The priestess calls upon the power of Shaekal the Wind Goddess to enter the battlefield.
The goddess appears in the form of singing motes and dancing lights that will entrance and ‘hold’ any model within 10" until the start of the Amazon player’s next turn. The model cannot move, shoot, or cast spells, but may defend itself in hand-to-hand combat. Models affected by this ritual automatically go last in combat.
The priestess begins the ritual by dancing wildly and screaming in an ancient tongue.
All friendly models close to the Priestess will be charged with a frantic energy until the end of their next turn. During this time any model within 8" of the Priestess (including herself) will add +1 to their Strength. The ritual cannot be cast if the Priestess is in close combat during her Shooting phase. The effects will continue after the ritual is cast if the Priestess enters combat.
The priestess summons harsh tropical winds to protect the Amazons from enemy ranged attacks.
The storm extends out from the Priestess 18". All attempts to shoot missile weapons by the enemy will be at -1 to hit. The ritual lasts up until the start of the Amazon player’s next turn.
Moving her arms about in a weaving motion, the priestess calls upon the plants to protect her.
The ritual produces a cocoon of thorns all about the Priestess, making her immune to ranged or magical attacks. Any models wishing to charge the Priestess can do so but the thorns negate any strikes by the Priestess and her enemies in the first round of combat. The Priestess cannot cast this ritual while in hand-to-hand combat.
Drawing upon her will, the Priestess reaches out to the denizens of the jungle, seeking their aid.
Pick one model within 12". The model is suddenly swarmed by a savage mix of snakes, spiders and insects, most of them poisonous. The afflicted model takes 1D6 Strength 2 hits with no armour saves allowed apart from Ward saves. You cannot use a dodge save against a swarm.
The priestess starts to sing with a wondrous voice and all the Amazons join in with her.
The song is so beautiful and mesmerising that it momentarily distracts the Amazon’s enemies within 12" such that all Ld tests for the opposing warband are made at -1 until the end of the opposing player’s next turn. Lizardmen and Undead are immune to the effects of this ritual.
The magic of the Djinn is a rare, almost lost, art among men. It is the preserve of the Djinn of the deep desert and of those Djinn unfortunate enough to be captured.
This spell is cast at the beginning of the caster’s Movement phase. The caster may move up to 12+D6" anywhere on the battlefield, ignoring any intervening terrain; this counts as the caster’s movement for that turn. This spell may not be used to move the caster into base contact with an enemy warrior, but the caster may shoot as normal (with a -1 penalty for having moved).
Calling upon the Element of the Earth, the caster is able to make a warrior’s skin become as hard as stone.
This spell may be cast on any friendly warrior within 6". The target gains +2 to his armour save but suffers a -1 penalty to Initiative. The spell may be maintained each turn, providing the affected warrior remains within 6" of the caster and the caster can pass a Difficulty test. If the caster is more than 6" away from the affected warrior in the Recovery phase, the spell cannot be maintained and wears off. Only one warrior may be affected by a Stone Skin spell at any one time, although the caster is free to cast other spells while maintaining the Stone Skin.
By invoking the Element of Fire, one of the caster’s hands becomes a burning bolt which he can use to smite his enemies.
This spell is cast at the beginning of the Combat phase. The caster may sacrifice all of his normal attacks to make one hand-to-hand attack at Strength 5, causing 2 wounds. If the enemy warrior is successfully hit, he is set on fire on a roll of 4+. This spell lasts for one round only.
By invoking the Element of Water, water rises from the very rocks and sand and turns the ground to quicksand.
This spell is cast at any warrior within 6". The water floods the area for 3" around the targeted warrior. The effect lasts until the beginning of the caster’s next Recovery phase. All warriors within the quicksand must pass a Strength test or be unable to move. Warriors in combat cannot attack but may defend themselves.
By breaching the very fabric of reality, the caster is able to summon a bolt of pure magical energy.
The caster may target any warrior within 12". If the spell is successfully cast, the target is struck by a bolt of energy and takes one S5 hit. Armour saves may be taken as normal.
The caster calls on the elements of the desert and draws upon the fortune they can bestow.
In the post-battle sequence, the player may re-roll any one dice or modify one dice by +1/-1. If the caster was taken out of action, this spell may not be cast.
Chaos rituals employ the raw power of the darkest magic, and are therefore supremely useful in bringing pain and suffering, as well as change and mutation.
