Determine Winds of Magic
Return model using Earthblood to table, deal the player the 1st D6 magic cards available (Colour Magic users only).
Magic items within 12" of skull staff wielders should be revealed.
Deal cards for magic mushrooms.
Deal remaining winds of magic cards, phasing player first.
Deal out cards as needed for Chalice of Sorcery, War Altar, and other magic items.
WAAAGH! tests (count only Orc units of 10+, Goblin units of 20+).
Work out results of spells already in play.
Cast spells and test for warpstone (if used).
Dispel attempts, dispel power boosts.
Spell casters reinforce spells.
Roll dispel dice.
Resolve spell effect if dispel fails (make armour saving rolls if applicable).
Test for Crown of Sorcery, Potion of Knowledge, Wand of Jet, etc. (if used).
Cast further spells.
Test for panic for units suffering 25%+ casualties.
Casting player may attempt to dispel any spells "in play" from previous turn.
End of Magic Phase, each wizard may retain one Wind of Magic card.
Source: Warhammer Fantasy: 5th Edition
Magic - Frequently Asked QuestionsURL Copied!
View complete list of all frequently asked questions.
Currently displaying all results.
What is the recommended order for the Magic Phase?URL Copied!
Source: Direwolf FAQ Council Interpretation
What order should Wizards draw their spells from the Magic Decks?URL Copied!
The Dark Elf Sorcerers get to draw from the Dark Magic deck before all other types of spell casters, no matter what the level of the Dark Elf Sorcerer and the level of the other spell caster. This means that they get access to the Dark Magic Spell Deck before the various Chaos spell casters, and the various Undead spell casters.
To determine the drawing order between Dark Elf Sorcerers, the level of the spell caster is used (higher level drawing first).
Suggested House Rule: If some spell casters are of the same level, what type of spell caster they are determines the order. That order is:
Dark Elf Sorcerer's drawing dark magic cards.
High Elf and Wood Elf Mages.
Dark Elf Sorcerers using decks other than dark magic.
Chaos Sorcerers, Beastmen Shamans, Greater Daemons, and Necromancers.
Lesser Daemons.
Grey Seers, Orc Shamans, Skaven Warlocks and Human Mages.
Goblin Shamans.
If 2 spell casters draw are tied, and draw from the same deck, use a die roll to determine which spell caster draws first (highest roll draws spells first). Breaking ties is not necessary if the 2 spell casters draw from entirely different decks.
Source: Based on 4th edition Warhammer Battle Magic Rulebook, p. 21-23 / Warhammer Armies: Dark Elves, p. 34
If I have no spell casters, can I still use Dispel Cards from Winds of Magic?URL Copied!
Yes. For non-Dwarf armies, the dispel will work on a basic die roll of 5+. The dispel may be boosted with power cards and the caster may reinforce as normal.
For Dwarf armies, the dispel will work on a basic die roll of 4+. The dispel may be boosted with power cards and the caster may reinforce as normal.
Source: Official Games Workshop FAQ / Warhammer Magic, p. 12 / Warhammer Armies: Dwarfs, p. 77
Can characters with items that give them extra Winds of Magic Cards (Chalice of Sorcery, Magic Mushrooms, Chaos Tomb Blade, etc.) share those cards with other friendly wizards?URL Copied!
No.
Source: Warhammer Design Team
If I have a High Magic or Dark Magic spell caster, and I have another mage with a special ability to draw extra Winds of Magic cards, can that mage use power cards as dispels or special cards as power?URL Copied!
No. For example, assume an allied Empire and High Elf army, with a High Elf Mage (with High Magic), and the Grand Theogonist with Battle Magic spells. The Grand Theogonist gets his own D3+1 Winds of Magic cards, but could not use the High Elf Mage's ability to treat power cards as if they were dispel cards. What the Grand Theogonist gets in his draw he is stuck with.
Source: Warhammer Design Team
A 'remains in play' spell is in play at the beginning of the Magic Phase. It moves randomly and moves off the board. Can the spell be recast during the current Magic Phase? What if the spell was cast in the Magic Phase and moved off the board in Magic Phase, can it be cast again in the Magic Phase?URL Copied!
A wizard who casts a spell which remains in play may dispel it automatically at the start of his own magic turn without expending a card to do so. He may cast the spell again that turn if he wishes.
Source: Warhammer Magic, p. 11
A wizard is in a unit that has pursued fleeing troops off the table or is otherwise off the table. Can the wizard cast spells on his own unit while off the table? At other units on or off the table?URL Copied!
No and no. Assume he has strayed too far from the winds of magic until he returns to the board.
Source: Warhammer Design Team
Can a wizard who is off the table retain Winds of Magic Cards?URL Copied!
Yes.
