SPELLS
AURA OF COMMAND Duration: exhaustion While this power is in effect, the caster and all friendly models within 6” of him automatically pass any Courage test they are required to take. Channeled: The range of the spell is increased to 12”.
AURA OF DISMAY Duration: exhaustion All friendly models within 6” of the caster cause Terror, including caster himself. Channeled: The range of the spell is increased to 12”.
BANISHMENT Duration: instant This power only affect Spirits and Undead. The target model automatically suffers 1 Wound. Channeled: The target model suffers D3 Wounds instead of 1.
BLACK DART Duration: instant The target model suffers a Strength 9 hit. If cast on a Cavalry model the attacker chooses whether the mount or rider is struck. Channeled: A wounding hit cause D3 Wounds rather than 1.
BLINDING LIGHT Duration: temporary While this power is in effect, any shots directed at the caster, or a model within 6” of him, only hit on a To Hit roll of a 6. Additionally, an area with a 12” radius around the caster is illuminated as if it were daylight. Channeled: The duration becomes exhaustion.
CHILL SOUL Duration: instant The target model suffers a Wound, exactly as if wounded in close combat. If cast on a Cavalry model, the attacker chooses whether the mount or rider suffers the Wound. Channeled: In additionally, all other models (friend and foe) within 3” of the initial target suffer a Strength 5 hit.
COMMAND/COMPEL Duration: temporary The caster can move the target model up to half of its maximum move distance. He can do this even if the model has already moved that turn. The move cannot force the victim to jump, leap, climb, dismount, drop wargear or lie down, but can make it into difficult terrain and even make it Charge an enemy. No Courage tests are required to Charge Terror-causing foes, in this instance. It can even force victim to drom an item that it is carrying or to put on the One Ring (if target carries it). Once the model has finished the move, he may not move any further that turn, for any reason. Finally, the victim suffers the effects of Immobilise/Transfx magical power. Channeled: The target model also reduces his Fight value and Attacks to 1.
CURSE Duration: instant The target model immediately loses a Fate point. Channeled: The target model loses all of its remaining Fate points.
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DRAIN COURAGE Duration: instant The target model reduces its Courage characteristic by 1 for duration of the battle, to a minimum of 1. This magical power can be take effect several times on the same target - reducing the model's Courage each time. Channeled: The target model reduces its Courage characteristic by D3 instead of 1.
FORTIFY SPIRIT Duration: exhaustion The power only targets the Caster or a model in base contact with him. While this power is in effect, the model rolls two extra dice when making Resist tests. These extra dice do not reduce his Will store, and can be rolled even if he has no Will points remaining or chooses not to expend any Will. Channeled: The target also adds 1 to the score of his highest dice when resisting magic.
FURY Duration: exhaustion This magical power affects the caster and all friendly models of the same race within 6” of him. Whilst this power is in effect, affected models automatically pass Courage tests. They also receive a special Fate that is passed on the roll of 6 if they are wounded. This test is taken immediately after a Wound is causes, can be taken before its own Fate rolls are made, and can be altered by Might. Channeled: The special Fate roll that power provides is passed on a 5+ instead of a 6.
IMMOBILISE/TRANSFIX Duration: temporary While this power is in effect, the target model may not move (except to Back Away, should he lose a Fight) or shoot. Additionally, while this power is in effect, he halves his Fight and Attacks characteristics (rounding up) and may not Strike if he wins a Duel roll. Channeled: The target model's Fight and Attacks characteristics are reduced to 1.
NATURE'S WRATH Duration: instant All enemy models within 6” of the caster are knocked Prone. Cavalry models are automatically treated as having suffered a Rises from the Dust result on the Thrown Rider chart (the rider disentangles himself from his mount but can do nothing else for that turn - if engaged in combat he cannot strike blows if he wins) - both rider and mount are then knocked Prone. Channeled: All enemy models within 6” suffers a Strength 2 hit after being knocked Prone.
PANIC STEED Duration: instant This power may only target mounted models (even Monstrous Mounts). The rider is immediately thrown from the saddle and his mount bolts from the field of battle. Remove the mount from play and roll on the Thrown Rider chart to determine the effects of the fall. Channeled: All enemy models within 3” of the initial target are also affected.
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PARALYSE Duration: instant The target is immediately paralyzed. It is knocked Prone and may do nothing until it recovers. The victim also makes no Duel rolls, and thus will automatically lose a Fight unless joined by a friendly model. At the end of the Fight phase, the controlling player must roll a D6 for each of his paralyzed models. On the roll of a 6, the model recovers and stands up. Friendly models who spend the fight phase in base-contact with a paralyzed model, and do nothing else, may also attempt to revive the victim. Roll an additional D6 for paralyzed model for each such friend. Might points can be used to modify this roll. Channeled: Each time the victim fails to roll a 6 on a revive roll, he suffers a Strength 5 hit.
RENEW Duration: instant The target regains a single Wound lost earlier in the battle. Channeled: The model instead recovers D3 lost Wounds.
SAP WILL Duration: instant The target model loses D3+1 Will points to a minimum of 0. Channeled: The target model loses all of its remaining Will points.
SORCEROUS BLAST Duration: instant
Ia) If the original target of the spell has Strength 5 or higher, it is knocked Prone and blasted away from the caster, in direct line, on k6 inches. STRENGHTEN WILL Duration: instant The caster can use this spell to give one Will point to a friendly Hero within range. The target's Will can be increased past their starting amount, and this power can be used even if they started the game without any Will points. Channeled: The target receives D3 Will points instead of 1.
TERRYFING AURA Duration: exhaustion While this power is in effect, the caster causes Terror. Channeled: Model wishing to Charge the caster whilst this power is in effect must take their Courage test on 3D6, discarding the highest dice.
YOUR STAFF IS BROKEN Duration: instant This power destroys the staff of the target model. All the advantages associated with the staff are immediately lost (including the two-handed weapon bonus). Channeled: The target also suffers a Strength 7 hit. |
unique spells
WITCHER Duration: instant The victim immediately has its Strength reduced by 1 for the remainder of the game. Channeled: -
DRAGON FURY Duration: exhaustion This magic power works in the same way as Fury spell. However, it instead affects all models from Eastern Kingdoms within range, including Heroes. Channeled: see Fury Magical Power.
BLADEWRATH Duration: temporary Select a single friendly Hero within range or caster himself. Any blows the chosen model strikes in combat this turn are resolved at Strength 6. Channeled: -
WRATH OF BRUINEN Duration: instant This spell affects all enemy models within 6'' of caster, but only one foe can attempt to resist it. If resisted, all foes are unaffected; if the resist attempt is failed, the all are affected. All enemies within 6'' are knocked to the ground. Cavalry models are automatically thrown - both steed and raider are knocked to the ground. All affected models the suffer a Strength 2 hit, or a Strength 8 hit if they are in a stream, river or other similar water terrain feature. Channeled: -
FLAMEBURST Duration: instant The target suffers a Strength 6 hit. Channeled: -
BESTIAL FURY Duration: exhaustion This magic power works in the same way as Fury spell. However, it instead affects apply to (unridden) Wargs, Spiders and Bats not Goblins. Channeled: see Fury Magical Power.
ENRAGE BEAST Duration: temporary This magic power can be used against a single Bat, (unridden) Warg or Spider model. It this power is successfully casted, the target's Fight, Strength, Attack and Courage are increased by 3 until he end of Fight phase. The enraged model suffers a Strength 10 hit, at the end of the Fight phase. It may not be channelled. Channeled: - |
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