Source: Warhammer Fantasy: 6th Edition

Printable Cards: Master of the Shadows
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1. Bolt of Dark Light

Casting Value: 7+

The Bolt is a magic missile with a range of up to 18". If successfully cast, it hits its target and causes D6 Strength 5 hits.

Master of the Shadows

3. Nightmare

Casting Value: 7+

This spell can be cast on an enemy unit visible to and within 24" of the caster, and which is not engaged in close combat. If successfully cast, the unit immediately takes a Panic test. Units immune to panic are immune to the effect of this spell.

Master of the Shadows

4. Curse of the Dark Master

Casting Value: 8+

Remains in play. This can be cast on an enemy unit anywhere on the battlefield, even if engaged in close combat. If successfully cast, all models in the unit suffer a penalty of -1 to all their rolls to hit (both shooting and close combat attacks). Once cast, it remains in play until dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

Master of the Shadows

5. Fog of Death

Casting Value: 10+

Each enemy unit on the table suffers D6 Strength 3 hits, randomise hits as per missile hits. The Wizard has only a limited control over the nightmarish creatures he has summoned, so the casting player must roll a dice for each of his own units (excluding the Wizard himself or the unit he is with). On a 4-6 nothing happens, on a 1-3 the unit is affected by the spell exactly like an enemy unit.

Master of the Shadows

6. Coils of the Serpent

Casting Value: 12+

This can be cast on a single unengaged enemy model within 12" of the caster (you can even pick a character inside a unit, a war machine crew, or choose to hit the character or monster/chariot he is riding, etc). The victim must immediately take a Toughness test. If failed, the model is crushed to death (remember a roll of 6 is always a failure and models without a Toughness value fail only on a 6). No Armour saves or Ward saves are allowed.

Master of the Shadows