Source: Warhammer Fantasy: 5th Edition

Bright Spells
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The wizard is enveloped by fiery wings which carry him into the air and land him safely in another part of the battlefield. The flaming wings gutter and die away as the caster touches the ground. The spell may be used to carry the wizard into close combat in which case he counts as charging in the first turn of combat.

Strands of scarlet energy assume the shape of a scimitar in the grasp of the wizard. The wizard may strike with the Scimitar immediately, and can continue to strike in each of his magic phases whilst the spell remains in play. The Scimitar inflicts D3 S5 hits. Armour saving throws apply as normal.

Remains in play

Fireball (Bright Spell)Power: 1Range: 24"

Balls of bright scarlet fire leap from the wizard's hands and fly in a straight line up to a maximum distance of 24". Each power point used to cast or reinforce the spell produces 1 fireball. The first model in the path of a fireball is enveloped by fire and suffers a S4 hit. No armour saving throw is allowed.

The Burning HeadPower: 2Range: 18"

A phantasmic flaming head shoots 18" from the caster, laughing insanely as it burns a trail of destruction in its path. Each model that lies in a direct path 18" from the wizard suffers 1 S4 hit. Any unit taking a casualty from the Burning Head must take a Panic test immediately.

Blast (Bright Spell)Power: 2Range: 24"

A blast of glowing red energy flies 24" from the wizard in a straight line towards its target. The first model in its path is hit and suffers D6 S5 hits. Armour saving throws are allowed as normal.

Crimson BandsPower: 3Range: 24"

The spell may be cast against any unit within 24". Snaking crimson bands entwine the target preventing it from moving or fighting. The unit cannot shoot, fight or move. An entwined wizard may not cast spells, but can continue to use counter magic against the Crimson Bands only.

Remains in play

FlamestormPower: 3Range: 24"

A mighty pillar of fire bursts from the ground and engulfs everything in flame. The Flamestorm covers a 3" diameter circular area and can therefore be represented by any round magic template. Place the template over the target models and within 24" of the wizard. Each model beneath the template suffers a S4 hit. A unit which is attacked by the Flamestorm is immediately moved up to 4" away from the blaze by the owning player in order to get it out of the pillar of flame. A Flamestorm remains in play once cast, and cannot be entered.

Remains in play

A burning fireball appears high in the sky above the battlefield. The caster nominates a spot on the tabletop and marks it with a suitable counter (a small coin is ideal). At the start of each subsequent magic phase, including the enemy's magic phase, roll a D6. On the score of a 1-4 the fireball continues to plunge downwards, growing larger as it does so. Place another marker on top of those already there. On the score of a 5-6 the fireball strikes the ground destroying everything within a radius equal to the number of markers present. Until the fireball strikes, anyone within the potential area of destruction must take a Panic test at the start of their turn. A successful dispel will not counter the spell entirely, but removes one marker from the pile, only dispelling the spell for good if there are none left.

Remains in play until hits

Sanguine SwordPower: 3Range: 24"

The air around the wizard takes on a fiery glow as six red swords materialise and float before him. Once cast the swords may be dispatched in each hand-to-hand combat phase, and can be used to attack any single enemy model within 24" of the wizard. The swords attack before other fighting, striking 6 blows with a WS of 6 and S4 before returning to their master. The swords may move over intervening troops and any obstacles to reach their target.

Remains in play

Piercing Bolts Of BurningPower: 2Range: 18"

With a sweep of the wizard's hand the air fills with arrows of orange flame. The Bolts of Burning fly in a straight line up to 18" from the caster and will hit the first unit in their path. The bolts cause 2D6 hits on the target and each hit inflicts 1 wound on the D6 roll of a 4 or more. No armour saving throws are allowed.

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