Source: Direwolf FAQ Council Interpretation
If a figure has a '6' or better in a statistic (like initiative) and a spell states that the character has to roll under the statistic to avoid the effect, will that character automatically roll under the statistic (avoid the effect)?URL Copied!
No. A roll of '6' on the die is always considered a failure unless stated otherwise on the spell card.
Source: Direwolf FAQ Council Interpretation
Are there any restrictions on targeting characters with spells or magic item effects?URL Copied!
Yes. The same targeting restrictions that apply to missile fire governs a spell that affects a 'unit' or 'figure or unit.' If the spell can do a lot of damage to a unit, the spell caster is going to kill as many people as possible.
If a spell affects a 'single model', then characters can be targeted with impunity. Even if the character is within a unit they may be targeted.
Source: Warhammer Magic, p. 22
An enemy mage targets a monster mounted by another mage. Can the mage mounted on the monster use rebound, destroy spell, and other effects that count for 'mage' or 'unit mage is in'?URL Copied!
Yes.
Source: Warhammer Design Team
Is damage done to a chariot by a spell randomized?URL Copied!
There are two types of spell damage done to a chariot that are randomized per the charts in the Rulebook.
One is the damage done by a spell that states "the first model hit suffers a strength x hit that causes y wounds". This "first model in path" spell hits a random part of the chariot to do its damage.
The other type of damage done by a spell that is randomized is the spell that states "the unit suffers x strength y hits". Once the number of hits is determined, randomize where each hit potentially wounds.
Template spells affect everything under the template. Spells that can target a single model for damage can target any part of the
chariot.
Note: In the case of the Dark Magic Spell Doombolt and other spells which attack war machines directly, all hits are assumed to be against the chariot chassis at Strength 10, and are therefore not randomized.
Source: Warhammer Design Team
Can I use a magical movement spell to move an enemy unit into the middle of impassible terrain?URL Copied!
No.
Source: Warhammer Design Team
Do magical movement spells move characters & their monster mounts/chariots/familiars?URL Copied!
Yes.
Source: Warhammer Design Team
There are some spells that specifically say 'if moved into contact with the enemy the unit counts as charging'. If a spell does not have this statement, can it move units into contact with the enemy? Do these magically moved troops count as charging?URL Copied!
Yes and No.
Source: Warhammer Design Team
Do chariots moved by magic means cause damage to units as if charging the unit?URL Copied!
The chariots get their charge damage only if the magic movement spells states 'counts as charging if moved into hand-to-hand combat.'
Source: Warhammer Design Team
Can a champion be moved out of a unit with a magical movement spell?URL Copied!
No. Unlike other characters, the Champion character cannot leave his unit as he wishes, and this applies to magic spell movement as well. Some spells allow the breaking up of units, and these can target the Champion of a unit.
Source: Warhammer Design Team
Can a rank and file model be moved out of its unit with a magic movement spell?URL Copied!
No.
Source: Warhammer Design Team
Can the Hand of Gork spell move Trolls and Ogres that are in the Orcs & Goblins army?URL Copied!
No.
Source: Warhammer Design Team
Can a magical movement spell move a unit out of hand-to-hand combat?URL Copied!
Yes.
Source: Warhammer Design Team
Can a magical movement spell move a unit into hand-to-hand combat with an enemy unit that is not in line of sight?URL Copied!
Yes.
Source: Warhammer Design Team
When do you resolve fear/terror tests for magically transported troops?URL Copied!
No tests are required when the unit is moved, however a unit subject to terror will still have to test at the start of its next turn.
Source: Warhammer Design Team
When using a magical movement spell that moves a unit up to x inches do you have to guess the amount the unit is moved, or can the measurements be made to properly locate the unit?URL Copied!
Move the unit if within range, no guessing required.
Source: Warhammer Design Team
Can a unit that is magically moved change its formation while in transit?URL Copied!
No.
Source: Warhammer Design Team
Do you have to have line of sight to cast all spells, or is it only the "first model in the path" spells?URL Copied!
You don't have to have line of sight unless the spell states so.
Source: Direwolf FAQ Council Interpretation
Do items that protect their wearers from magic, but don't dispel the magic, protect the wearer from a spell cast with Total Power.URL Copied!
Yes. This means that items such as the Black Armour of Nagash and the Heart of Avelorn that protect the wearer from a spell, but do not dispel it, would work.
Items that "ignore" the effects of magic, such as certain Bretonnian virtues, will likewise ignore the effects of spells cast with Total Power.
Source: Warhammer Design Team
Does Drain Magic remove spells cast with Total Power that turn?URL Copied!
Yes.
Source: Warhammer Design Team
Some spells have larger effects the more power cards that are put into them. If a spell is cast with Total Power and some additional power cards, can the effects caused by the additional power cards be dispelled?URL Copied!
No.
