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STEED OF SHADOWS CREEPING DEATH PELT OF MIDNIGHT

This spell may be cast upon the Wizard The Creeping Death is a magic missile This spell can be cast on a friendly unit
himself or any single friendly with a range of up to 24". If successfully that is within 24" of the caster. If
independent character model within 12" cast, the Creeping Death hits its targets successfully cast, all subsequent shooting
of him – the spell can only be cast on a and causes D6 Strength 3 hits. No armour directed at the unit requires a 6 to hit. All
model on foot (it won’t work on a saves are allowed against wounds caused weapons which use a Scatter dice to hit
mounted model or a model riding in a by the Creeping Death. will scatter automatically when targeted at
chariot, for example). the unit.
Cast on 6+
If successfully cast, the model can make a Once it is cast, the Pelt of Midnight
normal flight move of up to 20". The Magic Missile continues to work until it is dispelled, or
model can fly out of close combat if until the Wizard chooses to end it (which
desired, but cannot fly into close combat he can do at any time), attempts to cast
unless positioned so that it could do so by another spell or is slain.
making a normal aerial charge (for
example, it must not be engaged in Cast on 7+
combat already and must be able to see
the target). Remains in play

Cast on 4+

SHADES OF DEATH UNSEEN LURKER PIT OF SHADES


This spell affects a single friendly unit This spell can be cast on a friendly unit The Pit of Shades can be cast on any one
within 6" of the Wizard which is not that is within 24", and which is not unengaged enemy unit anywhere on the
engaged in close combat. The unit now already engaged in close combat. The unit table. If successfully cast, the ground falls
causes fear. can immediately make a move of up to 8" away beneath the unit’s feet toppling
in the same way as a normal move made them to their doom. Take the 3" template
Once it is cast, the Shades of Death in the Movement phase. The unit can and place it over a single target enemy
continues to work until it is dispelled, or charge an enemy within 8" if opportunity unit. All models in the target unit
until the Wizard chooses to end it (which permits, and the same rules apply as for a completely under the template are
he can do at any time), attempts to cast automatically hit and those touched by it
normal charge made during the
are hit on a 4+ on a D6. Models hit suffer
another spell or is slain. Movement phase. The enemy can only
1 Strength 3 hit. In addition, the player
respond by holding their ground – the whose unit is affected rolls a D6: on a
Cast on 8+ Unseen Lurker conceals the charger’s score of 1-3 the unit climbs out of the pit
intent until it is too late to respond in any (this counts as moving for the purposes of
Remains in play other way. shooting, etc) and moves at half speed
next turn, on a score of 4-6 the unit is
Cast on 10+ unaffected. The pit closes up after the
unit has clambered out of it.

Cast on 11+
THE LORE OF SHADOW THE LORE OF SHADOW THE LORE OF SHADOW

THE LORE OF SHADOW THE LORE OF SHADOW THE LORE OF SHADOW

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