Source: Warhammer Fantasy: 6th Edition

Spellcasters
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Horrors can unleash the magical energies of their creator as blasts of power. These count as bound spells. All of the power is generated by the Horror themselves and no Magic dice are used. The casting value of the spell is equal to half the Horrors' current U nit Strength (rounding down, to a minimum of 1). The Horrors may cast one of the following spell at the start of their Magic phase:

Fire of Tzeentch

This is a magic missile with a range of 24". The range and line of sight are worked out from any model in the front rank. It inflicts D6 hits on the target unit. The Strength of the hits depends on the size of the casting unit:

Unit Size

Strength of Hits

1-5

Strength 1

6-10

Strength 2

11-15

Strength 3

16-20

Strength 4

21+

Strength 5

Coruscation of Energy

The Horrors unleash magical energy across the battlefield in a whirling vortex of power. This spell may be targeted on a single enemy unit within 12" or, if they are in close combat, the Horrors must target one units they are fighting. Every model in the enemy unit suffers a Strength 3 hit.

Uncontrollable Mutation

The Horrors warp theworld around them, turning foes into twisted masses of pulsing flesh and bone before a newly born Horror springs from the corrupted mess. This can only be cast on a single enemy unit in base contact with the Horrors. Roll a D6 for each Horror in contact with the target unit. Each roll of a 6 slays an enemy model outright, with no Armour saves allowed. These hits are distributed among the model of the target unit just like shooting.

The spell can only be cast on roughly man-sized or smallers opponent and so cannot be cast on Ogres, Trolls, chariots, war engines (although the crew may be affected), monsters or character riding monsters etc. N ormal cavalry models may be targeted.

Each enemy slain by this spell is turned into a Horror and added to the Horrors' unit.

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