MONSTER MAGIC
The
following spell lists replace the spell lists for Monsters in the
Roleplay Book.
ICE
MAGIC
In
Norsca, some wizards study Ice Magic, believing it to be more potent
than any other kind of magic. Ice Magic concentrates on the aspects
common to Norsca - Ice, Snow, Wind etc. When the Warriors encounter
a Monster spell caster in Norsca, he will no doubt be a student
of Ice Magic. He will still be able to cast his normal spells, but
will supplement them with Ice Magic. To represent this, each time
a Monster casts a spell, roll 1D6. On a roll of 1-3 a spell from
his original area of expertise is cast. On a roll of 4-6 he casts
an Ice Magic Spell. Norse Shamans and Runepriests will always cast
Ice Magic spells. If the Norse Shaman is killed while he still has
active spells in play, they will immediately be dispelled.
2 FAILURE
The caster fails to cast a spell.
3 BRIDGE OF ICE
A magical bridge of ice appears
underneath the caster, carrying him to an adjacent board section.
If this spell is cast more than once in the same turn by the same
caster, then he will not move back to the same board section he
started on, unless there is no other.
4 WINDS OF COLD
A howling wind suddenly shoots through
the dungeon. For the next turn, any missile attacks will be at -2
To Hit, as the wind sweeps the projectiles off course. If the Winds
of Cold already blow, re-roll this spell.
5 FREEZE SURFACE
The caster directs this spell at
the ground beneath the Warriors' feet. The ground immediately turns
to ice, causing the Warrior's to lose their footing. For the next
1D3 turns, if a Warrior rolls a 1 To Hit, as well as missing his
opponent, he also slips on the ice. The rest of his turn is spent
picking himself up. If this spell is cast again while the ground
is already frozen, re-roll this spell.
6 SNOW BLIZZARD
The caster creates ice-laden winds
on the board section he is currently on. For one turn, no Warriors
may Move, and are at -2 To Hit. No Missile attacks may be made at
all, as the blizzard is so fierce the Warriors cannot see one foot
in front of their faces. In addition, no spells may be cast by the
Warriors while the blizzard is blowing. If a blizzard is already
blowing on the board section, re-roll this spell.
7 CRYSTAL CLOAK
A swirl of ice and snow enfolds
the caster in a cloud of shimmering light. Any attack against the
caster by a non magical weapon is deflected on a D6 roll of 5 or
over, causing no damage. Magical weapons will always hit, but on
a To Hit roll of a 1 will be destroyed by the power of the Crystal
Cloak. However, the Crystal Cloak will also be destroyed, leaving
the caster vulnerable to other attacks. The cloak remains in play
until destroyed, or the caster is dead. If the caster already has
a Crystal Cloak, re-roll this spell.
8 SHIELD OF COLD
The caster and all models adjacent
to him are surrounded by a shield of intense cold. Any hits made
against any models underneath the shield will only penetrate on
a roll of a 3 to 6. Roll after determining if a blow hit. Otherwise
the shield deflects the blow and it causes no damage. Any models
inside the shield hit as normal. The spell lasts for one turn. Any
additional Shield of Cold spells cast while another is in play will
add an extra +1 to the number needed to penetrate the shield. No
models may move into or out of the shield while it is active.
9 CHILL BLAST
An icy blast erupts from the caster
and strikes the Warrior closest to him. If the Warriors are the
same distance from the caster, then choose one at random. The Warrior
is chilled to the bone, causing him frostbite, and breaking his
equipment in half. The Warrior takes an immediate (1D6 + Battle
Level) Wounds with no modifiers. If he rolls a 1, then as well as
losing current Wounds, he also loses 1 permanent Wound. In addition,
if a 1 or a 2 is rolled, the blast freezes a random piece of Treasure,
snapping it in two. The Warrior must discard that Treasure item.
10 ICE SHARDS
Sharp icicles fly out from the caster's
hand and strike a random Warrior. Roll 3D6 for the number of ice
shards that hit the Warrior. Each one inflicts 1 unmodified Wound.
11 DEATH FROST
This spell is cast on a random Warrior.
Parts of the Warrior begin to freeze solid. Roll 2D6. The difference
between the results is the amount of D6 Wounds caused on the Warrior
with no modifiers. If more than one Death Frost spell targets the
same Warrior in one turn, do not resolve the effects separately.
Instead, add +1 to the die which rolled the highest number for each
spell above one cast.
12 SUMMON ICE GOLEMS
The spell caster summons 1D6 Ice
Golems. They may move and fight this turn.
LIZARDMAN
MAGIC
In
Lustria, Slann Mage Priests specialise in casting Lizardman Magic.
Skink Shamans can also cast spells, but to a far lesser degree.
To represent this, when rolling to see what spell a Skink Shaman
casts, he will fail on a roll of 2-4, instead of the normal 2. Also,
his spells only affect the board section that he is currently on.
If the Slann Mage Priest or Skink Shaman are killed while they still
have active spells in play, they will immediately be dispelled.
2 FAILURE
The Lizardman fails to cast a spell.
3 DRAIN MAGIC
The Lizardman concentrates and performs
a ritualistic chant. All spellcasters in the party suddenly feel
weakened. The Lizardman has drained all spells from the spellcasters.
The effects of this spell last for one turn. If the Lizardman rolls
this spell again while it is still in play, re-roll the spell.
4 BANISHMENT
The Lizardman utters an incantation
and gestures at a random Warrior. Roll 1D6. On a roll of 4 or over
the Warrior is removed from the board for one turn as he disappears
into the void. Any Monsters that were attacking him, now head off
after the next closest Warrior.
5 MOVE GROUND
The
ground beneath the Warriors feet starts to shake and ripple, carrying
the Warriors along with it. The Warriors are each moved back 2D6
squares in a straight line, in the direction they came from, or
until they hit a wall.
6 RUINATION
The mind of the Lizardman focuses
on the roof of the dungeon. Suddenly, with a resounding crash, it
caves in, bringing stones and rubble showering down on the current
board section. Take six 1 x 1 square counters and throw them randomly
onto the board section. Each counter that lands on a Warrior causes
1D6 unmodified damage. Models may move through, and land on squares
that contain rubble.