By using illusory magic, the sorcerer turns his closest enemy into a stone statue.
Choose an enemy miniature that is within 12” of you and is in your line of sight. For the rest of the turn and the following turn, the miniature will not be able to do anything. If attacked in melee, the miniature will suffer an automatic hit. If it is shot, the miniature that shoots at it will get a +1 bonus on hit.
The sorcerer vanishes in front of the enemy’s eyes only to reappear elsewhere on the battlefield.
The wizard may immediately make a move of up to 6” in any direction and may enter or leave combat without penalty. If he enters combat, he is considered to be making a charge move.
After emitting a scream, the sorcerer turns into a red incandescent ball while a torrent of lava and stones gushes from his mouth and skin.
All miniatures within a distance of up to 4” (friend or foe) suffer an automatic hit of Strength 4. After resolving the effects of this hit, the sorcerer will not be able to cast any more spells until the next turn and will suffer a -1 to his Toughness attribute.
The wizard opens his arms while summoning the mighty Hashut to help his children and give them strength.
Choose a friendly miniature within 12” and roll 1D6. Hobgoblins always subtract 1 from the result.
You may use the Eye of Hashut successfully only once per battle.
1D6
Result
1
Hashut does not trust you. The miniature is immediately out of action, although it will not roll on the serious injury table during the post-battle sequence.
2-5
Hashut trusts you. The miniature adds +1 to one of its attributes for the rest of the game.
6
Hashut favors you. The miniature adds +1 to all attributes for the rest of the game.
Chaos rituals employ the raw power of the darkest magic, and are therefore supremely useful in bringing pain and suffering, as well as change and mutation.
The Chaos Mage summons horrible visions of the realm of Chaos, causing his enemy to recoil in utter horror.
This spell has a range of 6" and must be cast on the closest enemy model. If the Chaos Mage is in hand-to-hand combat, he must choose his target from those in base contact with him. The affected model is immediately stunned. If the model cannot be stunned it is knocked down instead.
The Chaos Mage implores the Dark gods to grant a boon to their servant.
You may use the Eye of God successfully only once per battle. Choose any single model within 6", friend or foe. Roll a D6 to see what happens to the affected model.
D6
Result
1
The wrath of the gods descends upon the target. The model is taken out of action immediately. He does not have to roll on the Serious Injury chart after the battle though.
2-5
The model gains +1 to any one of his characteristics during this battle (chosen by the player who cast the spell).
6
The model gains +1 to all of its characteristics for the duration of the battle.
The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour.
This attack has a range of 8" and causes D3 S5 hits. It hits the first model in its path. After using this spell the Chaos Mage must roll on the Injury table for himself to see how dangerous the wound is, though treat the out of action result as stunned instead.
The Chaos Mage calls upon the taint of chaos which exists in the inner soul of all living beings.
The spell has a range of 12" and must be cast on the closest enemy model. Roll a D6 and add the Chaos Mage’s Leadership to the score. Then roll a D6 and add the target’s Leadership to the score. If the Chaos Mage beats his opponent’s score he gains control of the model until the model passes a Leadership test in his own recovery phase. The model may not commit suicide, but can attack models on his own side, and will not fight warriors from the Chaos Mage’s warband. If he was engaged in hand-to-hand combat with any warriors of the Chaos Mage’s warband, they will immediately move 1" apart.❓
The Chaos Mage is lifted from the ground by two shadowy Daemons and carried wherever he wants to go.
The Chaos Mage may immediately move anywhere within 12", including into base contact with an enemy, in which case he counts as charging. If he engages a fleeing enemy, in the close combat phase he will score one automatic hit and then his opponent will flee again (if he survives).
Charms and Hexes are the magic of Witches. They involve copious amounts of spell ingredients and painstaking incantations but they can be devastating, reducing enemies to pitiful wrecks and infusing comrades with almost incomprehensible luck.
Casting a handful of dust into the air, the Witch blows it around her, blinding her enemies.
One enemy model within 16" of the Witch is struck instantly blind. They may not shoot, charge or run, are at half Weapon Skill and will move in a random direction at the start of their turn. The Blindness lasts until the Witch casts another spell or moves.
Whispering words of ancient power, the Witch causes an enemy to age rapidly before their very eyes, making them weak and feeble!
One enemy model within 12" of the Witch will be severely debilitated and all of their characteristics are reduced by -1 for the duration of this and their next turn.
