Source: Warhammer Fantasy: 5th Edition

Grey Spells
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The Crown of TaidronPower: 1Range: 3"

A crown of sparkling steel forms about the wizard's brow and crackling bolts of lightning play across its shiny surface, lashing out to strike foes nearby. The spell inflicts D6 S6 hits which can be divided against enemy models within 3" of the caster. Armour saving throws apply as normal.

The air becomes dark and there is a sudden sound of monstrous hoofbeats. The wizard is borne high into the air, carried to another part of the battlefield and gently set upon the ground. The spell can be used to move the wizard into hand-to-hand combat. in which case he counts as charging in the first turn of combat.

The Grey WingsPower: 1Range: 36"

A single friendly model within 36" of the wizard is surrounded by a great flock of grey birds. The model vanishes from sight and reappears at any point on the battlefield chosen by the caster. If the player wishes the Grey Wings can be used to move into hand-to-hand combat, in which case the wizard counts as charging in the first turn of combat.

Traitor of TarnPower: 3Range: 24"

This spell is cast against an enemy unit within 24". The caster chooses any model in the target unit and rolls 3D6. If the score is greater than the target's Leadership the player can take control of the model as if it were one of his own. If the first model is successfully taken over the caster may nominate another model from the same unit and roll again, continuing in this fashion until he fails to take over a model. Models taken over are treated as if they were part of the player's own forces while the spell lasts. They are assumed to engage in combat with any loyal members of their own unit and fight them in subsequent combat rounds.

Remains in play

Radiance of PtolosPower: 1Range: 36"

A unit within 36" of the wizard begins to glow with a powerful inner light, becoming so bright that it is impossible to look upon. While the radiance lasts it is impossible for anyone to shoot at the model. The radiance remains in play once cast, but is automatically dispelled as soon as the model enters hand-to-hand combat.

Remains in play

StormcallPower: 1Range: 3"

The wizard calls down storm winds and lightning on his foes. Every enemy model within 3" of the caster takes 1 S4 hit from buffeting winds and flaring lightning. Normal armour saving throws apply.

This spell enables the wizard to transport a friendly unit up to 18" across the table. Affected troops are swathed in magic and carried into the air. Troops may be moved right over intervening models, buildings, rivers or any other scenery. Troops may be moved onto a castle wall, rocky pinnacle or other elevation including a magical Spiral Stair. The Bridge of Shadows can be used to move friendly troops into hand-to-hand combat, in which case they count as charging in the first turn of combat.

The Dance of DespairPower: 2Range: 24"

The Dance of Despair can be cast against any unit within 24" of the wizard. The target begins to twitch erratically. Soon all control is lost and its victims are caught in a puppet-like Dance of Despair. The unit moves directly forward D6" in its own movement phase and continues to move in this way whilst the spell lasts, ignoring all terrain. The victims may do nothing else whilst caught by the Dance of Despair.

Remains in play

The Horn of AndarPower: 2Range: 36"

A piercing horn blast echoes over the battlefield affecting units within 36" of the wizard. Friends hearing its note are filled with courage, while enemies are overcome with dread. All enemy units engaged in hand-to-hand fighting must take an immediate Panic test, and if they fail they are broken and will flee as if defeated in combat. They may be pursued by their enemies as normal. In addition, any fleeing friends within 36" of the horn blast will rally immediately.

The Pit of TarnusPower: 3Range: 24"

A dark pit 3" in diameter opens within 24" of the caster - use any round magic template to represent the pit. All models beneath the area covered by the pit must roll under their Strength on 1D6 in order to climb out. Otherwise they fall into the pit and are entombed in the earth as the pit closes over them. As no wounds are inflicted no armour saves apply, and magic items which save or negate wounds are ineffective.

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