Source: Warhammer Fantasy: 5th Edition

Jade Spells
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Glowing green power surrounds the corpse of a single character or creature model, returning it to life and bringing it to the wizard's side. Any friendly character or creature which has fallen during the game can be revived. The model is placed within 6" of the caster and is immediately restored with a full complement of wounds. The model does not retain any magic items, revived wizards receive no spells, and mounts are not revived along with characters. An individual revived in this way is not truly alive but only temporarily re-animated, and can be returned to death by dispelling the Jade Casket.

Remains in play

Earth BloodPower: 1

The wizard vanishes from the battlefield and leaves the universe of time, bathing in the Earth Blood that flows through the waters of the planet. Remove the model from the game. The wizard may reappear anywhere on the tabletop at the start of any subsequent magic phase, including the magic phase of the enemy. While removed from the battle any wounds the wizard has lost are healed. During the magic phase when he returns the wizard receives D6 cards from the Winds of Magic deck, and the remaining cards are then dealt normally. A wizard cannot reappear and cast Earth Blood during the same magic phase.

The Emerald PoolPower: 1Range: 24"

The wizard melts away into a pool of water which is absorbed into the ground. The wizard may immediately reappear anywhere within 24" of his initial position. Alternatively, he can reappear within 24" of any river, pool or other water source. This spell can be used to carry the wizard into hand-to-hand combat in which case he counts as charging in the first turn of fighting.

The wizard attempts to drain the life fluids from a hand-to-hand combat opponent, sucking out the moisture and leaving a shrivelled husk. Roll 2D6, and subtract the target's Toughness - the remaining score indicates the number of wounds taken by the enemy. No armour saving throws allowed, except for magic armour.

PeacePower: 1Range: 24"

Peace may be cast on a unit within 24". The target is overcome by a sense of serenity and well-being. Fleeing models will rally immediately. If not fleeing the target becomes languid and soporific, it will neither move nor shoot missile weapons in its following turn unless it first passes a test against its Ld on 2D6.

A misty spiral staircase carries the wizard into the air. From his vantage point in the sky the wizard can see over the entire battlefield and can cast spells normally without reduction in range. It is impossible to attack the wizard or shoot at him from the ground. Flying troops may attack him or shoot missiles at him. Whilst on the Spiral Stair the wizard has an armour saving throw of 2 or more. Any spell cast at the wizard while he is on the Stair will be dispelled automatically and have no effect. If the Stair is dispelled the wizard floats to the ground unharmed.

Remains in play

The Cloak of Dain draws a cloak of green energy around the caster. Roll a D6. The cloak will automatically negate any wounds suffered by the wizard up to the total indicated before the start of his next turn. At the start of his next turn roll a further D6 to determine how many wounds can be negated until the following turn, and so on, rolling at the start of the player's turn whilst the spell lasts. If attacked by a spell or device that automatically kills, the Cloak will protect the wizard from all harm on the D6 roll of a 4 or more. If the Cloak of Dain negates any wounds caused by a spell it is automatically dispelled itself.

Remains in play

Flesh of StonePower: 2Range: 6"

The wizard may cast this spell on himself or any single model within 6". The affected model turns to stone from the feet upwards. The model can fight normally. The model's Toughness and Strength are doubled up to a maximum value of 10. The model's Movement value is halved. The model loses any armour saving throw it had, but gains a special saving throw of 4 or more on a D6. This save is not an armour save and is not modified by attacks that reduce or negate armour saving throws.

Remains in play

The Mist of DuthandorPower: 2Range: 24"

Dark strands of green mist congeal around any unit within 24" of the wizard, covering the target entirely. No models can see into, out of, or through the Mist. Missiles may not be fired at or by the models within. The unit may move, but does so in a random direction at half rate. If the unit moves the Mist follows it. If the target engages in hand-to-hand fighting the Mist extends to cover its opponents, and the number of hits inflicted by both sides is halved to represent this. A unit which is broken whilst fighting in the Mist is destroyed.

Remains in play

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