Source: Warhammer Fantasy: 5th Edition

Waaagh Magic (Spells Summary)
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Waaaaaagh!Power: 3Range: 36"

All enemy wizards within 36" must roll equal to or less than their magic level on a D6 or suffer 1 wound. All Orc and Goblin units within 36" of the caster add +1 to their WS and can re-roll Ld tests until the start of the next magic phase.

Mork Wants Ya!Power: 1Range: 24"

A giant magic hand lifts a single enemy model within 24" into the air. The victim may do nothing except try and escape at the beginning of each turn. To escape, the victim must roll equal to or less than its Strength on 2D6. If the victim is freed he falls to the ground and suffers 1 S4 hit.

Remains in play

A chariot, war machine or any 'composite' model is grabbed together with its entire crew. When testing to escape use the highest Strength value amongst the individuals grabbed.

Brain BurstaPower: 2Range: 24"

A bolt of Orcy power speeds away from the shaman in a straight line, up to 24" across the battlefield. The first model touched by the bolt must roll equal to or less than its T on a D6 or its head explodes! No armour saves allowed.

Line of Sight

Note that this spell kills automatically - it doesn't inflict wounds and so it is impossible to save against with armour saves or even with special saves which save wounds.

The shaman can transport a unit of Orcs or Goblins anywhere on the battlefield up to 18". The transported troops may be moved into close combat, in which case they count as charging.

Mork Save Uz!Power: 1Range: 24"

The spell affects one unit of Orcs or Goblins within 24" of the caster and stops any magic (including friendly magic) affecting them until the start of the player's next magic phase. It also automatically dispels any spells currently affecting them.

Lasts 1 Turn

Note that, apart from dispelling a spell which is already cast on the unit, Mork Save Uz! will not dispel an enemy's spell - it merely renders the unit immune to the spell's effects. In almost all cases this amounts to the same thing of course - but where a spell remains in play it may mean the unit has two spells cast upon it (Mork Save Uz! and an enemy spell). In this case the enemy spell takes effect immediately if Mork Save Uz! is dispelled.

'EadbuttPower: 1Range: 36"

The shaman smashes the head of an enemy wizard with a bolt of Orcy magic. Both players roll a D6 and add the magic level of their shaman/wizard. If the enemy wizard loses he suffers 1 wound. If there is no enemy wizard in range, the shaman may 'Eadbutt any enemy model within range.

The shaman can inflict D6 S6 hits among his close combat opponents. If he rolls a 6, roll an extra D6 hits. He can carry on doing so until he fails to roll a 6!

Gaze of MorkPower: 2Range: 24"

The shaman sends a beam of destructive energy out in a straight line 24" long. Anything in the path of the beam suffers a S6 hit. This spell affects models beneath a straight line projected from the Shaman. Otherwise think of the Gaze of Mork as a very long, thin template! Enemy characters may therefore use the 'Look Out Sir' rule to avoid being hit.

'Ere We Go!Power: 2Range: 36"

This spell can be cast on a unit of Orcs or Goblins within 36" of the shaman. Until the start of the player's next magic phase, the unit has +1T and always hits first in combat, even if it has been charged.

Lasts 1 Turn

Da KrunchPower: 3Range: 24"

The mighty foot of Gork squashes the Orcs' enemies! Place the Da Krunch template over the target area and roll the Scatter dice. If a HIT is rolled, the foot is on target. If an arrow is rolled, move the template D6" in the indicated direction. Any models more than half under the template suffer a S10 hit.

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