Source: Warhammer Fantasy: 5th Edition

Printable Cards: Necromantic Magic
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Drain Life

Power: 2, Range: 2D6"

Roll 2D6 for radius of spell's effect. Any model within this area takes an S3 hit (no armour save allowed). Wounds inflicted in this way may be used by the wizard to restore any that he has lost during the game. This spell has no effect on Undead creatures, Daemons or material objects.

This is another spell where models are affected individually and characters who are with units cannot exploit the 'Look Out Sir' rule to avoid the effect. Characters must test along with everyone else. In the case of war machines or chariots and their crews, hits are not allocated to machines but always hit the crews or living components.

Necromantic Magic

Wind of Death

Power: 3

Place the Wind of Death template touching any table edge, with the arrow indicating its direction of travel. The wind moves 2D10" immediately, and 2D10" in the same direction at the start of each of the caster's subsequent magic phases. Any model passed over by the wind suffers D6 wounds on a D6 roll of 4 or more. No armour saves allowed.

Remains in play

The spell affects models falling beneath the template as it moves in the same wav as Vermintide, Arnizipal's Black Horror, etc. This spell requires the use of a ten sided dice or D10. If you don't have a D10 roll a D6: 1-3 = low, 4-6 = high. Roll a further D6, for low scores re-roll 6's, for high scores add +5 and re-roll 6's.

Necromantic Magic

Vanhel's Danse Macabre

Power: 1, Range: 36"

This spell can be used on a regiment of Skeletons, Zombies, Mummies, Wights, Wraiths or Skeleton Horsemen. During the magic phase, the regiment may take one of the following actions: charge, move, march move, fight a round of close combat, or shoot with missile weapons.

Necromantic Magic

The Curse of Years

Power: 3, Range: 24"

The spell may be cast at any enemy unit within range. Roll a D6 for each model in the unit - on a 5 or 6 the model is slain. No armour saves allowed. At the start of each subsequent Undead magic phase roll again for each model, adding a further +1 to the score. In the first magic phase a victim dies on a roll of 5+; in the next magic phase they die on a roll of 4+, and so on.

Remains in play

This is yet another spell which affects a unit, but where a character must also test and cannot use the 'Look Out Sir' rule. In the case of monsters and riders, chariots, and other composite models roll once for the entire model. The entire model is destroyed or not. Bear in mind the spell kills its victims outright - no wounds are inflicted and so no wounds can be saved by armour or wards.

Necromantic Magic

Summon Undead Horde

Power: 3, Range: 36"

3D6 Skeletons or Zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 36", or may form a new unit if at least five models have been raised.

Necromantic Magic

Summon Skeletons

Power: 1, Range: 18"

D6 Skeletons or Zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 18", or may form a new unit if at least five models have been raised.

Necromantic Magic

Raise the Dead

Power: 2, Range: 24"

2D6 Skeletons or Zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 24", or may form a new unit if at least five models have been raised.

Necromantic Magic

The Dark Mist

Power: 1

The caster may move 24" in of his movement phase. He may move through solid objects and buildings, but not living creatures. He may not attack in close combat, but may cast spells. The caster may only be harmed by magic weapons and spells.

Remains in play

Necromantic Magic

Hand of Dust

Power: 2

The wizard may attack a single hand-to-hand combat opponent. Both players roll a D6 and add their model's Strength. The caster then doubles his total. For each point the caster wins by, he inflicts 1 wound on the victim. No armour saves allowed. A victim killed by this spell is turned into a Wight under the control of the caster (enemy wizards are turned into Wraiths).

Necromantic Magic

Gaze of Nagash

Power: 2, Range: 18"

Bolt of Dark Magic strikes the first unit in its path, causing 2D6 S4 hits, no armour saves allowed.

Line of Sight

Necromantic Magic