Source: Warhammer Fantasy: 6th Edition

Magic - Frequently Asked Questions
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When do you measure range for spells?

Once the spell is cast. If you're out of range, you have wasted the Power and/or Dispel dice.

Source: Warhammer Chronicles 2004 page 115

What constitutes a "remains in play" spell as discussed in the last paragraph on page 139 of the Rulebook? The text that is unclear: "his opponent is allowed to dispel any spells that remain in play (key text under debate)... In addition, these spells can be dispelled in the player's own magic phase using any Power dice not being used to cast spells, as Dispel dice."

Only the spells noted with the rule "Remains in Play" or "Lasts One Turn" are "remains in play" and follow the rules for such creatures. Other spells may endure beyond the current turn, but are not "remains in play" and do not follow those rules. This means that ONLY spells with the specific tag of "Remains in Play" or "Lasts One Turn" = "remains in play" per page 139 of the rulebook. These spells may be subsequently dispelled by an opponent in his own turn by utilizing some of his power dice as dispel dice. If a spell is not tagged as such (and the spell's description doesn't specifically grant the ability to dispel it in subsequent turns) then the spell provides a lasting effect which can NOT be dispelled in subsequent turns.

Source: Gav Thorpe - Warhammer Design Team / Rulebook page 139

If a Wizard or his unit is engaged in close combat with enemy models is the Wizard allowed to cast spells?

There is no general rule preventing a Wizard from casting spells while he or his unit is in close combat, but specific spells may not be castable in this situation. Spells specifically defined as "Magic Missiles", for instance, cannot be cast while the Wizard or his unit is engaged in close combat, and some other spells explicitly cover this situation in their description. Further, a spell cannot be cast at a unit in close combat unless its description explicitly allows it to do so and many spells require line of sight. These factors, taken together, generally restrict the available targets for the Wizard's spells. Note however, that nowhere in the rules does it state that the act of being engaged in close combat blocks line of sight... only models and terrain block line of sight. This means that in instances where a Wizard's line of sight is not entirely blocked by other models, the Wizard may still be able to draw line of sight to potential targets. This also means that Wizards who are riding on Large Targets or whom are Large Targets by nature may still be able to draw line of sight to potential targets, even if their frontage is fully occupied by enemy models (who are not also Large Targets).

Source: Rulebook pages 59, 135, 136, 142 / Direwolf FAQ Council Interpretation

Can a single enemy unit be affected by multiple "Remains in Play" or lasting effect spells which do not specifically state that this is allowable / outline the affects?

There's no problem with casting multiple spells on the same unit, and normally the effects will be cumulative - i.e 2 Flames of The Phoenix would each have chances of causing damage. On one-off effects, such as Rain Lord, then the effect is a blanket rule which won't be improved with multiple castings - in this case, you can't make them any wetter with two spells than you can with one.

Source: Gav Thorpe - Warhammer Design Team

If a character has joined a unit and the unit gets affected by a spell with a lasting effect, will it continue to affect him if he leaves the unit?

No. The spell affects the unit, and characters can choose to leave the unit and so be unaffected. Of course, if the unit was destroyed around him, leaving him the only one in the unit, the spell would keep affecting him - there is no unit to leave anymore!

Source: Warhammer Chronicles 2004 page 115

If a character is affected by a spell with a lasting effect, and he joins a unit, does the spell effect transfer onto the unit?

No. The spell effect will continue to effect the character, but will not be transferred to the unit he has joined. If the spell was transferred to the unit, situations would arise where the character would no longer actually suffer from the spell (e.g. damage spells resolved as shooting hits). Also if the spell was transferred to the unit, the character could leave the unit in the following movement phase and no longer suffer from the spell per the Q&A above!

Source: Direwolf FAQ Council Interpretation

Some items can dispel and destroy spells. We can use the dispel effect to dispel a Bound Spell. Can we destroy it as well? If yes, is the magic Bound Spell item completely destroyed or can it still be used (if it's a weapon with a Bound Spell for example)?

Bound Spells can only be destroyed if the item specifically states in its description that it can. In other circumstances, no - Bound Spells cannot be destroyed. If the Bound Spell is destroyed and the item is a magic weapon, it is only the spell that is lost - the item is still magical weapon.

