Battle Magic

(Entry)
Type: upgrade
EntryId: 1690-3a7-8a43-7cab
Hidden: false

Constraints:

max: 1

Profiles:

Spell NumberTypeCasting ValueRange
Hammerhand

Assailment

7+

Combat

A single enemy unit the caster is engaged in combat with suffers 2D3 Strength 4 hits, each with an AP of -2.

Fireball

1

Magic Missile

8+

24"

The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Spell has the Flaming Attacks special rule.

Curse of Arrow Attraction

2

Hex

7+

21"

Until your next Start of Turn sub-phase, you may re-roll any rolls To Hit of a natural 1 when shooting at the target enemy unit.

Pillar of Fire

3

Magical Vortex

9+

12"

Remains in Play. Place a small (3") blast template so tat its central hole is within 12" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves D6" in a direction of the caster's choosing during every Start of Turn sub-phase. Any unit (friend or foe) the moving template touches or moves over suffers D3+3 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks special rule.

Arcane Urgency

4

Conveyance

10+

15"

If the target friendly unit is not fleeing and has moved during this Movement phase, it may immediately move again.

Oaken Shield

5

Enchantment

7+

Self

Until your next Start of Turn sub-phase, the caster and any unit they have joined gain 5+ Ward save against any wounds suffered.

Curse of Cowardly Flight

6

Hex

9+

15"

The target enemy unit must immediately make a Panic test. If the target unit automatically passes any Panic tests it is required to make for any reason, it must still make this test and, should it fail, it will Give Ground.