Source: Warhammer Fantasy: 5th Edition

Printable Cards: Chaos Dwarf Magic
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Sorcerer's Curse

Power: 2, Range: 24"

Can be cast upon enemy model within range. Affected model must roll under its Strength on 2D6 at the start of each of his turns or be unable to do anything.

Remains in play

Chaos Dwarf Magic

Shadows of Hashut

Power: 2, Range: 18"

A mighty shadow bull rushes away from the caster in a straight line up to 18" long. Any model the bull touches suffers 1 S4 hit causing 1 wound. Any unit that sustains casualties must take a Panic test.

Although expressed in rather colourful terms this spell is basically comparable to a cannon shot and to other spells with short ranged projectile effects such as Gaze of Mork. Characters with units can therefore benefit from the 'Look Out Sir' rule as they can from cannons and other weapons and spells which affect models beneath a line or which utilise templates.

Chaos Dwarf Magic

Magma Pool

Power: 1

The Sorcerer may move himself anywhere on the battlefield. If he moves into hand-to-hand combat, he counts as charging.

Chaos Dwarf Magic

Lava Storm

Power: 2, Range: 18"

Hits first unit in its path, up to 18" away. Causes 2D6 hits, each hit inflicting a wound on 4+. No armour saving throws allowed.

Line of Sight

Chaos Dwarf Magic

Flaming Hide

Power: 1, Range: 6"

May be cast on the Sorcerer himself or any model within 6". Affected model has special save of 4+ against each wound suffered. In hand-to-hand combat, any model that hits the Hide suffers 1 automatic $3 hit.

Remains in play

This spell confers a special saving throw comparable to that offered by some magic items. Bear in mind that special saving throws are not armour saves and are not modified by Strength, and are not negated by hits that negate armour saves (such as cannons, stone throwers and various spells and magic weapons).

Chaos Dwarf Magic

Flames of Azgorh

Power: 2, Range: 12"

Use the Flames of Azgorh template. Any models under template are hit on 4+ for 1 S4 hit. No armour saving throws allowed.

Chaos Dwarf Magic

Fist of Fire

Power: 2

Wizard automatically causes D3 wounds on any close combat opponents he hits.

Remains in play

Chaos Dwarf Magic

Eruption

Power: 3, Range: 24"

Use the Eruption template to indicate area of effect. Models beneath the template must roll equal to or less than their I or be killed. War machines, chariots etc are destroyed (though their crew may attempt to escape). Buildings collapse on 4+.

Eruption is a further example of a spell which automatically kills its victims - no wounds can be 'saved' so armour and wards are useless.

Chaos Dwarf Magic

Doomroar

Power: 2, Range: 36"

Enemy units in hand-to-hand combat must take a Panic test immediately. Fleeing friendly units immediately rally.

Chaos Dwarf Magic

Ash Cloud

Power: 2, Range: 18"

Enemy unit's M, WS, BS, I and A halved (rounding up).

Chaos Dwarf Magic