Source: Warhammer Fantasy: 5th Edition

Printable Cards: Gold Spells
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Gleaming Arrow

Power: 3, Range: 72"

An arrow of pure golden power bursts from the caster's forehead and soars high into the air. The Gleaming Arrow seeks out a single model within 72" and drops down, striking the target as if from nowhere. The model is hit automatically and sustains D6 S5 hits. Normal armour saving throws apply.

Gold Spells

Fear of Aramar

Power: 3, Range: 24"

The Fear of Aramar fills the minds of living creatures with visions of their own worst fears. It can be cast upon a unit within 24" of the wizard, causing it to flee automatically. The unit may subsequently attempt to rally, but suffers a -3 Ld penalty until it does so. The Fear of Aramar has no effect on creatures that are unaffected by psychology or which cannot be broken in hand-to-hand fighting such as Daemons, and most Undead.

Gold Spells

Searing Doom

Power: 2, Range: 18"

With a sweep of the wizard's arm the air fills with bolts of molten gold. The Searing Doom flies in a straight line up to a maximum range of 18" and strikes the first unit in its path. The bolts cause 2D6 hits on the unit and each hit causes 1 wound on the D6 score of a 4, 5 or 6. No armour save is allowed.

Gold Spells

Fools Gold

Power: 2, Range: 24"

Fools Gold fills the mind of its victims with absolute, unreasoning greed. It can be cast at a unit within 24" of the wizard. The target becomes stupid while the spell lasts, representing its extreme mental preoccupation. No Ld test is made - the unit is treated as having automatically failed.

Lasts one turn

Gold Spells

The Crucible

Power: 1

The wizard takes on a golden glow which gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The wizard reappears in another part of the battlefield, at first as a glow of molten gold which then solidifies and cools. The Crucible can be used to carry the wizard into combat, in which case he fights as normal from the next combat phase onwards and counts as charging in the first round of fighting.

Gold Spells

Transmutation

Power: 1, Range: 24"

The wizard incants words of power and crashes his staff against the ground with a flash of light. With a shower of golden motes a single piece of terrain - such as a wood, building, a hedge, or length of wall - crumbles into glittering dust. The terrain is removed. Any models occupying the terrain are unaffected - if slightly surprised. Transmutation will not work on a hill. this being more by way of an undulation in the ground than a construction.

Gold Spells

The Golden Touch

Power: 1

The Golden Touch endows the wizard with the ability to turn an enemy into gold by touching him. The spell remains in play once cast until an enemy is turned to gold, when it is dispelled automatically. The next time the wizard hits an enemy model it is turned to gold. No armour saving throw is allowed. A model which has been turned to gold can be turned back again by means of a successful Dispel used as if against a spell in play.

Remains in play until used

Gold Spells

The Gilded Cage

Power: 1, Range: 24"

Golden bars erupt from the ground forming a cage around the target. The player will require an 18" long piece of string or something similar. This is curved into a loop and placed around any models on the battlefield forming the Gilded Cage. This barrier prevents all movement across it, trapping models inside. It has no other effect and does not prevent shooting through it. At the end of their own movement phase the models trapped inside can attempt to escape. Take the highest Strength value of all the models trapped, and roll a D6. If the score is less than the Strength value the trapped models escape. Place the models outside the cage area immediately.

Remains in play

Gold Spells

Burnished Gauntlet

Power: 1, Range: 6"

A Burnished Gauntlet materialises out of the air and flies off to strike any enemy model within 6". The Gauntlet inflicts 1 wound on the D6 roll of a 3 or more. No armour saving throws are allowed.

Gold Spells

The Glittering Robe

Power: 1

A golden robe of energy forms around the wizard. The spell remains in play once cast and protects the wizard from harm. Should the wizard suffer 1 or more wounds from any source, the robe will absorb and negate each wound on the D6 roll of a 3 or more. If the wizard is attacked by a spell, magic item or any attack which kills outright, the Glittering Robe will protect him from all harm on the D6 roll of a 4 or more. If used against the effect of a spell the Glittering Robe is automatically dispelled afterwards.

Gold Spells