Source: Warhammer Chronicles 2004 page 115

When dispelling spells already in play, do you need to beat the casting value, or merely equal it?

As with other dispels, you need to equal the casting value to successfully dispel.

Source: Warhammer Chronicles 2004 page 115

Can a fleeing Wizard continue to maintain a Remains in Play spell, or is the spell removed from play once he flees?

The spells continue to take effect until either the Wizard chooses to end it, the Wizard is slain. the Wizard casts another spell, or until the Wizard leaves the battlefield (counting as slain).

Source: Warhammer Chronicles 2004 page 115

May a magic item, spell, or special ability that allows a player to re-roll a D6, be used to re-roll a D3?

Yes. The instructions in the Rulebook for a D3 begin: "Roll a D6 and halve the score." A player may re-roll the result of a D6 prior to halving the result to generate the D3 result.

Source: Rulebook page 37 / Direwolf FAQ Council Interpretation

If a Wizard mounted on something (monster; chariot, Screaming Bell, etc) Miscasts and is blown D6", what happens?

The model does not move and counts as if it had been knocked into another model. If it is on a normal steed (not a monster) it gets blown about as normal.

Source: Warhammer Chronicles 2004 page 115

Can Irresistible Force ever be dispelled? The rules say no Dispel roll may be attempted, and certain items, such as Dispel Scrolls, mention Irresistible Force. However, other items, like the High Elf Sigil of Asuryan, make no mention of it?

Unless specifically written in the description of an item or ability, Irresistible Force can never be dispelled. Note that some items, such as Sizzla's Shiny Baubles, may have an effect on Irresistible Force, but these are generally not normal dispels.

Source: Warhammer Chronicles 2004 page 115

On the miscast result of 4, the spell may be "dispelled with dice as usual". Can a Dispel Scroll be used in this situation?

Yes. It should read "dispelled as usual" rather than "dispelled with dice as usual".

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What happens when a spell which allows a single character or unit to charge in the magic phase (ex. Steed of Shadows, Unseen Lurker, Hand of Gork, etc.) is used to charge a unit which is already fleeing?

The fleeing unit must flee again. Units that are already fleeing are an exception to the normal charge response rules. Whenever a unit successfully charges a previously fleeing unit, the unit automatically flees again. Just because they cannot choose to flee, does not mean they are not forced to. The charging enemy destroys the fleeing troops if it catches them, as normal.

Source: Rulebook page 75 / Direwolf FAQ Council Interpretation

Do magic items or abilities that provide special saves against missiles (e.g. The Golden Eye of Tzeentch, Wristbands of Black Gold, Shield of Ptolos, etc.) work against spells not classified as "magic missiles" such as Uranon's Thunderbolt, Storm of Cronos, Father of the Thorn, etc?

No. The only spells which count as missiles are those which are specifically noted as "magic missiles" in their descriptions.

Source: Warhammer Chronicles 2004 page 115 / Anthony Reynolds Warhammer Design Team

May characters, Skaven Weapons Teams, etc. be targeted by spells which may be cast on "any enemy unit'? May they be targeted by these spells even if they are within 5" (3" for Skaven Weapons Teams) of a friendly unit of five or more similar sized models?

The Rulebook states "Note that characters on their own..... are classed as units as well, so spells that target units can be cast on these targets." In general, only spells that are classified as "magic missiles" must follow the shooting rules for selecting targets. Please refer to the two Q&As above for additional guidance.

Source: Rulebook pages 139, 142

Can spells which affect all enemy units in sight, within a defined range, and/or on the battlefield, etc. (e.g. Storm of Cronos, Drain Life, Fog of Death, etc.) be cast if enemy units are engaged in close combat within the area affected by the spell?

Yes they can be cast, but only unengaged units are affected, as the spells do not specifically state that they can be cast at units in combat.

Source: Warhammer Chronicles 2004 page 115 / Direwolf FAQ Council Interpretation

Regarding spells which affect all enemy units in sight, within a defined range, and/or on the battlefield, etc. (e.g. Storm of Cronos, Drain Life, Fog of Death, etc.) do units with Magic Resistance get to add their dispel dice to any attempts to dispel these spells?

