Source: Warhammer Fantasy: 5th Edition

Printable Cards: Skaven Magic
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Curse of the Horned One

Power: 3, Range: 12"

The Grey Seer can cast the spell against a single enemy unit. The Skaven player rolls 2D6 for each model in the unit; the opposing player rolls D6 and adds the victim's Toughness. If the Skaven player scores highest the victim is transformed into a Skaven under the control of the Skaven player.

Grey Seers only

In this case a character with the unit must make his test along with everyone else, and is turned into a Skaven if he fails. Players must replace models with Clanrat Warriors with basic equipment - any weaponry, magic items or other equipment carried by the original models are ignored.

Skaven Magic

Warp Lightning

Power: 1, Range: 24"

Bolt of warp lightning strikes first unit in its path up to 24" away inflicting D6 S5 hits. No armour saves allowed.

Line of Sight

Skaven Magic

Death Frenzy

Power: 3, Range: 6"

The Grey Seer wafts warpstone gas over a unit within 6. The target moves at double rate, and has double Attacks. It must charge into hand-to-hand combat as soon as possible, and must always pursue. In each subsequent magic phase the unit suffers D6 wounds from over exertion.

Grey Seers only. Remains in play

Note that a unit which is Death Frenzied cannot also be frenzied - its doubled attacks cannot be further doubled on account of frenzy.

Skaven Magic

Madness

Power: 2, Range: 24"

Can be cast on a single enemy model in range. Both players roll a D6. If the Skaven player scores higher he can control the model next turn (if he takes control of a wizard, he may not cast spells). If the roll is equal or lower the spell fails. In each subsequent enemy turn roll again to see whether the Skaven player can control the model that turn.

Grey Seers only. Remains in play

Skaven Magic

Putrefy

Power: 1, Range: 24"

May be cast against an enemy unit engaged in hand-to-hand combat. The unit must pass an immediate Panic test or break and flee. If they pass the test they suffer -1 to hit in hand-to-hand combat while the spell lasts.

Lasts 1 Turn

Skaven Magic

Wither

Power: 1

The Skaven inflicts D6 S6 hits upon enemy models in base contact. No armour saves allowed, except for magic armour.

Skaven Magic

Vermintide

Power: 2, Range: 3D6"

The Skaven Sorcerer summons a heaving mass of rodents and vermin. Use the Vermintide template to represent them. It starts in contact with the Sorcerer, and moves off 3D6" in a straight line immediately. Any model passed over by the template suffers a S3 hit with -1 armour save modifier. In each subsequent Skaven magic phase the template moves another 3D6" in the same direction. Vermintide is unaffected by weapons or magic.

Remains in play

Skaven Magic

Pestilent Breath

Power: 1

The Skaven wizard exhales a foul, black vapour. Use the Pestilent Breath template to represent the area affected. Any models under the template suffer 1 wound on a roll of 4+. No armour saves allowed, except for magic armour.

Skaven Magic

Plague

Power: 3, Range: 18"

May be cast on a single model within 18". The target suffers 2D6 minus its Toughness number of wounds. No armour saves allowed. If the victim dies, the plague can move on to any model within 4". This process continues until a victim survives, or there are no more potential victims within 4"

Skaven Magic

Skitterleap

Power: 1, Range: 3"

The spell may be used on the caster himself, or a single model within 3". The target disappears and may reappear anywhere on the battlefield. The model may move directly into hand-to-hand combat if desired, and will count as charging on the first round.

Skaven Magic

Poison Wind

Power: 3, Range: 24"

May be cast at an enemy unit. Place the Poison Wind template to represent the area covered by the poison cloud. Roll a D6 for every model under the template. On a 5 or 6 they suffer D6 wounds. No armour saves allowed.

Skaven Magic

Scorch

Power: 1, Range: 24"

Gout of flame strikes enemy unit. Roll a D6 for each model in the unit: on a 6 it suffers 1 wound (saves apply normally). If the target is a flammable piece of terrain it will catch fire on 3+. Units can't enter burning terrain, and any models in burning terrain suffer 1 S3 hit at the start of their movement phase. Roll for every fire at the start of the Skaven turn: 1-2 fire goes out; 3-4 fire continues; 5-6 fire will spread to another piece of flammable terrain within 6".

Line of Sight

In this case a character with a unit must make his test just like evervone else. The rules governing flammable terrain specifically include woods, but players are left to determine for themselves what other features are considered flammable.

Skaven Magic

Cracks Call

Power: 2, Range: 18"

A crack in the ground, starting at the caster, runs for 18" in a straight line. Any models in its path must roll equal to or less than their Initiative to leap out of the way (6 always fails). If they fail they fall into the crevasse never to be seen again. War engines, chariots, etc must roll 5 or 6 or be destroyed. Buildings affected suffer D6 damage points.

This spell works in a comparable way to a cannon by affecting models in its path. In this case character models with units can take advantage of the 'Look Out Sir' rule to avoid falling into the chasm.

Skaven Magic