Source: Warhammer Fantasy: 5th Edition

Printable Cards: Battle Magic
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Fireball

Power: 1, Range: 24"

The wizard can cast 1 fireball per magic level. Each fireball strikes the first model in its path up to 24" away. A model hit by a fireball suffers 1 S4 hit. No armour saves allowed.

Line of Sight

Battle Magic

Blast

Power: 2, Range: 24"

The sorcerous blasts hits the first enemy model in its path inflicting either D6 S5 or D3 S10 hits, no armour saves allowed.

Line of Sight

Battle Magic

Protect

Power: 3, Range: 24"

This spell can be cast upon a friendly unit within 24". The unit receives a special save of 4+ against each wound suffered.

Remains in play

Battle Magic

Bless

Power: 2, Range: 24"

This spell can be cast upon a friendly unit within 24". The blessed unit receives +1 shooting/to hit.

Remains in play

Battle Magic

Move Unit

Power: 2

The wizard can transport himself and a friendly unit up to 18" across the battlefield. The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of combat.

Battle Magic

Net

Power: 2, Range: 12"

An enemy unit within 12" is entangled in a magic net, and cannot move, shoot, or strike blows in hand-to-hand combat.

Remains in play

Battle Magic

Curse

Power: 2, Range: 24"

Can be cast at enemy unit within 24". The affected unit suffers -1 shooting/to hit.

Remains in play

Battle Magic

Teleport Self

Power: 1

The wizard may transport himself anywhere on the battlefield. If he moves straight into close combat, he counts as charging.

Battle Magic

Hold Fast

Power: 3, Range: 24"

Affects an enemy unit within 24" of the wizard. The unit can do nothing while the spell remains in play. WS counts as 0, and enemy blows strike automatically. Note: if forced to flee, unit will be caught and destroyed by pursuers.

Remains in play

Battle Magic

Heal

Power: 1, Range: 12"

This spell can be cast upon the wizard himself, or upon a friendly model within 12" that has suffered 1 or more wounds. The model immediately recovers 1 wound.

Battle Magic

Shield

Power: 2, Range: 18"

Can be cast on a friendly unit within range. All enemy shots must roll to penetrate the magical shield before rolling to hit. Roll a D6 for each shot: on a 4+ the shots bounces off and is discounted.

Remains in play

Battle Magic

Fear

Power: 2, Range: 24"

This spell can be directed at an enemy unit within 24". The target unit must take a Fear test immediately. If it fails, the unit flees.

Battle Magic

Destruction

Power: 2, Range: 18"

Can be cast against an enemy unit up to 18" away from the caster. The unit suffers 2D6 S4 hits, no armour saves allowed.

Battle Magic