Muttering a dark and malicious incantation, the Witch causes a warrior's grip to loosen, making it almost impossible for them to attack.
One enemy model within 18" of the Witch will be unable to use any of their weapons as they perpetually slip from their grasp. They will be unable to shoot and count as fighting with fists in Hand-to-Hand combat. The enchantment lasts for the duration of this and their next turn.
The Dark Elves are as accomplished practitioners of magic as their arch enemies the High Elves but whereas the High Elves essentially use magic defensively and for the power of good, the Dark Elves utilise the evil powers of Dark Magic a very destructive force indeed.
Dark Elf Magic is used by Dark Elves Dark Elf Sorceress
Whispering an ancient incantation the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand.
The bolt of doom may be targeted at any enemy model in line of sight. The Doombolt has an 18" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength than the previous hit. The bolt will keep leaping until there are no more targets within range or until its Strength drops to a one. Each model can only be hit by a bolt once per turn. Take armour saves as normal.
The Sorceress calls the curse of the Witch King down on his enemy reducing their willingness to fight.
The spell may be cast at an enemy model within 12". The victim must re-roll all successful hand to hand or missile attacks and all to wound rolls. If the victim wishes to charge, he must pass a successful Leadership test first. Lasts until the beginning of the next Dark Elf turn.
At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body giving him renewed strength and vigour.
Once successfully cast, the Sorceress must make a to hit roll against a model in base contact. If the attack hits, the opponent suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her profile. The Sorceress can never have more than one extra wound from this spell and the extra wound is lost at the end of the battle.
Summoning Dark Magic the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. The weapon acts as normal but grants +2 Strength and ignores armour saves. The spell lasts until the Sorceress’ next shooting phase.
The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down.
The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12" and may count as charging. If she engages a fleeing enemy in the close combat phase she will score 1 automatic hit and the opponent will flee again.
A blast of foul flatulence signals Gork’s wrath. Range: 12". The first model in its path must roll under its Toughness or take a S2 hit and be knocked down automatically.
The Shaman channels pure Waaagh! energy through his body and vomits it toward the enemy.
Range 6". Fire bolts equal to the number of the Shaman’s Attacks. Resolve with Strength equal to the Shaman’s Toughness at the first model in their path. After the bolts effects are resolved, roll a die. On a 1 the Shaman has drawn upon too much power. The Shaman collapses and goes out of action.
The Shaman summons a giant green hand to lift any Goblin and carry him into the fray.
The Shaman or any other Goblin within 3" may be moved up to 12". If this move brings them into close combat, they count as charging in the close combat phase.
The Shaman and nearby Goblins become filled with the essence of the Waaagh!
All friendly models within 6" of the Shaman treat stunned results on the injury table as knocked down instead. The effects last until the Shaman takes a wound.
Priests of Morr use Funerary rites to insure that the dead remain dead, that their body is sanctified and sealed and their soul safely passed into Morrs keeping.
The Priest of Morr calls out to his god when confronted by an abomination and asks that he be shielded from the corrupted magic of the tainted.
Any Magical attacks made by a Necromancer, a Magister or Daemons, which would be considered a direct attack on the priest, will be negated if this rite is successful.
Those who fall shall be sanctified and their soul freed, in the name of Morr, god of death.
The priest of Morr may attempt to perform the Rite of Sanctity on a model (friend or foe) who has been taken Out of Action. The priest of Morr must be within 6” of the model in question. If successful, the model may not be raised up by a Necromancer.
'By his the hand of Morr, the Undead shall become as dust and ashes'
The priest of Morr must be in base-to-base contact with an Undead model. Before Hand-to-Hand combat occurs, the priest of Morr may attempt to use the Hand of Morr rite. If successful the foe immediately goes out of action (this affects Zombies, Dire Wolves and Vampires). Ghouls and Possessed affected by this rite will immediately flee their full Move away from the priest of Morr.
‘Gaze upon me, abomination, for I am a priest of Morr'.
This rite has a range of 6” and must be directed at the closest Undead model first, or if no Undead are within range, at the next closest human servant of the Undead (Dregs, Ghouls, Necromancers), or finally at any model. If successful, that model is immediately Stunned. If the model cannot be Stunned, then it is Knocked Down instead.
'I am a priest of Morr, god of death!' It is a well-known fact that the priests of Morr are not martially inclined. Their divine duties involved the dead, not the taking of life. However, there are times when a priest of Morr will he called to engage in combat and who would be more feared than a representative of the god of Death?