Source: Warhammer Design Team
Can a spell cast with Total Power the previous turn be dispelled in subsequent turns?URL Copied!
Yes.
Source: Warhammer Design Team and Warhammer Magic, p. 9
Do magic items that automatically dispel spells affect ones that are cast with the Total Power card?URL Copied!
No.
Source: Official Games Workshop FAQ
Is a spell that remains in play dispelled if somebody uses Drain Magic in the same turn that it is cast if Total Power was used to cast it?URL Copied!
Yes. The Total Power card only takes effect when a spell is initially cast, so the spell can be dispelled in later turns and is taken off if Drain Magic is played.
Source: Official Games Workshop FAQ
How are questions for Colleges of Magic applied since they are optional in 5th editionURL Copied!
The answers given for the "color decks" below were all made either by the Warhammer Design Team during the tenure of 4th edition, or with reference to the 4th edition Warhammer Battle Magic Rulebook. Although Colour Magic is now optional, it is still a part of the game for those who wish to use it, and it is assumed that the game designers rulings would still apply to 5th edition with equal weight. In those cases where there was clear contradiction with the 5th edition magic rules, this FAQ has applied the 5th edition rule.
Source: Direwolf FAQ Council Interpretation
Can the Crystal Charioteer take an enemy model off of the table, and if so can it return?URL Copied!
Yes and no. The enemy model gets one last attempt to break free before it is taken off the table.
Source: 4th edition Battle Magic, p. 51
What happens if drain magic is played the same turn a mage casts Earthblood?URL Copied!
Earthblood fails.
Source: Warhammer Design Team
When models have been returned to life via the Jade Casket, are they removed again when the Drain Magic card is played (we know this is the case with Apotheosis since it remains in play, but according to Arcane Magic Jade Casket does not)?URL Copied!
They are removed again.
Source: Warhammer Design Team
When does the Jade Magic Earthblood spell get the first D6 winds of magic cards?URL Copied!
Roll the 2D6 for winds of magic, then roll D6 for the Earthblood mage. The Earthblood mage then takes his D6 out of the 2D6, the t of the 2D6 are then distributed evenly between the 2 players.
Source: Warhammer Design Team
When casting Traitor of Tarn (Grey Magic), is a victim allowed to use leadership benefits of a general or other leader for the regiment, or is the spell's leadership test strictly to be based on the model's inherent leadership number?URL Copied!
It is based upon the modified leadership value (the value for the unit leader, or general.
Source: Warhammer Design Team
An army has a Bright wizard in it as well as the Grand Theogonist, the Grand Theogonist has High Magic Spells. Can the Grand Theogonist treat his power cards as dispels?URL Copied!
No.
Source: Warhammer Design Team
If a Chaos Sorcerer casts Power of Chaos and rolls a 1 can the Escape Card from the magic deck save him?URL Copied!
Yes.
Source: Warhammer Design Team
Blade Wind causes 3D6 hits minus the target weapon's skill. What if the target has no Weapon Skill value (i.e. Fanatics)?URL Copied!
It does 3D6 hits (treat WS as 0).
Source: Warhammer Design Team
Do the extra wounds from Soul Drain or the Rune of Fortitude affect the radius of the Heart of Woe?URL Copied!
No.
Source: Warhammer Design Team
When a character casts the Dark Mist can he decide to end it in any phase or just in subsequent Magic Phases?URL Copied!
Dark Mist is a "remains in play" spell and can be ended in the players own Magic Phase.
Source: Direwolf FAQ Council Interpretation
Can opponents use special abilities (such as Wardancers) or Chaos gifts against an Undead unit affected by Vanhel's Dance Macabre? The Rulebook says the opponent cannot fight or strike blows, but saves and magic saves are allowed.URL Copied!
Wardancers cannot use their special ability during the Magic Phase, and Chaos gifts cannot be used to give Chaos troops attacks during the Magic Phase. Chaos gifts can be used to re-roll daemonic saves, and to provide saves versus wounds.
Source: Warhammer Design Team
Does a Wight created by the Hand of Dust spell keep all former possessions, including magic items. Are Chaos Rewards maintained?URL Copied!
Yes and yes.
Source: Warhammer Design Team
Can characters that fall into the categories of Mummy, Wraith, or Wight be affected by Vanhel's Dance Macabre if they are by themselves? If they are with a valid unit? Are other characters affected if they are in a valid unit?URL Copied!
A character that is a Mummy (Settra), Wight, or Wraith that are not in units are affected by Vanhel's Dance Macabre. Other characters (Necromancer, Liche, Vampire) are only affected if they are in units of Undead troops (where the Undead troops are affected by Vanhel's Dance Macabre).
Source: Warhammer Design Team
Are ghosts affected by Vanhel's Danse Macabre?URL Copied!
