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TheOldWorldSpellCards(Core)

The document outlines various spells and abilities for different types of spellcasters, including Battle Mages, Daemonologists, Dark Mages, Elementalists, High Mages, and Illusionists. Each spell has specific effects, casting values, and target conditions, such as causing damage, enhancing allies, or debuffing enemies. The spells vary in their mechanics, including direct damage, area effects, and temporary enhancements to units in combat.

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0% found this document useful (0 votes)
25 views8 pages

TheOldWorldSpellCards(Core)

The document outlines various spells and abilities for different types of spellcasters, including Battle Mages, Daemonologists, Dark Mages, Elementalists, High Mages, and Illusionists. Each spell has specific effects, casting values, and target conditions, such as causing damage, enhancing allies, or debuffing enemies. The spells vary in their mechanics, including direct damage, area effects, and temporary enhancements to units in combat.

Uploaded by

craig.r.shenton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Hammerhand 1. Fireball 2.

Curse of Arrow
Assailment, 7+, Combat Magic Missile, 8+, 24”
Attraction
Hex, 7+, 21”
As the Battle Mage chants an With a snap of the fingers, the Battle
invocation, their fists become like Mage summons forth a roiling ball of
With a cry and a flourish, the Battle
hammers, falling upon their foes with magical flame and hurls it at a nearby
Mage curses an enemy, causing
great and terrible power. foe.
missiles to seek them out with almost
sentient awareness.
A single enemy unit the caster is The target enemy unit suffers 2D6
engaged in combat with suffers 2D3 Strength 4 hits, each with an AP of
Until your next Start of Turn sub-
Strength 4 hits, each with an AP of -2. -. This spell has the Flaming Attacks
phase, you may re-roll any rolls To
special rule.
Hit of a natural 1 when shooting at
the target enemy unit.

3. Pillar of Fire 4. Arcane Urgency 5. Oaken Shield


Magical Vortex, 9+, 12” Conveyance, 10+, 15” Enchantment, 7+, Self

The Battle Mage conjures a fireball As the Battle Mage’s allies march, The Battle Mage summons a mighty
which quickly grows to become a time around them slows, allowing spectral oak around themselves and
towering pillar. them to cover great distance in the their allies, protecting them from the
blink of an eye. weapons of their enemies.
Remains in Play. Place a small (3”)
blast template so that its central hole If the target friendly unit is not Until your next Start of Turn sub-
is within 12” of the caster. Whilst fleeing and has already moved phase, the caster and any unit they
in play, the template is treated as during this Movement phase, it may have joined gain a 5+ Ward save
dangerous terrain. The template immediately move again. against any wounds suffered.
moves D6” in a direction of the
caster’s choosing during every Start
of Turn sub-phase. Any unit (friend or
foe) the moving template touches or
moves over suffers D3+3 Strength 3
hits, each with an AP of -2. These hits
have the Flaming Attacks special rule.

6. Curse of Cowardly
Flight
Hex, 9+, 15”

As the war drums beat, the Battle


Mage reaches into the minds of the
enemy, tapping into their fears and
weakening their intestinal fortitude.

The target enemy unit must


immediately make a Panic test. If the
target unit automatically passes any
Panic tests it is required to make for
any reason, it must still make this test
and, should it fail, it will Give Ground.
The Summoning 1. Steed of Shadows 2. Gathering Darkness
Magic Missile, 9+, 18” Conveyance, 9+, 15” Hex, 9+, 12”

From the Realm of Chaos, the Coal-black daemonic steeds At the Daemonologist’s command,
Daemonologist summons forth materialise from the air, bearing strange forms gather about the foe,
daemonic beasts to strike at their warriors aloft on wings of shadow. their whispered taunts draining the
foes. enemy’s courage.
This spell can only target friendly
The target enemy unit suffers 2D6 models whose troop type is infantry. Until your next Start of Turn sub-
Strength 4 hits, each with an AP of -1. If the target friendly unit is not phase, the target enemy unit
fleeing and has not already moved suffers a -2 modifier to its Initiative
during this Movement phase, it gains characteristic (to a minimum of
the Fly (12) special rule until your 1), a -2 modifier to its Leadership
next Start of Turn sub-phase. characteristic (to a minimum of
2) and cannot use their General’s
Inspiring Presence special rule. This
spell may target an enemy unit
engaged in combat.

