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CURSE OF ARROW

ATTRACTION
The air around the victims shimmers
with magical energy as it warps and
twists.
This may be cast on an enemy unit
within 24" of the caster. Any missile fire
directed at the unit in the following
Shooting phase may re-roll any failed
rolls to hit. If the unit is targeted by a
template or breath weapon then you
may re-roll to hit any models which are
partially covered. The Curse has no
effect on close combat.
Cast on 6+
DRAIN MAGIC
This spell can be cast at three different
levels. Choose before you attempt to cast
the spell the casting number varies
accordingly.
Level Casting Number Dice Rolls Discarded
1 5+ 6s
2 7+ 5s & 6s
3 9+ 4s, 5s & 6s
Whichever you choose, the spell may be
cast on a single enemy Wizard within 24"
of the caster and may be cast into close
combat. If successful, the victims spells
will be weaker.
See the High Elves armies book for more
details.
Cast on 5+/ 7+/ 9+
WALK BETWEEN WORLDS
As the mage intones this ancient
incantation he beings to fade from
view, becoming as insubstantial as a
ghost!
This only affects the caster, and only if
he is on foot. The caster becomes
ethereal. He can only be hit by magical
weapons and can move through
obstacles and through impassable or
difficult terrain as if it was open
ground. The caster is affected by spells
as normal, and may cast spells himself
and fight as normal. Lasts until the start
of the casters next Magic phase.
Cast on 4+
VAULS UNMAKING
May be cast on an enemy unit within
24" of the caster and may be cast into
close combat. If successfully cast, the
owner of the unit must reveal to the
caster all the magic items in the unit.
The caster then chooses one of them to
be nullified for the rest of the battle.
The spell itself does not remain in play,
but the effect lasts for the remainder of
the battle.
Vauls Unmaking can drain the magic
from Dwarf rune items. Note that all
the runes on an individual item will be
drained by the spell, not just one.
If the unit has no magic items then the
spell has no effect.
Cast on 12+
FURY OF KHAINE
Calling on the dread might of Khaine,
the mage launches a searing bolt of
brilliant white energy at his enemies.
The Fury of Khaine is a magic missile
with a range of up to 24". If successfully
cast, it strikes its target causing 2D6
Strength 4 hits.
Cast on 8+
Magic Missile
FORTUNE IS FICKLE
This may be cast on an enemy Wizard
within 24" of the caster and may be cast
into close combat. Whenever the victim
rolls any double (even a double 6) to cast
a spell it is a Miscast. In addition, any
double rolled by the opposing player
whilst attempting to dispel will fail (even
a double 6).
The spell lasts until it is dispelled, the
Mage chooses to end it (which he can do
at any time), attempts to cast another
spell, or is slain.
Cast on 7+
Remains in play
FLAMES OF THE PHOENIX
This may be cast on an enemy unit within
24". Each model, including characters and
unit champions, takes a Strength 3 hit
immediately. If the spell is still in play at
the start of the casters next Magic phase,
each model in the unit takes a Strength 4
hit. If still in play at the start of the casters
following Magic phase, each model takes
a Strength 5 hit, and so on, with the
Strength increasing by 1 each turn it
remains in play. The spell lasts until
dispelled, the Mage chooses to end it
(which he can do at any time), attempts to
cast another spell or is slain.
Cast on 11+
Remains in play
HIGH MAGIC
HIGH MAGIC
HIGH MAGIC
HIGH MAGIC
HIGH MAGIC
HIGH MAGIC
HIGH MAGIC

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