No.
Source: Direwolf FAQ Council Interpretation / Official Games Workshop FAQ
Can the Potion of Knowledge be used to re-cast necromancer spells?URL Copied!
Yes.
Source: Direwolf FAQ Council Interpretation
A wizard who is normally immune to psychology makes a bad roll on the Potion of Knowledge. Is he affected by stupidity even though he is normally immune? (Liches for example)URL Copied!
He is effected regardless of his immunity.
Source: Official Games Workshop FAQ
What spells that affect living creatures don't affect Undead?URL Copied!
Unless a spell specifically states that it does not affect Undead, it does.
Source: Warhammer Design Team
Is it possible to summon 3 Skeleton Horsemen as a new unit? Do they count as 6 models?URL Copied!
Source: Direwolf FAQ Council Interpretation
When summoning undead, 5 models must be created to form a new unit. Cavalry count as 2 models. Does this mean I need to roll a 10 on the dice, or just 6 (to see how many I summon)?URL Copied!
In this case, the number needed is 10. You must be able to summon at least 5 complete models, not just 5 "models worth." Cavalry count as two models, so a roll of 10 still only gets you 5 models, but 5 must be summoned. Screaming Skull Catapults and chariots are exceptions. You need only summon one complete model (including its crew) to succeed in summoning new catapults and chariots.
Source: Official Games Workshop FAQ
When a Raise the Dead is cast to create an Undead Chariot or a Screaming Skull Catapult is it possible to create a partial chariot or a partial Screaming Skull Catapult? (For example, a chariot with 1 steed, or a catapult with 2 crew)URL Copied!
No.
Source: Warhammer Design Team
Is it possible to summon a partial Undead Chariot?URL Copied!
No.
Source: Direwolf FAQ Council Interpretation
Is it possible to raise additional skeleton crewmembers for a catapult beyond the limit of 3 (so you can have 4, 5, 6 crewmembers, etc.)?URL Copied!
No.
Source: Warhammer Design Team
Can a single summoning spell be used to add Skeletons to the same unit more than once per Magic Phase?URL Copied!
No.
Source: Direwolf FAQ Council Interpretation] Each summoning spell can only successfully increase or repair a targeted unit once per Magic Phase
Can a Necromancer summon a chariot for himself to ride in after the battle has started?URL Copied!
No.
Source: Direwolf FAQ Council Interpretation
Can a Necromancer summon an undead steed for himself to ride on after the battle has started?URL Copied!
No.
Source: Direwolf FAQ Council Interpretation
When Raise the Dead is used to increase the size of an existing unit, are the additional members of the unit taken into consideration when determining victory points for the unit (if destroyed)?URL Copied!
No.
Source: Warhammer Design Team and Warhammer Armies: Undead, P. 73
Can I Raise the Dead in a fleeing unit and destroy it?URL Copied!
No, new units must be raised at least 1" away from enemy units.
Source: Spell Card
What is the interaction between the Skaven magic spell Cracks Call and the Dwarven Throne of Power? Does the Throne save as a chariot or other war machine? Does it save based on the bearers' initiative (since they touch the ground)?URL Copied!
The Throne of Power saves based upon the bearers' initiative. A house rule is suggested that allows the Throne of Power to be treated as a chariot.
Source: Warhammer Design Team
Does Cracks Call affect flying chariots (like Arkhan's)?URL Copied!
It does not affect the chariot when it is flying high, otherwise yes.
Source: Warhammer Design Team
Does the Screaming Bell move with the Grey Seer if Skitterleap is cast on the Grey Seer?URL Copied!
Yes.
Source: Direwolf FAQ Council Interpretation
Is there a misprint in the Night Goblin Shaman section of the 5th edition Warhammer Magic book?URL Copied!
Yes. The correct rule is printed in the Warhammer Armies: Orcs & Goblins book. If you fail deduct -1 from the D6 roll on the 'Eadbangerz Chart.
Source: Direwolf FAQ Council Interpretation
Does the Waaagh Number for shamans affect the number of winds of magic cards that they receive?URL Copied!
No. The Orc & Goblin player receives winds of magic cards the same as any other player.
Source: Direwolf FAQ Council Interpretation
What units can the Hand of Gork be used to move from the Orc & Goblin army list.URL Copied!
The Hand of Gork should be allowed to move all Orcs & Goblins army units except monsters, Snotlings, Snotling Pump Wagons, Trolls, Ogres, and Giants.
Source: Warhammer Design Team
Are units held by a magical "net" or by the Hold Fast spell required to take panic tests? What happens if they are required to flee?URL Copied!
The game designers suggest that such units be immune to panic tests while held by these spells. These units are still required to take combat break tests, and if they fail and cannot flee, they are automatically destroyed.
Source: White Dwarf #215 Q&A