3. Daemonic Familiars 4. Daemonic Vessel 5. Vortex of Chaos


Assailment, 8+, Combat Enchantment, 10+, Self Magical Vortex, 8+, 15”

The Daemonologist’s many familiars At the Daemonologist’s bidding, A swirling tear in reality opens,
fall upon the foe, slashing and biting otherworldly entities rush forth to through which daemonic beasts grasp
with incorporeal claws and teeth. take possession of their allies, filling at those that venture too close.
their bodies with unnatural ferocity.
A single enemy unit the caster is Remains in Play. Place a small (3”)
engaged in combat with suffers 2D6 Until the end of this turn, the caster, blast template so that its central hole
Strength 2 hits, with no armour save their mount and any unit they have is within 15” of the caster. Whilst
permitted (Ward and Regeneration joined, gain a +1 modifier to their in play, the template is treated as
saves can be attempted as normal). Strength and Attacks characteristics difficult terrain. The template moves
(to a maximum of 10), and improve D6” in a random direction during
the Armour Piercing characteristic of every Start of Turn sub-phase. Any
their weapons by 1. unit (friend or foe) the moving
template touches or moves over
suffers D6+1 Strength 3 hits, each
with an AP of -.

6. Daemonic Vigour
Enchantment, 9+, 15”

As the Daemonologist mutters verses


aloud from a proscribed text, their
allies fill with a daemonic vitality.

Until the end of this turn, the target


friendly unit gains a +1 modifier to its
Movement, Toughness and Initiative
characteristics (to a maximum of 10).
Doombolt 1. Word of Pain 2. Stream of Corruption
Magic Missile, 8+, 24” Hex, 10+, 18” Assailment, 8+, Combat

At the Dark Mage’s bidding, a bolt The Dark Mage chants From the fingertips of the Dark Mage
of black lightning tears from the incomprehensible syllables, each corrupted magic flows, flaying the
heavens and stabs at the earth. more torturous than the last. flesh of the enemy.

Place a small (3”) blast template so Until your next Start of Turn sub- Place a flame template so that the
that its central hole is directly over phase, the target enemy unit suffers narrow end touches the caster’s base
the centre of the target enemy unit. a -1 modifier to its Strength and edge and the broad end is over a unit
Any enemy model whose base lies Toughness characteristics (to a they are engaged in combat with. Any
underneath the template risks being minimum of 1). This spell may target model (friend or foe) whose base lies
hit and suffering a single Strength 3 an enemy unit engaged in combat. underneath the template risks being
hit with an AP of -2. hit (as described on page 95) and
suffering a single Strength 3 hit with
an AP of -1.

3. Infernal Gateway 4. Phantasmagoria 5. Battle Lust


Conveyance, 10+, 12” Magical Vortex, 9+, 12” Enchantment, 9+, 12”

The Dark Mage reveals a hidden Remains in Play. Place a small (3”) Rage builds within those near to
passageway through the Realm of blast template so that its central the Dark Mage, filling them with a
Chaos. hole is within 12” of the caster. terrible lust for bloodshed.
Whilst in play, the template does not
This spell can only target friendly move and is treated as dangerous Until the end of this turn, the target
characters, but may target characters terrain. Enemy units that end their friendly unit gains the Frenzy and
engaged in combat. If the target movement within 12” of the template Hatred (all enemies) special rules.
friendly character is not fleeing, you must immediately make a Panic test.
may immediately remove it from the Those that fail will Fall Back in Good
battlefield and replace it anywhere Order or flee directly awayfrom the
within 12” of its original location, but template. Those that pass (or that do
not within 6” of any enemy models. not have to make the test) become
subject to the Impetuous special rule
Note that this spell allows a character whilst they remain within 12” of the
to leave combat. template.

6. Soul Eater
Assailment, 7+, Combat

The Dark Mage reaches out a taloned


hand to tear at the very soul of their
enemy.

A single enemy model the caster is


engaged in combat with suffers a
single Strength 3 hit with the Multiple
Wounds (3) special rule and with no
armour save permitted (Ward and
Regeneration saves can be attempted
as normal).
Storm Call 1. Flaming Sword 2. Plague of Rust
Hex, 7+, 12” Assailment, 8+, Combat Hex, 9+, 21”

The Elementalist channels the fury of With a simple gesture, the As the Elementalist utters a curse, the
a storm towards their foes, causing Elementalist summons a great, armour of the enemy loses its lustre,
strong winds and icy rains to batter flaming sword with which to strike at corroding and crumbling from their
against them. their enemies. bodies.

