Wrath of God

(Rule)
Description: Place a counter on the target point.
At the end of each subsequent Magic Phase roll a D6:

• If 1--3 is rolled, nothing happens .
• If 4--6 is rolled, each unit within 2D6" suffers 2D6 hits with Strength 5, Armour Penetration 2, and Magical Attacks.
If a unit fails a Panic Test forced by the spell, it Flees directly away from the marked point (for all other rules, the Caster is considered to be the attacker).
The spell then ends.