7 EARTH LINE
A surge of power rushes from the
Lizardman to a random Warrior. Draw an invisible line from the Lizardman
to the Warrior. All models that lay partly on the line (including
the Warrior) roll 2D6. If the roll is greater than the models Toughness,
then he suffers 3D6 Wounds. Otherwise the surge is not as great,
and it only takes 1D6 Wounds.
8 ASSAULT OF STONE
A huge chunk of the dungeon wall
breaks away and crashes to the ground. The wall targeted is the
side farthest away from the Lizardman on the current board section.
The whole side of the wall falls in, with a 1 square width. To pass
through these squares, use the same method as for the 'dead end'
board section. Any Warriors in the squares which the wall hits suffer
2D6 Wounds unless they can roll under their Initiative on 1D6. Place
any models in a suitable square next to the collapsed wall.
9 THE TEMPEST
A storm begins to rage, covering
the current board section and all adjacent board sections. The storm
is so intense that all models are at -1 To Hit (-2 with missile
weapons). Their Move is reduced to 1 as the wind is so strong. All
spells requiring a target will be blown off course and hit a random
adjacent model instead, if a 1 or 2 is rolled on 1D6. Otherwise
it will hit the target as normal. This spell lasts for 1 turn. If
it is cast while the storm still blows, then re-roll this spell.
10 DEADLOCK
The Lizardman points at an item
that the Warrior possesses, and gestures. For the rest of the combat,
the items magical nature will not function. It will still do normal
damage if it is a sword, etc, but any magical properties it had
will not work. In addition, at the end of the combat roll 1D6. On
a roll of 1 the item's magic will not function permanently.
11 THE TONGUE OF SOTEK
The Lizardman brings out a small
plaque with the symbol of Sotek, the Serpent God engraved on it.
He puts it into his mouth and swallows it. Suddenly a huge tongue
shoots from his mouth and entwines itself around a Warrior. Struggling,
the Warrior is drawn closer to the Lizardman. Place the Warrior
in the nearest available square next to the Lizardman. The Warrior
can try and escape from the tongue at the beginning of each Warriors'
Phase by rolling 1D6 and adding his Strength. If the result is equal
to or greater than 7 then he breaks free, otherwise he is still
entwined in the tongue. While captured, he can still fight and use
items as normal but may not move and Monsters are at +1 To Hit him,
while he is at -1 To Hit them. If the Lizardman casts this spell
again, the currently captured Warrior will be free.
12 APOTHEOSIS
The Lizardman targets a random Monster
on the board. That Monster is now protected by a golden aura. If
the Monster is slain while the aura surrounds him, then he is resurrected
at the end of the Monsters' Phase. Any enchantments on him are now
gone, including this spell. The Warriors do not get any additional
Gold for killing the Monster twice. If the Lizardman targets a Monster
that is already protected by this spell then choose another Monster
at random. If they are all protected by Apotheosis then roll for
another spell.
NURGLE
MAGIC
Chaos
Sorcerers will align with one of the Chaos Gods. Khorne has no magic,
so that leaves Nurgle - The Lord of Pestilence, Slaanesh - The God
of Pleasure and Tzeentch - The Changer of Ways. When a Chaos Sorcerer
is involved in a battle, he will match the alignment of the Monsters
that accompany him. If the number of Monsters of each alignment
are equal then randomly determine what God the Chaos Sorcerer will
worship. If the Chaos Sorcerer is killed while he still has active
spells in play, they will immediately be dispelled.
2 FAILURE
The Sorcerer fails to cast a spell.
3 CLOUD OF FLIES
The target Warrior is surrounded
by an impenetrable mass of flies. The victim can see nothing and
can neither move nor shoot in the following Warriors' Phase. They
may, however, still fight as normal in hand-to-hand combat. If the
flies already surround the Warrior then choose another Warrior at
random.
4 FLY SWARM
The Sorcerer is surrounded by a
black mass of flies which absorb blows with the depth of their odorous
and squashy bodies. The Sorcerer's Toughness is increased by one
until the start of the next Monsters' Phase.
5 PLAGUE WIND
A damp and foetid wind howls through
the dungeon, brining with it the most foul diseases. Each Warrior
on the same board section as the Sorcerer suffers 1D6 Wounds, modified
for Toughness, but not for armour.
6 STENCH OF NURGLE
All Warriors on the same board section
as the Sorcerer are nauseated by a disgusting odour. All victims
must lose 1 Attack in the following Warriors' Phase.
7 STREAM OF CORRUPTION
The Sorcerer vomits forth a jet
of putrid blood, maggots, excremental slime and other indestructible
foulness. The target Warrior is overwhelmed by the revolting muck.
Roll 2D6 and subtract the Warrior's Initiative as he tries to dodge
out of the way of the disgusting stream. The Warrior suffers this
many Wounds with no modifiers for Toughness or Armour.
8 RANCID VISITATION
The target Warrior begins to rot
and putrefy, fingers and toes fall off, skin blisters and decays,
and eyes drop from their sockets. The Warrior suffers 3D6 Wounds
with no modifiers for Toughness or armour. This is fatal
damage.
9 MIASMA OF PESTILENCE
A caster is surrounded by a cloud
of foul vapours. All Warriors attempting to attack him in hand to
hand combat are at -2 To Hit. Melee attacks made against Monsters
adjacent to the caster are at -1 To Hit. The effects of this spell
last for 1D3 turns (cumulative).
10 PILLAR OF PUTREFACTION
A pillar of disgusting filth suddenly
spurts up from the ground. Place a 1 x 1 counter on a random square
on the same board section as the caster. Any Warrior standing in
a square adjacent to the pillar at the end of the turn suffers 1
unmodified Wound due to the noxious vapours.