Until your next Start of Turn sub- A single enemy unit the caster is Until your next Start of Turn sub-
phase, the target enemy unit suffers engaged in combat with suffers D6+1 phase, the target enemy unit suffers
a -1 modifier to its Movement and Strength 3 hits, each with an AP of -. a -2 modifier to its armour value.
Initiative characteristics (to a These hits have the Flaming Attacks This spell may target an enemy unit
minimum of 1). If this spell is cast, the special rule. engaged in combat.
effects of any other Hex previously
cast on the target unit immediately
expire.

3. Summon Elemental 4. Earthen Ramparts 5. Wind Blast


Spirit Enchantment, 10+, 15” Magic Missile, 8+, 15”
Magical Vortex, 9+, 15”
At the Elementalist’s summoning, A mighty wind rips enemy warriors
mighty earthen ramparts rise up from their regiments, dashing them
Remains in Play. Place a small (3”)
about their allies. against the hard earth.
blast template so that its central hole
is within 15” of the caster. Whilst
Until your next Start of Turn sub- The target enemy unit suffers D3+3
in play, the template is treated as
phase, the target friendly unit gains Strength 5 hits, each with an AP of -1.
dangerous terrain over which no line
a 5+ Ward save against any wounds Once these hits have been resolved,
of sight can be drawn. The template
suffered and counts as being behind the unit must Give Ground.
moves D6” in a random direction
a defended low linear obstacle if
during every Start of Turn subphase.
charged. However, whilst this spell is
Any enemy unit the moving template
in play the target unit cannot march
touches or moves over suffers D3+3
or charge.
Strength 4 hits, each with an AP of -1.

6. Travel Mystical
Pathway
Conveyance, 10+, 9”

Tapping into the power of the


Geomantic Web, the Elementalist
opens a portal through which their
allies can travel.

If the target friendly unit is not


fleeing and has not already moved
during this Movement phase, you
may immediately remove it from the
battlefield and replace it anywhere
within 12” of its original location, but
not within 6” of any enemy models.
The target friendly unit cannot move
again during this Movement phase.
Drain Magic 1. Walk Between Worlds 2. Fiery Convocation
Hex, 9+, Self Conveyance, 10+, Self Magic Missile, 10+, 18”

As the High Mage draws the Winds of The High Mage causes their allies to At the High Mage’s bidding, a roiling
Magic to themselves, other Wizards drift in and out of reality, enabling storm of fire erupts within the midst
find themselves struggling to access them to pass through terrain as if it of the enemy line.
their powers. was not there.
Place a large (5”) blast template so
Remains in Play. Whilst this spell Until your next Start of Turn sub- that its central hole is directly over
is in play, enemy Wizards that are phase, the caster and any unit they the centre of the target enemy unit.
within 24” of the caster’s model have joined gain the Ethereal and Once placed, the template will scatter
when attempting to cast a spell must Reserve Move special rules. D3+1”. Any enemy model whose base
increase that spell’s casting value by lies underneath the template’s final
2. position risks being hit and suffering
a Strength 4 hit with an AP of -2.
These hits have the Flaming Attacks
special rule.

3. Tempest 4. Corporeal Unmaking 5. Fury of Khaine


Magical Vortex, 9+, 12” Assailment, 8+, Combat Enchantment, 9+, 12”

The High Mage summons forth a The physical forms of the High The High Mage beseeches Khaine,
tempest of rain and sleet, the centre Mage’s enemies begin to unravel, God of Murder, to bestow his fury on
of which is all but impenetrable. turning to dust on the wind. the High Mage’s allies.

Remains in Play. Place a small (3”) A single enemy unit the caster is Until the end of this turn, the target
blast template so that its central hole engaged in combat with suffers D3 friendly unit gains the Extra Attacks
is within 12” of the caster. Whilst in Strength 5 hits, with no armour or (+1) special rule. This spell may
play, the template does not move Regeneration saves permitted (Ward target a friendly unit engaged in
and is treated as dangerous terrain. saves can be attempted as normal). combat.
Whilst within 6” of the template,
enemy units treat open ground as
difficult terrain and difficult terrain
as dangerous terrain.