If a unit with Magic Resistance is a potential target for one of these spells its Magic Resistance may be used. If multiple units with Magic Resistance are targeted, use the highest Magic Resistance value, NOT all of them added together.

Source: Warhammer Chronicles 2004 page 115 / Direwolf FAQ Council Interpretation

Does Magic Resistance count against Comet of Casandora and other spells that have a random range of effect?

No, it is not enough for the unit with Magic Resistance to be a potential target, it has to be an actual target of the spell.

Source: Warhammer Chronicles 2004 page 115

Are Wizards allowed to cast the Lore of Death spell Drain Life and the Lore of Heavens spell Storm of Cronos if enemy units engaged in close combat are within the area affected by the spell?

Yes, they can cast it, but only unengaged units are affected, as the spell does not specifically state that it can be cast at units in combat.

Source: Warhammer Chronicles 2004 page 115

If the answer to any/all of the last three questions above is Yes, do units with Magic Resistance get to add their dispel dice to any attempts to dispel these spells?

If a unit with Magic Resistance is a target for one of these spells, its Magic Resistance may be used. If multiple units with Magic Resistance are targeted, use the highest Magic Resistance value, not all of them added together.

Source: Warhammer Chronicles 2004 page

Are enemy units engaged in close combat affected by the Casket of Souls? More generally, do spells which affect all enemy units in sight/on the battlefield etc, affect units in close combat as well (if part of the unit has line of sight)?

The Casket does not effect units that are engaged in combat at all. It is assumed that they are engrossed in the combat, and so will never be affected.

Source: Warhammer Chronicles 2004 page 115

Do spells that have the potential to hit each model in a unit (e.g. Curse of Years) affect hidden models (e.g. Assassins, Night Goblin Fanatics)?

No. Before hidden models are revealed, there is no way that they can be harmed.

Source: Dark Elf page 11 / Direwolf FAQ Council Interpretation

Does the Lore of Metal spell, Rule of Burning Iron allow the caster to ignore normal targeting restrictions? Can the spell be used to pick out Champions or characters inside units?

The spell is clearly classified as a "Magic Missile". The rules for "Magic Missiles" state that they can only be cast at a target if it would be a viable target according to the rules for shooting. Therefore the caster must have LOS to the target unit, the target unit must be within range (24"), and the caster can't pick out a unit consisting of one similar sized character, Skaven weapon team, etc. within protective radius of a unit of five or more similar sized models. Once the caster has chosen a valid target, the next step is to cast the spell. If successfully cast (and not dispelled) then the text of the spell states: "the spell hits a single model (chosen by the caster)" This means that the caster may allocate the hit to a Champion or an attached character in a valid target unit.

Source: Rulebook pages 142, 145 / Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can Uranon's Thunderbolt target characters in buildings?

Yes (the thunderbolts smash through the roof! Obviously...)

Source: Warhammer Chronicles 2004 page 115

If a character has Magic Resistance and joins a unit, does the whole unit benefit from that Magic Resistance?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do items or abilities which provide extra dispel dice when targeted by enemy spells work the same as items specifically noted with "Magic Resistance"?

These extra dispel dice (which appeared in some of the item descriptions early in Sixth edition) should be treated just like Magic Resistance. We will be amending the offending items in reprints as they come up.

Source: Gav Thorpe - Warhammer Design Team

Can units with "Magical Resistance" dice use these dice to dispel chain spells (e.g. Gork's Warpath, Plague) when they are not the first unit targeted? Does Magic Resistance count against Comet of Cassandora and other spells that have a random range of effect? Also, may units with "Magical Resistance" dice use these dice to dispel "remains in play" spells in subsequent turns?

No to all of the above. Note that it is not enough for the unit with Magic Resistance to be a potential target. The unit has to be an actual target of the spell. Magic Resistance, like dispel scrolls, comes into affect only at the point when the magical energy is summoned (i.e. the spell is cast). Once the effects of the spells become a reality, it's too late.

Source: Warhammer Chronicles 2004 page 115 / Gav Thorpe - Warhammer Design Team

What is the corrected description for the first three paragraphs of the Lore of Fire spell, Wall of Fire?

