Source: Warhammer Fantasy: 6th Edition

Runic Powers
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When struck properly, the Anvil's magic pulses out into the ground, drawing water from underground Lakes and rivers and causing it to swell up onto the battlefield to create a mire. This power can be cast on any enemy unit on the tabletop. The unit's Movement is halved until the end of its own following tum. If forced to flee, for whatever reason, the unit flees at half speed (determine the flee distance of the unit as normal and then halve the score, rounding up). This spell has no effect on flyers or ethereal creatures.

Rune of Air (Bound Spell)Casting Value: 7+

If successfully struck, this rune causes a dark cloud to gather over the battlefield and a storm of lightning cascade down upon an enemy unit. This spell can be cast on any enemy unit on the tabletop, causing D6 Strength 4 hits. These hits are distributed exactly like hits from shooting.

Each blow of the Runelord's hammer causes a fiery ball to explode into his foes. This rune releases a magic missile with a range of 30". If successfully cast, the fireball causes 2D6 Strength 4 hits.

The clang of hammer on rune reverberates across the battlefield, causing the ground to tremble before exploding under the enemy in a hail of rocky shards. This spell can be cast on any enemy unit within line of sight. The Anvil causes D6 Strength 5 hits on any one enemy unit on the tabletop, plus a further D6 Strength 5 hits if the unit is partially or wholly within a rocky feature (all hills, rocky outcrops, ruins, or any similar area which has been identified as high ground, rocky or ruinous before the game).