11 PIT OF SLIME
The Sorcerer creates a huge pit
of slime in the centre of the board section. Place a 2 x 2 square
counter in the middle of the board section. Any model under it suffers
1D3 unmodified Wounds due to the disgusting filth, and must spend
1 turn getting out. While escaping from the slime pit, a Warrior
confers a +1 To Hit bonus on anyone attacking him. Any Warriors
adjacent to the slime pit who roll a 1 To Hit fall in and must follow
the above directions for escaping. If the Sorcerer casts this spell
again, then choose another board section for the spell. If the pit
blocks off a passageway, room etc. then a Warrior will have to climb
down into the slime and up the other side, taking 1D3 unmodified
Wounds for each square he moves onto.
12 SHRIVELLING POX
A random Warrior contracts a deadly
disease. At the end of each turn, he takes fatal damage of
1 unmodified Wound. The disease can be healed at a Settlement for
(1D6 x 100) Gold. In addition, at the end of each adventure in which
the Warrior still has the disease roll 1D6 for each Warrior. On
a roll of 1 then that Warrior has contracted it also.
SLAANESH
MAGIC
Chaos
Sorcerers will align with one of the Chaos Gods. Khorne has no magic,
so that leaves , Slaanesh - The God of Pleasure, Nurgle - The Lord
of Pestilence and Tzeentch - The Changer of Ways. When a Chaos Sorcerer
is involved in a battle, he will match the alignment of the Monsters
that accompany him. If the number of Monsters of each alignment
are equal then randomly determine what God the Chaos Sorcerer will
worship. If the Chaos Sorcerer is killed while he still has active
spells in play, they will immediately be dispelled.
2 FAILURE
The Sorcerer fails to cast a spell.
3 BONDAGE OF SLAANESH
The target Warrior is enveloped
in glowing threads of magic and may do nothing for one turn. In
addition, if the Warrior is a spellcaster, he loses 1 point of stored
Power.
4 PAVANE OF SLAANESH
The Sorcerer unleashes the Pavane
of Slaanesh against a Warrior on the same board section as him.
Roll 1D6. ON a roll of 1-3 the Warrior overcomes the Pavane, and
it has no effect. On a roll of 4-6 the Warrior starts to dance and
cavort with uncontrollable joy. An affected Warrior cannot shoot
any missile weapons or use magic, and their movement is reduced
to a single square. However, they may still attack and defend normally
in hand to hand combat, although with a -1 To Hit modifier.
5 CACOPHONIC CHOIR
A hellish sound is conjured up by
the Sorcerer, of such intensity in its wailing discord that it overloads
the senses, burning out minds and shattering bones. All Warriors
on the same board section as the Sorcerer immediately suffer 1D6
+ 5 Wounds, modified only for Toughness.
6 LASH OF SLAANESH
A quivering lash uncoils from the
Sorcerer's outstretched hand and strikes his foes with a mighty
crack. A random Warrior on the same board section as the Sorcerer
is struck for a punishing 2D6 Wounds.
7 SUCCOUR OF CHAOS
When cast, this spell will invigorate
all Monsters currently in play. For the duration of the next Monsters'
Phase, all Monsters gain a +1 bonus to hit the Warriors.
8 CHAOS SPAWN
The Sorcerer targets a random Monster
on the board and mutates it. It immediately rolls once on the Chaos
Warrior attribute table.
9 ACQUIESCENCE
The Chaos Sorcerer reaches out his
hand and touches his victim, casting the dread power of Acquiescence
upon him! Randomly select one Warrior standing adjacent to the Sorcerer.
The victim must roll under their Initiative on a D6 or be overwhelmed
by waves of euphoria. An affected Warrior will have all his characteristics
halved, rounding fractions up. The spell lasts until the Sorcerer
is dead.
10 SLICING SHARDS
The Sorcerer creates many small
shards, magically glowing and sends them hurtling towards the Warriors.
There are nD6 shards in total., with n being the number of Warriors
in play. Divide these up evenly amongst the Warriors. Each shard
deals 1 unmodified Wound. In addition, roll 1D6 for each shard.
On a 1, the Warrior loses 1 Permanent Wound as well.
11 BEAM OF SLAANESH
A beam of bright light flies from
the caster and strikes a random Warrior. Roll 1D6. If the result
is a 1 the beam blinds the Warrior, melting his eyes into his face.
Due to the pain, he immediately loses 3D6 unmodified Wounds. He
can never be healed normally, and has the lowest possible value
for all his characteristics (except Wounds). He cannot use skills
which require the use of sight eg. Parry, Jump etc, and cannot visit
any locations in a Settlement unless accompanied by another Warrior.
12 CURSED CARESS
The Chaos Sorcerer casts this spell
against a random Warrior standing adjacent to him. The victim is
overcome with waves of excited ecstasy, and quickly reaches such
a state of overwrought passion that his heart explodes! The affected
Warrior rolls 1D6. If the roll is equal to or greater than the number
of Wounds the Warrior has remaining, then the victim is dead. If
the roll is less, then no damage is caused. A Warrior killed by
the Cursed Caress cannot be healed back into the game even by resurrection.
TZEENTCH
MAGIC
Chaos
Sorcerers will align with one of the Chaos Gods. Khorne has no magic,
so that leaves Tzeentch - The Changer of Ways, Nurgle - The Lord
of Pestilence and Slaanesh - The God of Pleasure. When a Chaos Sorcerer
is involved in a battle, he will match the alignment of the Monsters
that accompany him. If the number of Monsters of each alignment
are equal then randomly determine what God the Chaos Sorcerer will
worship. If the Chaos Sorcerer is killed while he still has active
spells in play, they will immediately be dispelled.
2 FAILURE
The Sorcerer fails to cast a spell.
3 BLUE FIRE OF TZEENTCH
A blue flame flies towards a random
Warrior in the Sorcerers line of sight. The flame causes 1D6 Strength
4 Attacks (1 Damage Dice) on the Warrior. In addition, the flame
surrounds the Warriors entire body, paralysing him. Each turn, at
the start of the Warriors' Phase, if there is a spellcaster in the
party, he can try and dispel the magic flame. Roll 1D6 and add the
spellcasters bonus that he receives for his power dice roll. On
a roll of 7 or above he has succeeded in dispelling the flame. Otherwise
the Warrior is paralysed and cannot perform any actions, nor can
anyone attack him (except by spells). Monsters previously attacking
him will turn their attention to the nearest Warrior. The spell
cannot be cast on the Warrior if he is already affected by the Blue
Fire of Tzeentch.
