You are on page 1of 2

Thunderbolt Escape

RANGE 24” POWER 2 POWER 1

A lightning bolt arcs from the The caster may transport themselves
wizard’s hand and crashes across the anywhere on the battlefield. The
battlefield 24” in a straight line. wizard may not move themselves into
Anything in the path of the lightning close combat.
suffers a S4 hit. Characters may take
a ’look out, sir’ roll to avoid the blast.

Will
POWER 1 Range 36”

This spell may be used on any


friendly regiment. During the magic
phase, the regiment may take one of
the following actions: charge, move,
or march move.
POWER 3 RANGE 48” POWER 1 RANGE 36” POWER 2 RANGE 2D6”
Ball of Flame
RANGE 24” POWER 1 Cloud of Chaos Command Firestorm
. A Cloud of chaos engulfs the Command may be cast on a unit within 36”.
The wizard can cast 1 fireball per Roll 2D6 for the radius of the spell’s
battlefield, extending 48” from the Each time the target wishes to move it must
effect. Any model within this area
magic level. Each fireball strikes mage in all directions. All enemy pass a Ld test on a 2D6. If it fails, the Mage
the first model in its path up to may move the model instead. takes a S4 hit(no armor save
units within the cloud must pass a allowed). This spell affects heroes
24” away. A model hit by a Ld test on 2D6 before they can Remains in Play
fireball suffers 1 S4 hit. No and rank and file alike. There is no
move. Flying movement is ‘look out, sir’ rule to avoid harm.
armour save allowed. impossible and flying creatures are
forced to the ground. All missile
Line of Sight fire is at -2 to hit. War machines and
buildings suffer D6 S7 hits each
magic phase the chaotic storm lasts.

Remaints in play

Sleep Summon Minions Tempest Fear


POWER 2 Range 24” RANGE 24” POWER 2 POWER 3 Range 24” RANGE 24” POWER 2

May be cast against a unit or single This spell may be cast at an enemy unit
model within 24”. The target must 2D6x10 points of skeletons, Affects an enemy unit within within 24”. The target unit must take a
roll equal to or under its Ld on 2D6 zombies, Mummies or orcs. The 24” of the wizard. The unit can Fear test immediately. If it fails, the unit
to avoid the spell. If affected, the new models can be added to do nothing while the spell flees.
victim falls into a deep sleep and existing units of the same type remains in play.
may neither move, shoot, or fight within 24”, or may form a new
back in hand-to-hand combat. unit if at least 5 models have Remains in play.
appeared.
Remains in play

You might also like