Source: Warhammer Fantasy: 5th Edition

Printable Cards: Light Spells
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Bulla's Snare

Power: 2, Range: 3D6"

A snare of magical energy leaps from the caster's hand and wraps itself around a single model within 3D6" The snare plucks the victim from the ground and brings him back to the wizard. The snare holds the victim in the air above the caster where he remains, completely helpless and unable to do anything, until the wizard is slain. The spell does not remain in play, but can be cast over and over again, building up a collection of ensnared models. A subsequently successful dispel will free one ensnared model only. Freed models are placed within 1" of the wizard, but may do nothing in their following turn - it takes them one entire turn to recover.

Light Spells

Mace of Years

Power: 1

The wizard's right hand becomes a glowing mace which automatically strikes all enemy models in base contact unless they roll equal to or less than their Initiative on a D6. Those struck fall to the ground, age into an ancient husk and crumble to dust which regathers into a newborn infant which grows to adulthood, ages, dies and continues to be endlessly reborn. Victims are removed or may be marked to indicate their fate. A subsequent successful dispel will return one victim to normal. The Mace cannot affect a model wearing magic armour or protected by a spell that gives a saving throw or which negates wounds, but it ignores ordinary armour.

Light Spells

Net of Amyntok

Power: 2, Range: 12"

Strands of energy stream from the caster's fingertips and weave themselves into a glowing net around a single enemy unit within 12'. The target is completely entangled by the Net and can do nothing whilst the spell remains in play.

Remains in play

Light Spells

The Claw of Apek

Power: 1

A huge silvery talon appears in the air and attacks a model within 6" of the caster. Measure the range to the target and roll a D6. If the roll is equal to or more than the range the Claw has struck causing D6 S5 hits. Armour saving throws apply as normal. If the roll is less than the range then the Claw causes no damage. If the caster's target is touching then it suffers the hits automatically.

Light Spells

The Hands of Karkora

Power: 2, Range: 24"

The Hands of Karkora may be cast against a unit within 24". The ground underneath the unit begins to seethe as hundreds of tiny hands claw their way to the surface and seize the legs of the target, holding them fast. The target can try to escape before it is seized by rolling equal to or less than the unit's Movement value on 2D6 (roll once for the entire unit). Once cast the spell remains in play and holds the target fast so that it cannot move and always counts as having a lower WS than any hand-to-hand opponent. If shooting they require a 6 to hit. If forced to flee then the hands pull the unit under the ground and it is destroyed.

Remains in play

Light Spells

The Light of Battle

Power: 2, Range: 3"

The Light of Battle can be cast upon the wizard or any model within 3" whether friend or foe. The target is overwhelmed by energy and immediately moved 2D6" in a straight line in a direction nominated by the caster. Any model in its path takes a single S10 hit. Once the target has moved roll a D6. On the roll of a 1 the target is consumed with energy and destroyed no armour saving throw allowed. On a roll of 2-5 the model remains energised and continues to move 2D6" during its own movement phase, causing a S10 hit on any model in its path as described above. While energised the model may do nothing else. Roll again to determine what happens to the model after it has moved. On a roll of a 6 the spell is immediately dispelled and the model returns to normal. If the target leaves the battlefield it does not return and the spell is dispelled. Otherwise, once cast the spell remains in play so long as its victim continues to be affected.

Remains in play

Light Spells

The Dwellers Below

Power: 3, Range: 24"

The Dwellers Below can be cast upon any unit of at least 5 models. It will not work on a smaller unit. Small hummocks appear in the ground surrounding the unit, and from each hummock a doorway opens and out pours a horde of tiny, shrivelled, brown-skinned creatures. They attempt to grab the target and pull it down into their burrows beneath the earth.

Every model in the unit must roll its Strength value or less on a D6 in order to resist the creatures' efforts. Mounted models can re-roll the dice if they fail. Any models failing to make their roll are dragged beneath the ground and do not reappear. As no wounds are inflicted no armour saves are allowed and any saves that would normally protect against or restore wounds are, of course, ineffective.

Light Spells

Crevasse

Power: 3, Range: 24"

The wizard strikes his staff upon the ground and, with a low rumbling noise, a gaping crevasse opens within 24" The Crevasse is 6" long and 1" wide and may be represented with a suitable length of card or in any convenient fashion.

Any model beneath the area covered by the Crevasse must roll equal to or greater than its Initiative value on a D6 in order to leap aside. Any model failing to do so falls into the Crevasse and is killed as the ground closes again with a snap. Chariots and other war machines are swallowed automatically, although their crews can save as described, and buildings will collapse on the D6 roll of a 4 or more if half of their ground area lies over the Crevasse.

Light Spells

Shimmering Cloak

Power: 1

The Shimmering Cloak hangs in the air around the caster like tiny frost crystals or sparkling stars. Any hits scored against the wizard by a bow, war engine, or other shooting is deflected harmlessly. Any close combat blow struck against the wizard will require a 6 to hit. The Shimmering Cloak remains in play once cast.

Remains in play

Light Spells

Deathly Shards

Power: 2, Range: 18"

Shards of crystal energy, like pieces of glass, fly up to 18" from the wizard and embed themselves in the first unit in their path. The target sustains 2D6 S4 hits. Armour saving throws apply as normal.

Light Spells