4 BOLT OF CHANGE
The Sorcerer shoots a sparkling
bolt from his hands, striking a random Warrior in his line of sight.
The Warrior must roll equal to or less than his Toughness on 1D6
or be mutated. If the Warrior is affected, roll 1D6 to see what
he loses:
1 1 Weapon Skill (minimum
1)
2 1 Strength (minimum
1)
3 1 Toughness (minimum
1)
4 1 Luck
5 1 Permanent Wound
6 1D6 unmodified Wounds
5 BOON OF TZEENTCH
The Sorcerer grants a boon to a
random Monster on the same board section. Roll 1D6 and apply the
result immediately:
1 +1D6 Wounds (can go
above total)
2 +1 Weapon Skill (maximum
10)
3 +1 Strength
4 +1 Toughness
5 +1 Attack
6 +1 Damage Dice
6 TOUCH OF TZEENTCH
The Sorcerer reaches out and lays
his hand on a random adjacent Warrior. If there is no Warrior adjacent
then roll again. The Warrior loses 1 Permanent Wound.
7 GLEAN MAGIC
If there are no spellcasters in
the party roll again. The Sorcerer steals a random spell from a
random spellcaster. For the rest of the combat the Warrior cannot
cast that spell. In pace of one of his normal spells, the Sorcerer
will cast the Warrior's spell instead.
8 INCANDESCENT ASSASSIN
The Sorcerer invokes the power of
Tzeentch and creates a creature of magical flame to appear adjacent
to a random Warrior. For the rest of the combat treat the creature
as a normal Monster. If the Sorcerer is killed the assassin dissipates
into the air.
ASSASSIN
M |
WS |
BS |
S |
T |
Arm |
I |
A |
DD |
W |
Gold |
8 |
9 |
A |
4 |
4 |
- |
12 |
2 |
1 |
10 |
470 |
Ambush, Magic A; Assassinate 5+;
Daemonic -1; Dodge 5+.
9 SHIELD OF FIRE
The Sorcerer creates a fiery shield
to protect him. Any Warriors that attack him must roll a 6 To Hit.
10 GIFT OF CHAOS
The Sorcerer grants a random Monster
the ability to spell cast. It now has Tzeentch Magic 1, but
only at a very simple level. The Monster will fail to cast a spell
if he rolls a 2, 4, 5, 7 or 11.
11 TZEENTCH'S FIRESTORM
Scarlet flame flies from the Sorcerer
and envelops the Warriors. Each Warrior takes 1D6 + 6 Wounds with
no modifiers for armour. For every 10 Wounds taken in total, a Pink
Horror is created next to a random Warrior. It may move and attack
as normal in the current Monsters' Phase.
12 PINK FIRE OF TZEENTCH
Pink flame flies from the Sorcerer
and covers a random Warrior. If the Warrior already has the Blue
Fire of Tzeentch on him then the two different flames exploded,
splattering his body into millions of pieces around the dungeon
walls. Obviously he cannot be resurrected! Otherwise the flame surrounds
the Warriors entire body, paralysing him. Each turn, at the start
of the Warriors' Phase, if there is a spellcaster in the party,
he can try and dispel the magic flame. Roll 1D6 and add the spellcasters
bonus that he receives for his power dice roll. On a roll of 7 or
above he has succeeded in dispelling the flame. Otherwise the Warrior
is paralysed and cannot perform any actions, nor can anyone attack
him (except by spells). Monsters previoulsy attacking him will turn
their attention to the nearest Warrior. The spell cannot be cast
on the Warrior if he is already affected by the Pink Fire of Tzeentch.
CHAOS
DWARF MAGIC
Chaos
Dwarf Sorcerers specialise in casting Chaos Dwarf Magic. To see
what spell the Chaos Dwarf Sorcerer casts when given the chance,
roll 2D6 on the following table. If the Chaos Dwarf Sorcerer is
killed while he still has active spells in play, they will immediately
be dispelled.
2 FAILURE
The Chaos Dwarf Sorcerer fails to
cast a spell.
3 FIST OF FIRE
The Chaos Dwarf Sorcerer targets
a random Monster on the board and creates a huge ball of fire on
the end of his arm instead of his hand. For the remainder of this
turn the affected Monster receives +1 Damage Dice.
4 DOOMROAR
The
Chaos Dwarf Sorcerer takes on the shape of the mighty Bull God Hashut
and, with a shake of his horned head, gives a terrifying roar that
goads his minions into action. This turn, all Monsters on the board
get +1 Attacks.
5 ASH CLOUD
The dungeon is suddenly filled with
clouds of smoke and ash. All of the Warriors are at -2 on their
To Hit rolls for the next Warriors' Phase.
6 SORCERER'S
CURSE
Cackling hideously, the Chaos Dwarf
Sorcerer utters a terrible curse on a random Warrior. Unless he
is given a healing potion or a healing spell is cast on him then
the cursed Warrior is turned to stone and is out of the game. If
he is given treatment, roll 1D6. On a score of 1-4 the Warrior is
at -1 Movement, -1 Initiative and -1 To Hit until the Sorcerer is
dead. On a score of 5-6 the Chaos Dwarf Sorcerer's spell has no
effect at all.
7 SHADOWS OF HASHUT
A
mighty shadow bull rushes away from the Chaos Dwarf Sorcerer, heading
towards a random Warrior in his line of sight. The Warrior must
immediately take a Fear 7 test. If he succeeds then he stands
his ground and the shadow plunges into him, causing 1D6 Wounds unmodified
damage. Otherwise, with a scream, he runs towards the entrance of
the dungeon. Make a roll on the Escape table to see what happens
to the Warrior.
8 LAVA STORM
With a majestic sweep of his arm
the Chaos Dwarf Sorcerer creates a stream of balls of molten lava.
There are 2D6 balls and they are distributed amongst the Warriors
evenly. Each causes 2D6 Wounds with no modifier for armour.
