Waaagh! Magic

(Entry)
Type: upgrade
EntryId: bd6f-7c73-9ace-36a0
Hidden: false

Constraints:

max: 1

Profiles:

Spell NumberTypeCasting ValueRange
Fist of Gork

Assailment

9+

Combat

Place a large (5") blast template so that its central hole is directly over the center of a unit the caster is engaged in combat with. Once placed, the template will scatter D3"+1. Any model (friend of foe) whose base lies underneath the template's final position risks being hit and suffering a single Strength 4 hit with an AP of -1.

Vindictive Glare

1

Magic Missile

8+

21"

The target enemy unit suffers a single Strength 7 hit with the Multiple Wounds (D3) special rule and with no armour save permitted (Ward and Regeneration saves can be attempted as normal). This spell may target an enemy unit engaged in combat.

Hand of Mork

2

Conveyance

7+

18"

This spell can only target friendly characters, but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere within 2D6" of its original location, but not within 3" of any enemy models. However, if a double 1 is rolled, the character land badly and looses a single Wound. Note that this spell allows a character to leave combat.

Bad Moon Rizin'

3

Hex

10+

15"

Until the end of this turn, the target enemy suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).

Evil Sun Shinin'

4

Enchantment

9+

Self

Until your next Start of Turn sub-phase, friendly units that are within the caster's Command range may re-roll any rolls To Hit of a natural 1, and improve the Armour Piercing characteristic of their weapons by 1.

'Ere We Go!

5

Enchantment

7+

Self

Any friendly unit that is within the caster's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.

Foot of Gork

6

Magical Vortex

8+

15"

Remains in Play. Place a large (5") blast template so tat its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves 2D6" in a random direction during every Start of Turn sub-phase. Any unit (friend of foe) the moving template touches or moves over suffers D3+3 Strength 5 hits, each with an AP of -1.

Used By (6)