Casting Value: 5+ Casting Value: 6+ This spell can be used on any friendly infantry Warp Lightning is a magic missile with a range of 24". character within 12", even if engaged in close combat. It causes D6 Strength 5 hits. If the number of hits This includes the caster (unless it is a Vermin Lord, as it rolled is 1, then the caster suffers a Strength 5 hit is a monster). The model may immediately be placed instead of the target. anywhere on the battlefield, but it must be placed at least 1" away from enemy models.
Skaven Spells of Ruin Skaven Spells of Ruin
3. Howling Warpgale 4. Death Frenzy
Casting Value: 7+ Casting Value: 9+ The spell summons driving winds that last until the This spell can be cast on any friendly unit within 18" start of the the caster's next Magic phase. Flying even if engaged in close combat. If successfully cast, creatures may not fly and must use their basic move. the unit will go into a state of Death Frenzy, which is All missile weapons that roll To Hit suffer a -1 penalty the same as Frenzy, except that it adds +2 Attacks not in addition to any other penalties (long range, etc.). +1. The spell may be cast on units that are already This spell does not affect your side's missile weapons, affected by Frenzy, but the effects do not stack - the as the unnatural winds are diverted by the caster unit will have a total of +2 Attacks. Once cast, a unit himself. will remain Death Frenzied until the unit loses in close combat. Units that are Death Frenzied suffer D6 automatic wounds, with no armour saves, at the end of each friendly turn (distributed as per shooting).
Casting Value: 10+ Casting Value: 11+ The caster may summon a gout of flame to blast out A crack appears in the ground at the caster's feet and of the earth. Place the small round template anywhere runs for 4D6" in a straight line in any direction in the within 24. Any model touched suffers a Strength 4 hit. caster's arc of sight. Any models in its path must make All wounds caused by this spell count as Flaming an Initiative test to leap out of the way. Models that Attacks. Any unit that suffers an unsaved wound must fail are removed as casualties. Instead of taking an take a Panic test. Initiative test, war machines and chariots must instead roll a 5+ or be destroyed.
Buildings (or a single section for larger structures)
collapse on a roll of 5+. Any models inside must pass an Initiative test or be removed as a casualty. Replace the building (or section for large buildings) with difficult terrain and place survivors in a unit so that at least one model is touching the newly formed rubble. If any models cannot fit, they are removed as casualties.