9 FLAMES OF AZGORH
The Chaos Dwarf Sorcerer breathes
out whirling tendrils of flame. Draw a Warrior counter to determine
who is attacked. The target and every model adjacent to him, whether
friend or foe, take 2D6 Wounds each with no modifiers for Toughness
or armour. The Chaos Dwarf Sorcerer is the only model immune to
the effects of the spell.
10 ERUPTION
The ground beneath one of the Warrior's
feet erupts in a plume of magma. The affected Warrior suffers 5D6
Wounds, modified as usual.
11 FLAMING HIDE
The Chaos Dwarf Sorcerer casts this
spell on himself. His skin hardens, and small flames burn on the
surface. He now has the Ignore Blows 6+ skill. If this spell
is cast again, add +1 to the number required to Ignore Blows.
12 MAGMA POOL
A
huge fiery pit of lava opens up in the floor of the room. Take a
2 x 2 square counter and randomly position it in the board section
the Chaos Dwarf Sorcerer is on. Any model who is in it suffers 3D6
Wounds with no modifiers and must move to an adjacent square unless
they are dead. If there are no free adjacent squares, the model
is dead, as it sinks down beneath the magma. No one can move into
the magma pool until the Chaos Dwarf Sorcerer is killed.
ORC
& GOBLIN MAGIC
Orc
and Goblin Shamans specialise in casting Orc & Goblin Magic.
To see what spell the Orc Shaman or Goblin Shaman casts when given
the chance, roll 2D6 on the following table. Goblin Shamans are
not as skilled in casting spells so roll 1D6 before casting each
one. On a roll of 1 the Goblin Shaman cannot remember the words
and fails to cast the spell. If the Shaman is killed while he still
has active spells on the board, they will immediately be dispelled.
2 FAILURE
The Shaman fails to cast a spell.
3 'ERE WE GO
The Shaman floods his allies with
power. All Orcs and Goblins on the board get +1 Attack this turn
and +1 Toughness next turn.
4 WAAAGH!
Roll
2D6 for each Warrior spellcaster on the board. If the score is equal
to or greater than the Warrior's Battle Level he is knocked to the
ground for 1 turn, during which time he may do nothing and is counted
as being Prone. If the Warrior is Prone and is targeted then he
remains on the ground for another turn.
5 BRAIN BURSTA
A bolt of power erupts from the
Shaman's head. Draw a Warrior counter to determine which Warrior
is targeted. Roll 2D6. If the score is greater than the target's
Battle Level he is hit - roll 1D6:
1 The Warrior's head explodes,
killing him instantly. He may not be resurrected.
2-5 The
Warrior suffers (2 x Dungeon Level) Wounds with no modifiers for
Toughness or armour.
6 The Warrior suffers
1D6 Wounds with no modifiers for Toughness or armour.
6 HAND OF GORK
This spell moves the Shaman and
any allied Monsters using missile weapons out of hand to hand combat
with the Warriors. Move the Monsters so that they are no longer
adjacent to the Warriors, moving other Monsters out of the way to
make room if necessary. If the Shaman is not in hand to hand combat
re-roll this result.
7 FIST OF GORK
The Shaman's arms become enwrapped
with glowing bands of power. Draw a Warrior counter to determine
which Warrior is targeted. That Warrior suffers 1D6 hits at (Shaman's
Strength +4).
8 DA KRUNCH
One of the Warriors is stamped on
by the mighty foot of Gork. Draw a Warrior counter to determine
which Warrior is targeted. That Warrior suffers 1D6+10 Wounds.
9 MORK SAVE UZ!
Roll 1D6 for each spellcasting Warrior.
On a roll of 4-6 all of that Warriors' remaining points of Power
are lost this turn. This does not affect any innate stored power.
If there are no spellcasters in the party then re-roll this spell.
10 'EADBUTT
The Shaman magically 'eadbutts one
of the Warrior spellcasters. If there is more than one spellcaster,
draw a Warrior counter to determine which Warrior is targeted. Roll
(1D6 + Dungeon Level) for the Shaman and (1D6 + Battle Level) for
the target. If the Shaman wins or it is a draw add the two dice
together. The target takes that many Wounds with no modifiers for
Toughness or armour and cannot cast any magic next turn. If the
Warrior wins the spell has no effect.
11 MORK WANTS YA!
A giant hand descends through the
ceiling and picks up a random Warrior. The captured Warrior cannot
do anything while he is held. The Warrior can attempt to escape
at the beginning of the Warriors’ Phase by rolling 1D6 + Strength
and scoring 8 or over. The Warrior will also be released if the
Shaman attempts to cast a spell and fails.
12 GAZE OF MORK
The Shaman stares at a Warrior and
a beam of destructive energy streaks from his eyes, striking the
Warrior in the chest. Roll 6D6. Subtract the result of all the 1,
2 and 3s from the result of the 4, 5 and 6s. If the result is positive,
the Warrior takes that many Wounds with no modifiers for anything.
If the result is negative, the beam bounces back at the Shaman,
causing that number of Wounds with no modifiers for anything.
DARK
ELF MAGIC
Dark
Elf Sorcerers and Sorceress' specialise in casting Dark Elf Magic.
To see what spell they cast when given the chance, roll 2D6 on the
following table. If the Dark Elf Sorcerer or Sorceress is killed
while they still have active spells in play, they will immediately
be dispelled.
2 FAILURE
The Sorcerer fails to cast a spell.
3 BATTLE LUST
The
Sorcerer gives an extra (Dungeon Level) Attacks to all Monsters
currently in combat with the Warriors, distributed as evenly as
possible.
4 DOOMBOLT
A bolt of black fire bursts from
the Sorcerer's palm towards one of the Warriors. The Doombolt inflicts
(2 x Dungeon Level) Wounds with no modifiers for Toughness or armour.
5 DARK HAND OF DESTRUCTION
The Sorcerer may attack any single
adjacent Warrior. If there is more than one eligible target choose
one at random. Roll 1D6 for the chosen Warrior and add his Strength.
Now roll 1D6 for the Sorcerer and add his Strength to the score.
