magic phase Walk Between 4+ Self Caster with US1 becomes ethereal until the start of his next Worlds magic phase. Curse of Arrow 6+ 24” Shooters firing at target enemy unit may re-roll to hit and Attraction template may re-roll partials during the next shooting phase. Fortune is Fickle 7+ 24” Target Wizard, who may be in HtH, miscasts on any double and all enemy dispels fail on any double. RiP. Fury of Khaine 8+ 24” Magic missile, 2D6 S4 hits. Flames of the Phoenix 11+ 24” Each model in target enemy unit suffers a S3 fire hit. At the start of the caster’s next magic phase, roll again at +1S. RiP. Vaul’s Unmaking 12+ 24” Target unit, who may be in HtH, must reveal all magic items carried. Caster may destroy one of these items. All runes on a runic item are affected. Tomb Kings (p. 35) Incantation of 18” Magic missile, D6 S4 hits. Vengeance Incantation of * If target friendly Undead unit is in HtH, each model in base toRighteous Smiting base with the enemy may make one free attack. This can cause a Panic test as for shooting. If it isn’t, and can shoot, it may do so. Cannot affect a unit more than once per turn. Incantation of * Target friendly Undead unit may move or declare a charge. Urgency Enemy can respond to the charge as normal. Cannot affect a unit more than once per turn. Incantation of 12” Target friendly Undead unit, who may be in HtH, has a number Summoning of wounds worth of models restored, up to its starting size. Skeleton Warriors regain 2D6 (pick the highest), Tomb Guard D6, and all other units D3. Characters, their chariot mounts and war machine crew are targeted separately. *: Tomb Princes have a range of self or the unit they have joined, Tomb Kings have 6” and Priests have 12”.
Tzeentch (p. 44) Magic missile, D6 S D6 hits. Caster may re-roll failed to-hit, to-wound, and saves. RiP.
Target enemy character must pass a Ld test or die, no saves.
Miscast Table (p. 109) The Wizard is annihilated and immediately removed as casualty. Models in base contact (including the wizard’s monsters or chariot) suffer a S10 hit, with no armour save. The Wizard and al models in base contact (including the wizard’s monsters or chariot) suffer a S6 hit, with no armour save. The opposing player may immediately cast one of his own spells. No casting roll is required, but can be dispelled by the player whose turn it is as normal. Using power dice to beat the basic casting cost. The caster suffers a S2 hit (no armour save) and losses all his remaining power dice and cannot do anything else during this magic phase. The caster suffers a S4 hit (no armour save). In addition all spells currently in play on the entire battlefield are automatically dispelled and the magic phase end. All stored PD and DD are also lost. The caster suffers a S8 hit (no armour save) and loses a Wizard level (he loses the spell he attempted to cast). If the caster reaches Lv 0, he cannot use anymore Arcane Items and do not generate PD and DD. The spell is cast successful and counts as being cast with irresistible force, but after this the Wizard forgets this spell and cannot be cast again during this battle.
WAAAGH! Miscast Table (p. 39) 2 The caster is killed and removed from the game. Each model in base contact suffers a S10 hit. All friendly units on the table top suffer D6 S3 hits. 3-4 The caster is killed and removed from the game. Each model in base contact suffers a S10 hit. 5-6 The caster sustains D3 S4 hits with no armour save allowed. 7 The caster forgets the spell he was casting. He may not use that spell again during this battle. 8-9 The caster takes a wound, with no armour save allowed. 10-11 The caster is subject to Frenzy and Stupidity. He never loses his Frenzy. 12 The spell is cast successful and counts as being cast with irresistible force, but after this roll again on this table (re-rolling further results of 12) If one or more units of at least 20 models is in combat, the O&G player may add 1 PD to his pool. If one or more units of at least 20 models are fleeing, the O&G player must deduct 1 DD from his pool.
1 2 3 4 5 6
Gut Miscast Table (p. 61) Remove the Butcher from play. All models in base contact suffer a S4 hit, and all other Butchers on the battlefield take D3 wounds. The Butcher suffers D6 S4 hits and may not cast anymore spells for the remainder of the game. The Butcher takes D3 wounds. The miscast spell may not be cast by any Butcher for the remainder of the game. Any models in base contact suffer a S2 hit with no Armour Save. The Butcher becomes Frenzied.
Created by Deacon
16-02-2007