Source: Warhammer Fantasy: 5th Edition

Printable Cards: High Magic
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Hand of Glory

Power: 2, Range: 12"

All friendly units within 12" of the caster automatically pass Ld tests. Fleeing units within 12" will rally immediately.

Remains in play

High Magic

The Tempest

Power: 3, Range: 48"

A lurid storm rages across the battlefield, extending 48" from the Mage in all directions. All enemy units within the tempest must pass a Ld test on 2D6 before they can move. Flying movement is impossible. All missile fire is at -2 to hit. War engines and buildings suffer D6 S7 hits each magic phase the tempest lasts.

Remains in play

High Magic

Fiery Convocation

Power: 2, Range: 24"

An enemy unit within 24" bursts into flames. The target suffers 2D6 S4 hits immediately. In each subsequent magic phase the target suffers 2D6 hits with a Strength 1 point higher than the previous turn.

Remains in play

High Magic

Apotheosis

Power: 1, Range: 6"

A single friendly model slain during the game may be returned to life, and reappears within 6" of the wizard. The model returns with all its magic items, armour, equipment and steed (if it was mounted - though not monsters). The resurrected model causes fear.

Remains in play

High Magic

Drain Magic

Power: 3

All spells currently in play are dispelled, and the magic phase is ended. All players' magic cards are discarded. Each wizard must roll a D6. On a score of 4 or more, or 6 for High Magic Mages, the wizard loses 1 magic level. Drain Magic cannot be dispelled.

High Magic

Assault Of Stone

Power: 3, Range: 24"

The Mage may move a single hill within 24" up D6". Anything touched by the hill may be crushed. Individual models must roll lower than their I on a D6 or suffer D3 wounds. Units suffer 2D6 wounds automatically. No armour saves allowed.

High Magic

Glamour of Teclis

Power: 1, Range: 36"

Glamour may be cast on a unit within 36". Each time the target wishes to move it must pass a Ld test on 2D6. If it fails, the Mage may move the models instead.

Remains in play

High Magic

Banishment

Power: 2, Range: 12"

Each Undead or Daemon model within 12" of the Mage suffers D6 wounds on 4+. Dark Magic, Necromantic Magic or Chaos spells in play within 12' are dispelled on a roll of 4+.

In the case of Banishment all models within its range are affected as described and character models with units cannot use the Look Out Sir' rule to avoid being affected.

High Magic

Dreadlock

Power: 1, Range: 12"

The Mage may nullify one enemy-held magic item within 12". He may release the item and deadlock another whenever he pleases.

Remains in play

High Magic

Coruscation of Finreir

Power: 1

A pillar of white fire carries the Mage into the air. He can see over the entire battlefield and cast spells as normal, without reduction for range. The Mage may only be shot at or attacked in hand-to-hand combat by flying models. While on the pillar, he has an armour save of 2+. He may fly up to 24" like a flying creature. If the coruscation is dispelled, the Mage floats safely to the ground.

Remains in play

High Magic