The highest score wins. If the Warrior wins the spell fails. If
the Sorcerer wins, the Warriors suffers deep cuts all over his body
from the Sorcerer’s sharp talons. Now, and at the start of
each subsequent turn, the Warrior loses (Dungeon Level) Wounds with
no modifiers for Toughness or armour until the Sorcerer is dead.
If the Sorcerer is not in hand to hand combat ignore this result
and roll again.
6 BLADE WIND
The Sorcerer summons a storm of
slashing blades which spin towards a random Warrior. That Warrior
suffers (Dungeon Level)D6 Wounds.
7 SOUL DRAIN
The
Sorcerer creates a storm of dark magic. Roll 1D6 for each Warrior
adding his Toughness to the score. If the total is less than the
Dungeon Level he suffers no ill effects from the spell. If the score
is greater than or equal to the Dungeon Level the Warrior suffers
(1D6 + Dungeon Level) unmodified Wounds and the Sorcerer gains the
same amount. The Sorcerer may never gain more Wounds than he started
with - any extra Wounds are lost in the warp. A Warrior reduced
to zero Wounds by this spell is immediately killed and may not be
raised by any means other than those spells and magic items that
raise the dead.
8 ARNIZIPAL'S BLACK HORROR
A black cloud issues from the Sorcerer’s
mouth, engulfing the Warriors in darkness. For the next Warriors’
Phase, the Warriors are at -2 To Hit due to the darkness. Any Monsters
attacking the Warriors receive +2 To Hit.
9 THE TRANSFORMATION OF KADON
The Sorcerer transforms himself
into one of the following monsters. Roll 1D6:
1-2 Wyvern
3-4 Chimera
5 Manticore
6 Hydra
If the transformation turns the
Sorcerer into a Monster of less value than himself, re-roll for
a different spell. The Sorcerer remains transformed until either
he or all of the Warriors are dead. While transformed he may not
cast any more spells.
10 WITCH FLIGHT
If
pinned by a Warrior, the Sorcerer transports himself and any adjacent
Monsters to another square in the dungeon away from the Warriors
so that he is safe.
11 DEATH SPASM
A
bolt of pure Dark Magic hits a Warrior on the same board section
as the Sorcerer. The bolt causes (5 x Dungeon Level) Wounds with
no modifiers for armour. If this kills the Warrior then he is dead
and cannot be healed except for resurrection.
12 POWER OF KHAINE
Khaine, the God of Murder smiles
at the slaughter the Dark Elf Sorcerer has caused. He decides to
grant the Sorcerer more power. The Sorcerer now has +1 to the number
of spells he can cast per turn.
SKAVEN
MAGIC
Skaven
Sorcerers specialise in casting Skaven Magic. To see what spell
the Skaven casts when given the chance, roll 2D6 on the following
table. If the Skaven is killed while he still has active spells
in play, they will immediately be dispelled.
2 FAILURE
The Skaven fails to cast a spell.
3 WARP POWER
The Skaven uses the power of the
warp to heal himself, curing 2D6 of his Wounds up to a maximum of
his Starting Wounds. If the Skaven is already at his Starting Wounds
score re-roll this result.
4 PESTILENT BREATH
The Skaven opens its jaws and black,
pestilential fumes pour out and flood into the dungeon. Roll 1D6
for each Warrior and add his Toughness to the score. If the score
is greater than 7 he is not affected. If the score is equal to or
less than 7 he suffers (1D3 x Dungeon Level) Wounds with no modifiers
for Toughness or armour.
5 WARP LIGHTNING
Screeching in fury, the Skaven points
its clawed hand at one of the Warriors and then blasts him with
a streak of lightning. Draw a Warrior counter to determine who is
targeted. The bolt causes (2D6 + Dungeon Level) Wounds with no modifier
for armour.
6 WITHER
A greenish pallid glow spreads from
the Skaven's outstretched paw. All adjacent Warriors suffer (1D6
+ Dungeon Level) Wounds with no modifiers for Toughness or armour.
If there are no Warriors adjacent to the Skaven re-roll this result.
7 PUTREFY
The Warriors see their surroundings
begin to rot and decay, with worms and maggots writhing upon the
bodies of the dead and wounded. The hallucination created by the
Skaven is terrifyingly real. Roll 1D6 for each Warrior. On a score
of 5 or 6 that Warrior is unaffected by the spell. On a score of
1-4 that Warrior may do nothing at all in the next Warriors' Phase.
8 SCORCH
Flames engulf one of the Warriors,
turning them into an incandescent column of fire. Draw a Warrior
counter to determine who is targeted. The flames cause 4D6 Wounds
with no modifiers for Toughness or armour.
9 POISON WIND
A poison wind blows through the
dungeon. All Warriors take 1D6 unmodified damage. The damage is
treated as being poison damage
10 VERMINTIDE
The Skaven summons (1D6 + Dungeon
Level) Giant Rats to his aid. They may move and attack this Monsters'
Phase.
11 PLAGUE
Roll 1D6 for a random Warrior. On
a score of 1 or 2 the Warrior contracts the deadly plague! At the
end of each turn he loses 1 unmodified Wound due to the debilitating
nature of the plague. In addition, at the end of each dungeon roll
1D6 for each Warrior. On a roll of 1 that Warrior contracts the
plague also. It may be healed at a City only, and for a very high
price. The Warrior must give 1D6 x 1000 Gold for the treatment.
If the Skaven casts this spell at a Warrior who already suffers
from the plague then choose another Warrior.
12 DEATH FRENZY
The Skaven casts this spell on a
random Monster on the same board section as himself. The next time
the Monster attacks it will receive double the amount of Attacks
it currently has. The Skaven cannot be the target of this spell.
If it is cast on a Monster already affected by Death Frenzy then
it will quadruple his attacks and so on.
NECROMANTIC
MAGIC
Necromancers
specialise in casting magic of Death - Necromantic Magic. To see
what spell the Necromancer casts when given the chance, roll 2D6
on the following table. Vampires can also cast Necromantic Magic.
When a Vampire casts a spell, replace spells 10, 11 and 12 with
the alternative versions indicated. If the Necromancer or Vampire
are killed while they still have active spells in play, they will
immediately be dispelled.