This spell has a range of 24" and can be cast on an enemy unit visible to the caster which has no models (friend or foe) within 1" of its front rank (walls, hedges and other scenic features don't matter). The spell cannot be cast on units with a 360° line of sight. A searing wall of flame suddenly rises in front of the unit. To represent this take some cotton wool or paper and place this in a line up to 1" thick in front of the unit. The unit suffers 1 automatic hit for each model (including characters) in its front rank. Each hit is resolved with a Strength of 4. View online.

Source: Rulebook page 144 / Warhammer Chronicles 2004 page 122

What is the corrected description for the Lore of Metal spell, 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. View online.

Source: Rulebook page 145 / Warhammer Chronicles 2004 page 122

For the Bane of Forged Steel spell it says that an affected unit would now be considered to be using band weapons. Does this improve the Armour save of a unit with shields, and what is the effect, if any, on a unit already equipped with band weapons?

They have a hand weapon so all rules that apply to hand weapons count. It has no effect on units with hand weapons only.

Source: Warhammer Chronicles 2004 page 115

What is the corrected description for the first paragraph of the Lore of Shadows spell, Steed of Shadows?

This spell may be cast upon the Wizard himself or any single friendly independent character model within 12" of him - the spell can only be cast on a model with a Unit Strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example). View online.

Source: Rulebook page 146 / Warhammer Chronicles 2004 page 122

If a unit has the spell Pelt of Midnight (from the Lore of Shadow) cast upon it, does this have any affect against a flame template from a Dragon, Gyrocopter, etc.?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can the Lore of Beasts spell, The Oxen Stands (which immediately rallies fleeing troops) be used to rally a unit that is at less than 25% of its starting size?

No. Per guidance from the Design Team questions such as this should be answered with the phrase "if normally allowed" in mind. As a unit that is less than 25% of its starting size is not normally allowed to rally, the spell can not be used to rally the unit.

Source: Rulebook pages 75, 147 / Direwolf FAQ Council Interpretation

The rules for the Lore of Heavens spell Comet of Casandora state that it remains in play, but the standard statement "stays in play until Wizards wants to cancel it, or he dies" is not included. Is it so powerful that it must actively be dispelled to stop it, and survives even if the caster dies?

Once the comet is on its way, that's your lot you can jump up and down on the wizard all you like, it ain't gonna stop fifty tons of star iron slapping into the battlefield. You can attempt to dispel it in subsequent turns as usual.

Source: Warhammer Chronicles 2004 page 115

Does the Lore of Light spell, Guardian Light immediately rally fleeing troops within 12" in the magic phase?

No. The spell states that fleeing troops within 12" will automatically rally. This means that fleeing troops will not have to take leadership tests in the rally stage of their next turn and will automatically rally at that time. Note the difference in wording between Guardian Light and the Lore of Beasts spell, The Oxen Stands.

Source: Rulebook pages 147, 149

Do the attacks generated by the Lore of Light spell, Pha's Illumination count as magical?

Yes.

Source: Gav Thorpe - Warhammer Design Team / Rulebook page 149

The Howler Winds spell (from the Lore of Life) is hard to interpret. Should we apply the movement effect as "half speed" or "difficult ground"?

Half speed.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Where can I find the Revised Lores of Magic article?

In Warhammer Chronicles 2004 and the Warhammer Annual 2004 (UK).

Source: Warhammer Chronicles 2004 pages 92-95 / Warhammer Annual 2004 pages 76-79

Which Lores are affected by the revisions?

Heavens, Beasts and Life.

Source: Warhammer Chronicles 2004 pages 92-95 / Warhammer Annual 2004 pages 76-79

Are the Revised Lores of Magic "Official"?

Warhammer Chronicles 2004 lists them as "Trial Rules", while the Warhammer Annual 2004 (UK) includes all materials in the book as official. Gav Thorpe of the Warhammer Design Team has stated that it isn't fair to expect someone just starting out to have to buy anything besides the basic rulebook and thus the Revised Lores of Magic are not "Official" (there was a mistake in regards to the Warhammer Annual 2004), however the Design Team always uses the revised Lores of Magic and the Revised Lores of Magic should be thought of as "Unofficial but Highly Recommended". For tournament play, consult with the organizer or judges.

Source: Warhammer Chronicles 2004 pages 92-95 / Warhammer Annual 2004 pages 76-79 / Gav Thorpe - Warhammer Design Team