Source: Warhammer Fantasy: 6th Edition
Printable Cards: Truthsayers' Spell ListURL Copied!
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Elemental Power (Signature)
As well as their normal spells, Truthsayers and Dark Emissaries also have the Elemental Power spell, which is only of use on Fenbeasts. Pick a single Fenbeast within 18" of the caster. The Fenbeast immediately gains D3 Wounds, up to its starting value of 4.
1. Wings of Fate
The flock is a magic missile with a range of up to 24". If successfully cast, the flock hits its target and causes 2D6 Strength 2 hits.
2. Light of Battle
This spell can be cast on one friendly unit anywhere on the battlefield, even if engaged in close combat. All models in the unit receive a 5+ Ward save until the beginning of the caster's next turn.
3. Gift of Life
Each unit in the player's army is given back one model that has been removed as a casualty during the game. The model is placed back in its original unit, with its full complement of Wounds. The spell has no effect on units that have been destroyed or fled off the table. All characters, chariots and models with 4 or more Wounds on their profile who have been wounded get one lost Wound back. This spell has no effect on war machines (but it can restore a lost crew member).
4. Blessing of Valour
Remains in play. This spell can be cast on a friendly unit which is anywhere on the battlefield, even if it is engaged in close combat. If successfully cast, all models that are in the unit get a bonus of +1 to all their rolls to hit (both shooting and close combat attacks). Once it is cast, the Blessing remains in play until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.
5. Boon of Courage
This spell can be cast on one friendly unit anywhere on the battlefield, even if it is engaged in close combat. If successfully cast, the unit is Unbreakable until the beginning of the caster's next turn.
If cast on a fleeing unit, the unit immediately rallies, regardless of how many models are left in it.
6. Voice of Command
This spell can be cast on any enemy unit on the table. The unit must immediately take a Leadership test. If the test is failed, the unit immediately loses all its fighting spirit. The affected unit cannot move in its next Movement phase (except if the unit is subject to some form of compulsory movement, such as fleeing, stupidity, etc). In addition, the unit cannot shoot in its next Shooting phase. This spell has no effect on models that are Immune to Psychology.