2 FAILURE
The caster fails to cast a spell.
3 WINDS OF DEATH
This spell creates a cold wind sweeping
through the dungeon. Because they are so cold, reduce all of the
Warriors' Attacks by -1 for the next Warriors' Phase.
4 SOUL DRAIN
The caster attempts to drain the
soul from a random Warrior. The affected Warrior takes 2D6 Wounds
damage with no modifiers for Toughness or armour.
5 DEATHCHILL
The caster targets a random Warrior
with the deathchill, reducing his Toughness by -2. If this reduces
his Toughness to zero he is killed and may not be healed by any
means except spells and magic items, etc. that can resurrect the
dead. If the caster and all of his followers are destroyed, any
Warriors whose Toughness has been reduced in this combat and are
still alive have the damage to their Toughness restored.
6 GAZE OF NAGASH
A random Warrior is targeted by
this spell. Roll 1D6. If he rolls a 1 then the gaze penetrates his
soul, destroying it. The Warrior is dead and cannot be healed or
resurrected.
7 HAND OF DUST
The
caster reaches out and touches a random adjacent Warrior. Roll 1D6
for the Warrior and add his Strength. Then roll 2D6 for the caster
and add his Strength. If the caster scores higher, the difference
is the amount of Fatal unmodified Wounds the Warrior takes.
If the Warrior is killed by this spell he is turned into a Wight.
If the Warrior scores higher then he is unaffected by the deadly
touch.
8 VANHEL'S DANSE MACABRE
All undead models on the board except
for the caster can have two turns. They take their second turn after
each Monster has had their first turn.
9 THE CURSE OF YEARS
Screaming, the caster curses a random
Warrior. Roll 1D6 for the Warrior. On a score of 1, the Warrior
immediately loses 1 Battle Level. Reduce his skills and statistics
accordingly.
NECROMANCER
10 SUMMON SKELETONS
The Necromancer summons 6 Skeletons.
They may be placed on the board immediately and may move and fight
this turn.
11 SUMMON ZOMBIES
The Necromancer summons 6 Zombies.
They may be placed on the board immediately and may move and fight
this turn.
12 SUMMON MUMMIES
The Necromancer summons 1D6 Mummies.
They may be placed on the board immediately and may move and fight
this turn.
VAMPIRE
10 SUMMON GHOSTS
The Vampire summons 1D6 Ghosts.
They may be placed on the board immediately and may move and fight
this turn.
11 SUMMON WIGHTS
The Vampire summons 1D6 Wights.
They may be placed on the board immediately and may move and fight
this turn.
12 SUMMON WRAITHS
The Vampire summons 1D3 Wraiths.
They may be placed on the board immediately and may move and fight
this turn.
BEASTMAN
MAGIC
Although
Beastman Shamans are Chaotic, they cast a variation of Dark Elf
Magic. This is because they do not have a special Chaos God - they
align with whatever Chaos God they wish. Dark Elf Magic is based
on Dark Magic - magic of the God of Murder and Death, which suits
Beastmen fine. To see what spell the Beastman Shaman casts when
given the chance, roll 2D6 on the following table. If the Beastman
Shaman is killed while he still has active spells in play, they
will immediately be dispelled.
2 FAILURE
The Shaman fails to cast a spell.
3 BATTLE LUST
The Shaman gives an extra (1 x Dungeon
Level) Attacks to all Monsters on the board, distributed as evenly
as possible.
4 DOOMBOLT
A bolt of black fire bursts from
the Shaman's palm towards one of the Warriors. The Doombolt inflicts
(2 x Dungeon Level) Wounds.
5 DARK HAND OF DESTRUCTION
The Shaman may attack any single
adjacent Warrior. If there is more than one eligible target choose
one at random. Roll 1D6 for the chosen Warrior and add his Strength.
Roll 2D6 for the Shaman and add his Strength to the score. The highest
score wins. If the Warrior wins the spell fails. If the Shaman wins
the Warrior suffers (2 x Dungeon Level) Wounds with no modifiers
for Toughness or armour. If the Shaman is not in hand to hand combat
ignore this result and roll again.
6 BLADE WIND
The Shaman summons a storm of slashing
blades which spin towards a random Warrior. That Warrior suffers
(Dungeon Level)D6 Wounds.
7 SOUL DRAIN
The Shaman creates a storm of dark
magic. Roll 1D6 and add the Toughness for each Warrior. If the total
is less than the Dungeon Level he suffers no ill effects from the
spell. If the score is less than the Dungeon Level the Warrior suffers
(1D6 + Dungeon Level) Wounds and the Shaman gains the same amount.
The Shaman may never gain more Wounds than he started with - any
extra Wounds are lost in the warp.
8 ARNIZIPAL'S BLACK HORROR
A black cloud issues from the Shaman's
mouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior
adding his Strength to the score. If the total is above 7 he suffers
no ill effects from the spell. If the score is 7 or less he suffers
(Dungeon Level)D6 Wounds with no modifiers for armour.
9 THE TRANSFORMATION OF KADON
The Shaman transforms himself into
one of the following monsters. Roll 1D6:
1-3 Chimera
4-6 Wyvern
If the transformation turns the
Shaman into a Monster of less value than himself, re-roll for a
different spell. The Shaman remains transformed until either he
or all of the Warriors are dead. While transformed he may not cast
any more spells.
10 FLIGHT
If
pinned by a Warrior, the Shaman transports himself and any adjacent
Monsters to another square in the dungeon away from the Warriors
so that he is safe.
11 DEATH SPASM
A bolt of Dark Magic hits a Warrior
on the same board section as the Shaman. The bolt causes (4 x Shaman's
Dungeon Level) Wounds with no modifiers for armour. If this kills
the Warrior then he is dead and cannot be healed except for resurrection.
12 POWER OF CHAOS
The Gods of Chaos look upon the
Beastman's killing with viscous glee. They give him the power to
cast +1 Chaos Spell per turn. Roll 1D6 to determine what Chaos God
grants the Shaman the power.
