A bound spell is a magic item that enables its owner to cast a specific spell as if he were a wizard. Any character can have a bound spell and not just wizards. Having a Bound Spell does not make a character a wizard for purposes of the rules.
The spell is cast once in the player's magic phase exactly like other spells, and it can be countered in the same way as an ordinary spell. Bound spells often take the form of magic rings, though some are horns or pipes. When attempting to counter a bound spell the 'caster' is assumed to have a magic level equivalent to the wizard making the counter. Thus bound spells are dispelled on a base roll of 4+. Power cards can be used in the normal fashion to boost the chance of a dispel, but cannot be used to reinforce a bound spell.
Three times per battle in the magic phase the wearer can direct a jet of flame at an enemy model up to 18" away. The victim sustains 2D6 S3 hits, no armour saves. Line of sight is required.
Three uses only
The Staff's bearer may cast the spell once in his magic phase, at any enemy model within 12". The target is slain automatically, no armour saves allowed. Roll a D6 each time the spell is cast - on a 1 or 2 the staff's magic is exhausted.
Chaos Sorcerer of Nurgle only
All enemy units within 24" engaged in close combat must take a Panic test or be broken and flee. Fleeing friendly units within 24" rally.
May be used three times only
The spell may be cast at any cavalry unit within 18". The unit suffers D6 S4 hits. Victims may not charge next turn.
In magic phase, the Prodder may fire 1 fireball for each Orc or Goblin unit within 12', plus one extra for each that is in hand-to-hand combat. Orc units must be 10 strong, Goblin units 20 strong, to count. Each fireball travels up to 24", striking the first model in its path. The victim suffers an S4 hit, no armour saves allowed. Line of sight required.
Night Goblins only
Orb is cast down on ground within 8" of the bearer. Nominate target and roll Scatter dice. A HIT symbol is a direct hit, otherwise the Orb scatters D3" as indicated by the dice. Place any of the round templates from Warhammer Magic where globe lands. Each model under the template rolls a D6. If they roll more than their I, or a 6, they are killed, no armour saves allowed. Remains in play, moving in the magic phase.
One use only. Skaven only
Can be used against a living model (not Daemons or Undead) within 6". Roll 2D6 and subtract victim's Toughness = number of wounds caused. No armour saves allowed.
One use only
Prevents flying creatures flying high. Creatures already flying high cannot descend.
Remains in play.
May be used three times per battle
Once its spell is cast, the bearer may attempt to nullify the power of a named magic item within 12". Roll 2D6 and multiply the result by 10. If the total equals or exceeds the points value of the target magic item its power is drained and it becomes useless for the rest of the game.
Wearer doubles his S value (max. S10) until beginning of his next magic phase.
Three uses only. Skaven only. Lasts one Turn
The user is shrouded in darkness. Enemy striking in hand-to-hand combat require a 6 to hit. Magic weapons are not affected by the ring's magic.
Remains in play
The ring starts the game containing 1 randomly determined Battle magic spell. The spell may be used once per game in any magic phase, and costs no power to cast.
One use only