This spell gives the priest of Morr a 6+ armour save and increases their WS by either +1 or makes it 4, whichever is greater.
The Shaman channels pure Waaagh! energy through their body and vomits it toward the enemy.
Range: 6". Fire bolts equal to the number of the Shaman’s Base Attacks. Resolve with Strength equal to the Shaman’s Toughness at the first model in their path. After the bolts effects are resolved, roll a die. On a 1 the Shaman has drawn upon too much power, they collapse and goes Out of Action.
The Shaman summons a giant green hand to lift any Goblin and carry them into the fray.
The Shaman or any other Goblin within 3" may be moved up to 12", ignoring terrain. If this move brings them into close combat, they count as charging in the close combat phase.
The Shaman and nearby allies become filled with the essence of the Waaagh!
All friendly models within 6" of the Shaman treat stunned results on the Injury Table as knocked down instead. The effects last until the Shaman takes a wound.
All your heroes count as having Lucky Charms for this battle and ignore the first hit against them on a D6 roll of 4+. If they already own Lucky Charms, they may reroll a failed Lucky Charm save, accepting the second result.
The Damsel and any Bretonnians within 6" of her gain an unmodified ward save of 4+ against the effects of spells or prayers. Test each shooting phase: on a roll of 1 or 2, the spell dissipates.
The damsel may pick a friendly hero or henchman (including herself) within 12” that charged or failed a charge this turn. That warrior gains +1 to hit on all attacks they make until the end of the turn. In addition, if they are not in combat, they may make an additional move of 1D6” towards an enemy (if they move into base contact with an enemy, this counts as a charge).
Anyone attempting to shoot at the Damsel must first pass a Leadership test, or else they are unable to fire this turn. This includes Silver Arrows, Crossbow Pistols, Hand-to-Hand Pistols, and Template shot weapons that she is within the path of (like Blunderbusses.) This spell lasts until the end of the game.
Any one model within 4” of the Damsel (including herself) may be healed. The warrior is restored to his full quota of Wounds. In addition, if any friendly models within 4” are stunned or knocked down, they immediately come to their senses, stand up, and continue fighting as normal.
The Damsel picks a friendly hero or henchman within 8”. Until the start of your next shooting phase, that warrior may re-roll one die roll they make and add +1 or -1 to the result.
Those who have not been schooled in the ways of magic can cast only relatively simple spells. Many human wizards, lacking the tradition of sorcery and the grimoires of Necromancers and Chaos Mages, have to rely on their own natural aptitude and experimentation.
The wizard summons a fiery ball of flames and hurls it upon his enemies.
The fireball has a range of 18" and causes one Strength 4 hit. It strikes the first model in its path. Armour saves are taken as normal (ie, with -1 modifier).
Calling upon the power of the winds of magic, the wizard walks on air.
The wizard may immediately move anywhere within 12", including into base contact with an enemy, in which case he counts as charging. If he engages a fleeing enemy in the close combat phase he will score 1 automatic hit and then his opponent will flee again (if he survives).❓
The wizard places a sense of mind-numbing fear into the minds of his opponents.
A single model within 12" of the wizard must pass a Leadership test or flee 2D6" directly away from him. If he flees, he must test at the start of each of his own movement phases and will continue to flee until he passes a test. Note that this spell does not affect Undead or any model immune to fear.
Silvery arrows appear from thin air and circle around the wizard, shooting out to strike his foes.
Unlike other spells, this cannot be cast whilst in hand-to-hand combat. The spell summons D6+2 arrows which the wizard can use to shoot against one enemy model.✏️ The arrows have a range of 24". Use the wizard’s own Ballistic Skill to determine whether he hits or not, but ignore movement❓, range and cover penalties. The arrows cause one S3 hit each.
A flaming sword appears in the hand of the wizard, promising red ruin to all who stand in his way.
The sword gives the wizard +1 Attack, +2 Strength and +2 Weapon Skill. Take a Leadership test at the beginning of each of the wizard’s own turns. If the test fails, the sword disappears.
A lightning bolt shoots from the sky above and strikes the closest enemy model within 10" of the Skink Priest, causing a single Strength 5 hit. However add +1 to the Strength and +1 to the roll on the injury table if the model is wearing armour like light armour, heavy armour, Ithilmar armour or Gromril armour.
