Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Fire (p. 112) Heavens (p.

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

Miscast Table (p. 109)


2 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.
3-4 The Wizard and al models in base contact (including the wizard’s monsters or chariot) suffer a S6 hit, with no armour save.
5-6 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.
7 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.
8-9 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.
10-11 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.
12 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.

Gut Miscast Table (p. 61)


1 Remove the Butcher from play. All models in base contact suffer a S4 hit, and all other Butchers on the battlefield take D3 wounds.
2 The Butcher suffers D6 S4 hits and may not cast anymore spells for the remainder of the game.
3 The Butcher takes D3 wounds.
4 The miscast spell may not be cast by any Butcher for the remainder of the game.
5 Any models in base contact suffer a S2 hit with no Armour Save.
6 The Butcher becomes Frenzied.
Created by Deacon 16-02-2007

You might also like