Source: Warhammer Fantasy: 5th Edition

Magic - Frequently Asked Questions
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What order should Wizards draw their spells from the Magic Decks?

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:

  1. Dark Elf Sorcerer's drawing dark magic cards.

  2. High Elf and Wood Elf Mages.

  3. Dark Elf Sorcerers using decks other than dark magic.

  4. Chaos Sorcerers, Beastmen Shamans, Greater Daemons, and Necromancers.

  5. Lesser Daemons.

  6. Grey Seers, Orc Shamans, Skaven Warlocks and Human Mages.

  7. 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?

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

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?

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?

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?

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?

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)?

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?

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

Is damage done to a chariot by a spell randomized?

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

Do chariots moved by magic means cause damage to units as if charging the unit?

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?

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

When do you resolve fear/terror tests for magically transported troops?

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

Do you have to have line of sight to cast all spells, or is it only the "first model in the path" spells?

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.

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?

Yes.

Source: Warhammer Design Team

Can a spell cast with Total Power the previous turn be dispelled in subsequent turns?

Yes.

Source: Warhammer Design Team and Warhammer Magic, p. 9

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?

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 edition

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?

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?

Earthblood fails.

Source: Warhammer Design Team

When does the Jade Magic Earthblood spell get the first D6 winds of magic cards?

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 a character casts the Dark Mist can he decide to end it in any phase or just in subsequent Magic Phases?

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.

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

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?

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?

No.

Source: Direwolf FAQ Council Interpretation / Official Games Workshop FAQ

Can the Potion of Knowledge be used to re-cast necromancer spells?

Yes.

Source: Direwolf FAQ Council Interpretation

What spells that affect living creatures don't affect Undead?

Unless a spell specifically states that it does not affect Undead, it does.

Source: Warhammer Design Team

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)?

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

Is it possible to summon a partial Undead Chariot?

No.

Source: Direwolf FAQ Council Interpretation

Can a single summoning spell be used to add Skeletons to the same unit more than once per Magic Phase?

No.

Source: Direwolf FAQ Council Interpretation] Each summoning spell can only successfully increase or repair a targeted unit once per Magic Phase

Can I Raise the Dead in a fleeing unit and destroy it?

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)?

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)?

It does not affect the chariot when it is flying high, otherwise yes.

Source: Warhammer Design Team

Is there a misprint in the Night Goblin Shaman section of the 5th edition Warhammer Magic book?

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?

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.

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?

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