6. Shield of Saphery
Enchantment, 9+, 18”

White light bursts forth from the


High Mage’s outstretched hands,
clinging to armour and arcing
overhead to form a protective barrier
around their allies.

Until the end of this turn, the target


friendly unit gains a 5+ Ward save
against any wounds suffered. If this
spell is cast, the effects of any other
Enchantment previously cast on the
target unit immediately expire.
Glittering Robe 1. Mind Razor 2. Shimmering Dragon
Enchantment, 8+, Self Magic Missile, 7+, 15” Conveyance, 8+, 12”

Shimmering light radiates from Torturous illusion grips the enemy. An incorporeal Dragon materialises
the Illusionist’s garb, dazzling and Only those with the strongest of wills over the battlefield, stooping low to
confounding the enemy. can resist. bear aloft a mighty champion.

Until your next Start of Turn sub- The target enemy unit must This spell can only target friendly
phase, enemy units suffer a -1 immediately make a Leadership test. characters. If the target friendly
modifier to any rolls To Hit made If this test is passed, it suffers D3 character is not fleeing and has not
against the caster and any unit they Strength 3 hits, each with an AP of already moved during this Movement
have joined. If this spell is cast, the -. If, however, this test is failed, it phase, it gains the Fly (10) special
effects of any other Enchantment suffers D3+3 Strength 4 hits, each rule until the end of this turn.
previously cast on any of the affected with an AP of -3.
models immediately expire.

3. Column of Crystal 4. Confounding 5. Spectral


Magical Vortex, 10+, 9”
Convocation Doppelganger
Hex, 9+, 9” Assailment, 9+, Combat
The Illusionist conjures forth an
illusory column of crystal. All
The enemy is bombarded by wild Like the surface of a mirror struck
that see it believe it to be utterly
and disorienting images and dancing a mighty blow, the Illusionist’s
impenetrable.
lights that render them all but blind image fractures, revealing myriad
to the world around them. doppelganger likenesses.
Remains in Play. Place a large (5”)
blast template so that its central hole
Remains in Play. Whilst this spell is in A single enemy unit the caster is
is within 9” of the caster. Whilst in
play, the target enemy unit becomes engaged in combat with suffers
play, the template does not move and
subject to the Stupidity special rule. 2D6 hits, resolved using the
is treated as impassable terrain over
characteristics and special rules of
which no line of sight can be drawn.
the caster and of any weapon they
carry.

6. Miasmic Mirage
Hex, 11+, 15”

Around the feet of the enemy, the


earth itself shifts and blurs, causing
warriors to trip and stumble upon
half-imagined obstacles.

Until your next Start of Turn sub-


phase, the target enemy unit suffers
a -2 modifier to its Movement
characteristic (to a minimum of 1)
and cannot march or charge. If this
spell is cast, the effects of any other
Hex previously cast on the target unit
immediately expire.
The Dwellers Below 1. Deathly Cabal 2. Unquiet Spirits
Assailment, 7+, Combat Enchantment, 10+, Self Magic Missile, 8+, 15”

Beneath the enemy the cold dirt From beyond the veil of death, Evil spirits gather around the enemy,
parts, revealing spectral hands that unquiet spirits gather protectively their spectral talons creeping beneath
reach to grasp at the foe and pull around the Necromancer, their armour to tear at flesh.
them into the underworld. presence causing the foe to recoil in
fear and dread. The target enemy unit suffers 3D6
Place a small (3”) blast template Strength 2 hits, with no armour save
so that its central hole is directly Until your next Start of Turn sub- permitted (Ward and Regeneration
over the centre of a unit the caster phase, the caster and any unit they saves can be attempted as normal).
is engaged in combat with. Once have joined gain a 6+ Ward save
placed, the template will scatter against any wounds suffered that
D3+1”. Any enemy model whose base were caused by a non-magical enemy
lies underneath the template’s final attack. In addition, whilst this spell is
position risks being hit and suffering in play, the affected models gain the
a single Strength 3 hit with an AP of -. Fear special rule. If they already have
the Fear special rule, they instead
gain the Terror special rule.