This spell may be cast on a single model within 6" of the Skink Priest or on himself. Roll a D6 to determine the blessing. The effects remain in play until the Priest or the model is Stunned or taken Out of Action. Only a single model may be affected by the blessing at any given time.
The spell affects all Skinks within 6" of the Skink Priest, including himself, and allows any model that is in cover to immediately to go into hiding. A model may go into hiding even if they ran in the movement phase or has already shot with a missile weapon.
The Skink Priest and any Lizardmen within 4" of him gain a save of 4+ against the effects of spells or prayers. This spell remains in play until the Skink Priest is taken Out of Action.
A single Lizardman within 6" of the Skink Priest or himself, is overtaken by rage and follows the rules for Frenzy, in addition he gains +1 Strength. This spell remains in play until the Skink Priest or the model is -Stunned- or is taken -Out of Action-. At the beginning of the turn the Skink priest must pass a Leadership roll in order to keep the spell going. Only a single model may be affected by the blessing at any given time, but the Skink Priest can choose to release the spell at the beginning of his turn if he wish to attempt to recast it on another model later in the shooting phase.
A single Lizardman model within 6" of the Skink Priest or himself, may make an additional sprint of movement and move up to 4". This counts, as running and a model may not move if he has already fired with a missile weapon. He may not charge with this extra move.
Summoning all the curses of the Dark Master, the Emissary instils the vigour of the undead into a slain enemy forcing them to attack their comrades.
This spell will affect all enemy models slain in the shooting phase or close combat and lasts until the start of the caster's next turn. The enemies will reanimate as they are killed and attack their comrades. If not in combat the model will shoot if able, or charge if it has no missile weapons. If in combat the enemy will only make a single attack. After attacking the enemy will fall once more, dead.
A vision of a warrior's worst nightmares manifests before him instilling inner feelings of dread.
This spell may be cast upon an enemy model within 18" of the caster. The model must take an immediate fear test as if charged by a fear-causing enemy. If failed the model flees 2D6" away from the Dark Emissary.
The Dark Emissary bas the power to enfeeble his enemies, loosening their grip on their swords and debilitating their will through the cold touch of fear.
This spell can be cast upon a single model within 24" of the caster. All that model's rolls to hit for both shooting and combat are reduced by -1 until the start of the caster' next turn.
A deep and impenetrable fog cloaks the entire battlefield, filled with the vicious embodiments of nightmares. Chaos and fear ensue.
This spell affects every model on the board except the Dark Emissary. Enemy models are affected on a roll of 4+, while friendly models are only affected on a 6+. All models attacked by the nightmare creatures suffer a strength 2 hit. The fog lasts until the start of the caster's next turn and reduces line of sigh to 3D6" for all warriors present which will affect shooting, charging etc.
The Emissary conjures a dark serpent of pure malign energy to ensnare and crush an unwitting adversary in its coils.
This spell may be cast upon a single enemy model within 6" of the caster. The model must take an immediate toughness test to fight off the deadly serpent. If failed the model is crushed to death and out of action. No saves of any kind will protect against this magic.
The power of light infuses one of the Truthsayer's allies, encasing them in a protective barrier of pure light.
This spell may be cast upon a friendly model within 12" of the caster. That model has an additional save of 5+ that can be reduced in any way against all attacks until the start of the Truthsayer's next turn.
Life is at the essence of the Truthsayer's magic. Harnessing all of his power the Truthsayer restores a fallen comrade miraculously back to life!
This spell may be cast upon a friendly model slain in the previous enemy turn. The model is immediately restored back to 1 wound remaining and should be placed as accurately as possible where they fell.
The Truthsayer evokes a powerful blessing, which instils an ally with the courage and strength of the immortal hunter gods.
This spell may be cast upon a single friendly model within 24". The model is infused with strength and courage, gaining +1 to all hit rolls in close combat for the duration of the turn.
A corona of reassuring energy surrounds the Truthsayer and envelops an ally with its power, instilling resolve and unshakable determination.
This spell affects all friendly models within 12". The models are completely immune to the effects of psychology and all alone tests until the end of the Truthsayer's next turn.
The booming resonance of the voice of the Truthsayer echoes across the fens and enemies quake with indecision and doubt.
This spell affects one model within 24" of the Truthsayer. That model may do nothing in its next turn other than defend itself in combat. It may not move, shoot, attack or perform any other action.