Source: Warhammer Fantasy: 6th Edition

Skaven Magic
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1. SkitterleapCasting Value: 4+

This spell can be cast on the Wizard himself or any other friendly man-sized character within 12", even if engaged in close combat. With a "bamf!" the character disappears in a puff of smoke, leaving only a smell of brimstone behind. It reappears anywhere on the battlefield, but must be placed at least 1" away from enemy models. This spell cannot be used on a Grey Seer riding a Screaming Bell. This spell counts as movement for the purposes of shooting.

2. Warp LightningCasting Value: 5+

Warp Lightning is a magic missile with a range of 24" It can be cast at a casting value of 5+ or 9+ (declare before rolling the dice). If successfully cast, it hits its target and causes D6 Strength 5 hits at casting value 5+ or 2D6 Strength 5 hits at 9+. Each result of 1 that is rolled when determining the number of hits caused by any version of the spell hits the caster rather than the enemy. For example, if a 4 and a 1 are rolled to determine the 2D6 hits caused, the enemy suffers four hits and the caster suffers one.

3. VermintideCasting Value: 7+

Place the large round template in base contact with the Grey Seer to represent the huge mass of rats summoned by the spell. Then move the template in a straight line 4D6" away from the Grey Seer. The template can cross any type of terrain except castle walls and water features. All units touched by the template, even if only grazed, suffer 3D6 Strength 2 hits the caster is never hit and a unit he is in is hit only if another of its models are touched by the template). The spell then disappears. If the caster is engaged in close combat and casts this spell, no template is used. Instead, roll 3D6 and distribute the hits evenly among all units engaged in the fight (friend and foe). The caster himself never suffers hits from the Vermintide - don't allocate any hits on him, even if he's alone.

4. Pestilent BreathCasting Value: 8+

Place the flame template in base contact with the Wizard and anywhere in his are of sight. Models whose bases are completely under the template are automatically hit and models whose bases are partially covered are hit on the roll of a 4+. Models hit suffer a Strength 3 hit with no armour save allowed. If the caster is engaged in close combat and casts this spell, no template is used. Instead, each unit engaged in the fight (friend and foe) suffers DG hits. The caster himself never suffers hits from the spell.

5. Death FrenzyCasting Value: 9+

This spell can be cast on a friendly unit within 18", even if engaged in close combat. If successfully cast, the unit is affected by frenzy until it loses a combat engagement. The spell itself does not remain in play, but the effect lasts until the unit loses a close combat. If the spell is cast on a unit which is already frenzied (because of this spell or for any other reason), the unit will go into a state of death frenzy. The rules for death frenzy are the same as those for frenzy, but the affected models gain one further Attack, for a total of +2 Attacks on their profile. Units that are death frenzied must roll a D3 at the end of each Skaven turn. The number rolled is the number of wounds suffered by the unit (randomised as per shooting, if needed). No armour saves are allowed against such wounds.

6. PlagueCasting Value: 13+

Choose any one unit, friend or foe, within 18" of the Grey Seer, even if engaged in close combat. Each model in the affected unit must take a Toughness test. If the test is failed (remember a 6 is always a failure) the model suffers a wound, with no armour save allowed. If cast on a unit engaged in close combat, all units involved in the fight (from both sides) will be affected.

After working out the effects of the spell and removing casualties, roll a dice:

D6

Result

1-2

The spell backfires. The opponent can decide to either end the spell or choose any one unit that is within 6" of any unit that has been affected by the spell during this Magic phase. The chosen unit will be affected by the spell.

3-4

The spell ends.

5-6

The casting player can decide to either end the spell or choose another target within 6" of any unit that has been affected by the spell during this Magic phase.

If there are no targets within range, the spell ends.

After working out the effects of the spell, roll another dice on the chart above and continue to apply the results until the spell ends.

Units cannot be affected twice by this spell during the same Magic phase, even if the spell is cast by another Wizard during the same phase.