3. Spiritual Vortex 4. Curse of Years 5. Spectral Steed


Magical Vortex, 11+, 12” Hex, 10+, 15” Conveyance, 9+, 12”

The Necromancer gestures and dark As dead things draw near, they feed As the Necromancer chants words
energy swirls, opening a vortex into hungrily upon the vital energy of the of dark power, a ghostly steed forms
the realm of Morr, god of death. living, ageing them rapidly. from the night air.

Remains in Play. Place a large (5”) Until your next Start of Turn sub- Remains in Play. This spell can only
blast template so that its central hole phase, the target enemy unit suffers a target friendly characters whose
is within 12” of the caster. Whilst in -1 modifier to its Movement, Weapon troop type is infantry. Whilst this
play, the template does not move Skill and Toughness characteristics spell is in play, the target friendly
and is treated as dangerous terrain. (to a minimum of 1). If this spell is character gains the Ethereal and Fly
Whilst within 8” of the template, cast, the effects of any other Hex (10) special rules.
enemy units suffer a -1 modifier to previously cast on the target unit
their Leadership characteristic (to a immediately expire.
minimum of 2) and cannot use their
General’s Inspiring Presence special
rule.

6. Spirit Leech
Hex, 8+, 18”

Chill winds gust and long shadows


gather, sapping the enemy’s will and
sowing seeds of dread.

Until the end of this turn, the target


enemy unit suffers a -2 modifier to
its Leadership characteristic (to a
minimum of 2) and cannot use their
General’s Inspiring Presence special
rule. This spell may target an enemy
unit engaged in combat.
Fist of Gork (or Mork) 1. Vindictive Glare 2. Hand of Mork (or
Assailment, 9+, Combat Magic Missile, 8+, 21”
Gork)
Conveyance, 7+, 18”
In response to the Shaman’s frantic Their brows furrowed and their teeth
hopping and gesticulating, a great clenched, the Shaman’s glare is so
This spell can only target friendly
green fist materialises from the air intense that their enemies visibly
characters, but may target
and wallops the foe! wither.
characters engaged in combat.
You may immediately remove the
Place a large (5”) blast template so The target enemy unit suffers a
target friendly character from the
that its central hole is directly over single Strength 7 hit with the Multiple
battlefield and replace it anywhere
the centre of a unit the caster is Wounds (D3) special rule and with
within 2D6” of its original location,
engaged in combat with. Once placed, no armour save permitted (Ward and
but not within 3” of any enemy
the template will scatter D3”+1. Any Regeneration saves can be attempted
models. However, if a double 1 is
model (friend or foe) whose base as normal). This spell may target an
rolled, the character lands badly and
lies underneath the template’s final enemy unit engaged in combat.
loses a single Wound.
position risks being hit and suffering
a single Strength 4 hit with an AP of
Note that this spell allows a character
-1.
to leave combat.

3. Bad Moon Rizin’ 4. Evil Sun Shinin’ 5. ‘Ere We Go!


Hex, 10+, 15” Enchantment, 9+, Self Enchantment, 9+, Self

The Shaman summons a great The sun is out and there’s an enemy The Shaman begins a simple chant
pale moon above the battlefield. army over there – it’s a great day for which is quickly and enthusiastically
Trembling under its baleful gaze, the a battle! ‘Ave at it Boyz! taken up by their friends.
enemy can barely lift their weapons!
Until your next Start of Turn sub- Any friendly unit that is within the
Until the end of this turn, the target phase, friendly units that are within caster’s Command range during the
enemy unit suffers a -D3 modifier the caster’s Command range may Declare Charges & Charge Reactions
to its Weapon Skill and Initiative re-roll any rolls To Hit of a natural sub-phase of this turn increases its
characteristics (to a minimum of 1).. 1, and improve the Armour Piercing maximum possible charge range by
characteristic of their weapons by 1. 3” and, when it makes a Charge roll,
may apply a +D3 modifier to the
result.

6. Foot of Gork (or


Mork)
Magical Vortex, 8+, 15”

There’s a massive green foot on the


battlefield and it seems to be moving!

Remains in Play. Place a large (5”)


blast template so that its central hole
is within 15” of the caster. Whilst
in play, the template is treated as
dangerous terrain. The template
moves 2D6” in a random direction
during every Start of Turn sub-phase.
Any unit (friend or foe) the moving
template touches or moves over
suffers D3+3 Strength 5 hits, each
with an AP of -1.

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