Source: Warhammer Fantasy: 6th Edition
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1. Rule of Burning Iron
Burning Iron is a magic missile with a range of up to 24". If successfully cast, the spell hits a single model (chosen by the caster) and causes 1 S3 hit if the target has no armour save or a save of 6, 1 S4 hit if the target has an armour save of 5+, and 1 S5 hit if the target has an armour save of 4+ or better. This is a Fire attack and causes double damage against flammable targets.
2. Commandment of Brass
Lasts one turn. This spell has a range of 24" and can be cast on an enemy war machine or chariot which is visible to the caster and which is not already engaged in close combat. If successfully cast, the machine cannot move or shoot until the end of its own following turn. If forced to flee for whatever reason, the spell is broken and the unit flees.
3. Transmutation of Lead
This spell can be cast on an enemy unit that is within 24", and which is engaged in close combat. If successfully cast, the enemy's armour, weapons and other equipment are transmuted to lead for the duration of the ensuing Close Combat phase. The affected unit suffers a -1 to hit penalty in close combat, and armour saves suffer a -1 penalty during that turn's Close Combat phase.
4. Distillation of Molten Silver
The Distillation of Molten Silver is a magic missile with a range of up to 24". If successfully cast, a squall of molten silver hits the target and causes 2D6 Strength 4 hits. This is a Fire attack and causes double damage against flammable targets.
5. Law of Gold
This spell can be cast on an enemy unit that is within 24" of the caster. The opposing player must nominate one magic item carried by any model in the unit. The caster rolls a D6: on the roll of 1-4 the item cannot be used until the end of enemy's next turn, on a 5 or 6 the item cannot be used for the rest of game. The Law of Gold has no effect on a unit that does not include any models with magic items.
6. Bane of Forged Steel
This spell has a range of 12" and can be cast on an enemy unit which is visible to the caster. If successfully cast, the enemy's weapons begin to crumble and rust away. No weapon bonuses or penalties apply to the affected unit for the remainder of the battle. For example, a unit wielding Great Swords will not get their +2 Strength bonus in combat for the rest of the battle, but will now not have to strike last. A unit with missile weapons may not shoot for the duration of the entire battle. Affected units are assumed to use their fist/claws, etc, and so cannot benefit from the rules for using two hand weapons or a hand weapon and shield. War machines and magic weapons cannot be affected by the Bane of Forged Steel - only ordinary weaponry carried by troops.