Source: Warhammer Fantasy: 5th Edition

Ice Magic Spells
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Freeze WaterPower: 1

This spell may be cast upon an entire body of water anywhere on the battlefield, for example a river, marsh or lake. Frozen water can be moved over without penalty. Once frozen a body of water remains frozen for the rest of the game - the water cannot be melted by means of counter magic, not even by use of Drain Magic. The only means of melting frozen water is to cast one of the following spells upon it:

  • Battle Magic: Fireball, Blast

  • Skaven Magic: Scorch

  • Chaos Dwarf Magic: Flames of Azgorh

  • Bright Magic: Piercing Bolts of Burning, The Burning Head, Conflagration of Doom, Fireball, Blast and Flamestorm

Hawks of MiskaPower: 1Range: 18"

This spell may be cast on any unit in 18". A flock of hawks fashioned from ice appears above the target, crystalizing out of the air to the horror of those below, striking fear into their hearts with shrieking cries. The target must take a Fear test immediately, as if it had been charged by an enemy that caused fear. If this test is failed the unit must flee.

The caster and any unit he is with is surrounded by a shield of intense cold. Any shot fired at the unit must roll a 4, 5 or 6 in order to penetrate the shield. Roll to penetrate first, then roll for hits as normal for any shots that penetrate the shield. The Shield of Cold is automatically dispelled if the caster or unit he is with enters hand-to-hand combat.

Remains in play

This spell enables the caster to transport one unit, either friend or foe, up to 18" in any direction. The target is swept upon a shifting bridge of ice and carried to its new location. The Bridge of Ice may be used to move friendly troops into hand-to-hand fighting, in which case they count as charging in the first turn of combat.

Ice ShardsPower: 2Range: 18"

Sharp icicles fly out from the caster's hand and strike the first unit in their path. The Ice Shards cause 2D6 S4 hits on their target.

Snow BlizzardPower: 2Range: 18"

This spell may be cast at an enemy unit within 18" of the caster, bringing it to a halt with ice-laden winds. The target may do nothing in its following turn. A wizard affected by this spell may not cast spells, but he can continue to use counter magic and a winds of magic card can be retained on his behalf. If used against a unit engaged in combat, the spell will also affect any unit the target is fighting, immobilising it whilst the target is immobilised. This means no hand-to-hand will be fought as both sides are frozen.

A swirl of ice and snow enfolds the caster in a cloud of shimmering light. Any hit scored against the wizard by an ordinary weapon is deflected on the D6 roll of a 3 or more causing no harm. If hit by a magic weapon the hit is discounted and the weapon that caused it is destroyed on a D6 roll of 3 or more. However, if hit by a magic weapon the Crystal Cloak is also dispelled, leaving the wizard vulnerable to further hits.

Remains in play

Death FrostPower: 3

This spell may be cast against a model in base contact with the wizard. Parts of the enemy are frozen solid and turn to ice, causing terrible wounds or killing the foe outright. Roll two D6's, the difference in dice rolls equals the number of S10 hits inflicted on the foe. If you roll a double then add the scores together to determine the number of S10 hits.

Chill BlastPower: 3Range: 24"

An icy blast erupts from the caster and strikes the first unit in its path. The target is chilled to the bone, causing limbs to snap and weapons to break. The unit takes 2D6 S5 hits. No armour saving throws are permitted against wounds from the Chill Blast.

Wind of ColdPower: 3Range: 6D6"

A howling wind shoots in a straight line 6D6" from the caster. Each unit struck by the wind takes D6 S5 hits from the freezing blast. No saving throws are permitted against wounds from the Wind of Cold.

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