1-2 Nurgle
3-4 Slaanesh
5-6 Tzeentch
PYGMY
MAGIC
Pygmy
Shamans specialise in casting Pygmy Magic which deals mainly with
nature. To see what spell the Pygmy Shaman casts when given the
chance, roll 2D6 on the following table. If the Pygmy Shaman is
killed while he still has active spells in play, they will immediately
be dispelled.
2-4 FAILURE
The
Pygmy Shaman fails to cast a spell.
5
POISON
The Pygmy Shaman magically coats the weapons of his allies with
a rare and deadly poison. Treat all weapons belonging to all Pygmies
currently on the board as being Poison.
6 TOUGH
SKIN
The Pygmy Shaman casts this spell
on himself. His skin hardens and he gains +1 Toughness for the next
turn.
7 CLOUD
OF SMOKE
A
cloud of smoke appears around the Pygmy Shaman. All Warriors are
at -1 To Hit the Shaman and any Monsters standing adjacent to him.
The effects of this spell last for 1 turn.
8 RAIN
Huge
storm clouds appear above the Warriors' heads and it begins to rain
heavily. The ground becomes very muddy and slippery and it is difficult
to move. At the start of each Warriors movement roll 1D6. On a roll
of 1 the Warrior falls over and spends the rest of the turn picking
himself up, during which he may perform no other actions. Any Monsters
attacking him have +1 added to their To Hit rolls
9 BLINDING
FLASH
A
blinding flash of light causes a random Warrior to lose his sight
for an entire turn. While he is blinded he is counted as having
a Weapon Skill of 1, and all Monsters have a +2 bonus To Hit him.
10 CAUSE
FIRE
The Pygmy Shaman causes the ground
to burst into flame. Choose a random square on the same board section
as the Shaman. Any model on it takes 1D6 Wounds not modified for
Toughness or armour. Any model vulnerable to fire, eg. Treeman,
Mummy etc. take a further 2 Wounds before the fire dies out.
11 CREATE
QUICKSAND
The
ground suddenly turns to mush underneath one of the Warriors, and
he begins to sink down into it. The Warrior has 1D6 + 1 turns to
be rescued otherwise he disappears into the quicksand, never to
be seen again. At the start of each turn, he sinks further in unless
another Warrior attempts to pull him out. The Warrior must spend
a whole turn next to the Warrior in the quicksand and may do nothing
else. The square with the quicksand will remain until the Shaman
is dead.
12
SUMMON SPIRITS
The Pygmy Shaman summons 1D3 Ancestor Spirits. They may be placed
on the board immediately and may move and attack this turn.
AMAZON
RITUALS
Amazon
Priestesses specialise in performing Amazon Rituals. To see what
ritual the Amazon Priestess performs when given the chance, roll
2D6 on the following table. If the Amazon Priestess is killed while
she still has active rituals in play, they will immediately be dispelled.
2
FAILURE
The
Priestess fails to cast a spell.
3
SINGING WIND
The
Priestess calls upon the power of Shaekal the Wind Goddess to enter
the battlefield. The Goddess appears in the form of singing specks
and dancing lights that will entrance any Warrior on the same board
section for 1 turn. Warriors may not Move, Attack or Cast Spells
and Monsters receive +2 To Hit them.
4
SERPENT’S STRENGTH
The
Priestess begins the ritual by dancing wildly and screaming in an
ancient tongue. All other Amazons on the same board section as the
Priestess will be charged with frantic energy and gain +1 Strength
until the beginning of the next Monsters’ Phase.
5
WENDALA’S MAELSTROM
The
Priestess summons harsh tropical winds to protect the Amazons from
enemy attacks. No Missile Attacks can be made against any Monster
on the same board section as the Priestess. In addition, each Warriors
Move is reduced to 1. The storm lasts until the beginning of the
next Monster’s Phase.
6
SHIELD OF THORNS
Moving
her arms about in a weaving motion, the Priestess calls upon the
plants to protect her. The ritual produces a cocoon of thorns around
the Priestess until the beginning of the next Monsters’ Phase.
While the cocoon is in play no physical attack against the Priestess
will harm her unless a natural 6 is rolled To Hit. Spells will only
have effect if they do not cause actual physical damage to the Priestess.
7
THE LIVING JUNGLE
Drawing
upon her will, the Priestess reaches out to the denizens of the
jungle, seeking their aid. A random Warrior is swarmed by a savage
mix of Snakes, Spiders and Insects. The Warrior suffers 1D6 hits
at Strength 2 with no modifiers for Armour.
8
SIREN’S DREAMS
The
Priestess starts to sing with a wondrous voice. The song is so beautiful
and mesmerising that it momentarily distracts the Warriors. Every
Monster on the same board section can immediately make 1 Attack
against an adjacent Warrior.
8
ENGAELAN’S MAD DANCE
The
Priestess and any other Amazons on the board start to flail their
arms around and dance madly about in a strange ritual. Any Attacks
made against Amazons performing Engaelan’s Mad Dance are at
-1 To Hit. The dance lasts until the beginning of the next Monsters’
Phase.
9
WINGS OF THE BUTTERFLY
The
Priestess gets swarmed by colourful butterflies until she can no
longer be seen. With the sound of hundreds of tiny wings flapping,
the Priestess is transported out of hand to hand combat with the
Warriors. Move the Priestess so that she is no longer adjacent to
the Warriors, moving other Monsters out of the way to make room
if necessary. If the Priestess is not in hand to hand combat re-roll
this result.
11
SERPENT’S BITE
The
Priestess entwines her arms through the air while chanting, summoning
a huge snake. She sends it to bite a random Warrior who suffers
(1D6 + 4) Wounds. This damage is Poison damage due to the snake’s
venomous bite.
12
STING OF THE BEES
Channelling
her anger and wrath, the Priestess chants loudly and calls forth
a swarm of frenzied bees. Gesturing with her hand, she sends the
bees out to attack the Warriors. There are 4D6 bees in total which
are divided evenly between the Warriors. Each bee sting causes 1
unmodified Wound.
New
spells and alterations to existing spells
by Andrew Brockhouse.
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