Source: Warhammer Fantasy: 5th Edition

Printable Cards: Celestial Spells
URL Copied!

The Storm of Shemtek

Power: 3, Range: 24"

The caster's body is racked with a fierce storm of light and energy. A gale of brightness pours from his eyes and mouth, and his limbs are splayed into a rigid cruciform shape. His skin cracks open and bolts of light streak out from within. The Storm of Shemtek unleashes 2D6 lightning bolts with a range of 24". Each bolt strikes the first model in its path inflicting a S6 hit which causes not 1 but D3 wounds. No armour saving throw is allowed. Once the last bolt strikes the spell is ended and the caster collapses to the ground unconscious. The caster will regain consciousness if he rolls a 4 or more on a D6 at the start of his turn, but otherwise remains unable to do anything at all.

Celestial Spells

Fortune

Power: 3

The spell enables a wizard to cunningly manipulate the weave of fate to bring good fortune to a single unit until the start of the wizard's following magic phase. During this time the affected unit can re-roll any failed dice throws. This includes rolls to hit, damage rolls, armour saves, Leadership tests and so on.

Celestial Spells

Portent

Power: 1

The wizard casts his auguries and a single star shoots across the heavens. Both players roll a D6, and the difference between the two scores is the amount by which the wizard can adjust any single dice roll between now and the start of his following magic phase. Only one dice roll can be adjusted, but the roll can be modified after it has been rolled. The spell lasts for the complete turn or until it is used.

Celestial Spells

Azure Blades

Power: 1

Thin razor-like shards fill the air around the wizard, whirling in Orbit around him like miniature stars. Each enemy model in base contact takes a S4 hit as soon as the spell is cast, and then subsequently at the start of each hand-to-hand combat phase before other fighting. Armour saving throws are permitted as usual.

Remains in play

Celestial Spells

Wind Blast

Power: 2, Range: 4D6"

The air is driven into a howling gale which extends in a straight line 4D6" from the caster. Any units which lie in the path of the Wind Blast must roll equal to or less than their Strength on 2D6 or they are knocked off their feet and can do nothing whilst they remain in the path of the spell. While the spell remains in play no models may move or shoot missiles across its path, or cast magical missiles such as fireballs. Also, while the spell is in play the wizard who has cast it cannot move - he remains fixed in place and marks the beginning of the Wind Blast. Its end may be indicated with a suitable marker.

Remains in play

Celestial Spells

Swiftwing

Power: 1

The wizard transforms into a blur of cyan energy which darts into the air, flickering across the battlefield with incredible speed. The wizard can instantaneously move to anywhere he wishes on the battlefield, the energy coalescing into his form as he reaches his destination. The spell can be used to carry the wizard into close combat in which case he counts as charging in his first round of fighting.

Celestial Spells

The Sapphire Arch

Power: 2, Range: 24"

This spell creates a swirling arch of blue magic which acts as a gateway to another part of the battlefield. The spell can be cast upon any friendly unit within 24". The unit disappears from the table altogether. In a subsequent magic phase the player may cast Sapphire Arch once more, opening up the gateway anywhere within 24" of the wizard. The unit previously swallowed by the arch can now be disgorged, and can be moved directly into hand-to-hand fighting counting as charging in its first turn of combat.

Celestial Spells

The Cerulean Shield

Power: 1

A crackling electric arc forms upon the wizard's left arm creating a shield of energy. The Shield automatically negates all hits which stand to cause only 1 wound. Any hit which causes more than 1 wound will be negated if the wizard rolls a D6 and scores higher than the number of wounds the hit would otherwise inflict. If the Shield fails to negate a wound it is instantly dispelled.

If the wizard is attacked by a spell which either causes wounds or kills outright, the Shield will save him on the D6 roll of a 4 or more. If used to save against the effects of a spell the Shield is automatically dispelled as well.

Remains in play

Celestial Spells

Crystal Charioteer

Power: 1, Range: 24"

A gigantic bubble envelops and imprisons a single model within 24" of the wizard. The bubble immediately carries the victim 2D6" in the direction nominated by the caster. Whilst the spell remains in play the bubble carries its prisoner 2D6" in the same direction at the start of his own turn. The victim can do nothing whilst trapped, except attempt to break free which he can do by rolling under his own Strength on a D6 once the bubble is moved. If the bubble carries the model off the table the spell is dispelled. The prisoner does not return.

Remains in play

Celestial Spells

Lightning

Power: 1, Range: 24"

With a crack of thunder a bolt of searing lightning leaps up to 24" from the caster's palm and strikes the first model in its path. The target sustains a S6 hit causing not 1 but D3 wounds. Chariots, war machines and other comparable constructions suffer D3 S10 hits. No armour saving throws are allowed.

Celestial Spells