Source: Warhammer Fantasy: 5th Edition

Winds of Magic Card Deck
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The Winds of Magic card deck comprises the following cards:

22 Power

Power cards are the most important cards in the deck. In order to cast a spell, a wizard must expend the appropriate number of power cards. A 1 power spell requires the player to give up 1 power card, a 2 power spell requires 2 power cards, and a level 3 spell 3 power cards. Power cards can also be used to improve your chances of an effective Dispel or to reinforce a spell that is being cast.

1 Total Power

This card provides all the power required to cast any single spell. A spell cast with Total Power cannot be dispelled, and all counter magic cards are useless to prevent it being cast. If the spell remains in play then it can be dispelled in subsequent turns as described later.

8 Dispel

Dispel cards are used to try and stop an enemy's spell. When an enemy wizard casts a spell you can attempt to dispel it using a Dispel card. Dispels are not automatic, but depend on a successful dice roll as shown on the card.

1 Mental Duel

This card is a special kind of dispel. It functions exactly like a Dispel, as described above.

In addition, the dispelling and casting wizards are drawn into a mental duel. Both wizards add the score of a D6 to their magic level. The highest scoring wizard inflicts 1 wound on his adversary. No armour save is allowed against this wound, but magical wards and other special saves can save. See the section on Magic Items for more discussion about special saves.

1 Destroy Spell

This card is a special kind of Dispel. It functions exactly like a Dispel, as described above.

If the enemy's spell is successfully dispelled roll another D6. On the score of a 4 or more the spell is not only dispelled but removed permanently from the wizard's hand. In effect the spell is destroyed!

1 Rebound

This card is a special kind of dispel. It functions exactly like a Dispel, as described above.

In addition, if the dispel is successful the rebounding player can cast a spell of his own up to the same power value. Note that the rebounding player does not have to expend his own power cards at all, the enemy's own power is rebounded in the form of a spell. The enemy may dispel the rebounded spell by using a Dispel or other counter magic card in the normal manner.

1 Drain Magic

This card automatically dispels the spell being cast plus all spells currently in play. All magic cards held by both sides are returned to the deck immediately and the magic phase is ended.

In addition, on the D6 roll of a 4+ the magic level of the wizard using the Drain Magic is reduced by -1. A wizard losing a level must surrender a spell of his choice so that he has no more spells than permitted by his magic level. A wizard can be reduced to a level of zero and still continue to use counter magic, but if reduced below zero he is automatically killed.

1 Escape

This card is useful to keep until you need it. It can be played at any time as soon as one of your wizards is killed. The wizard is returned to life with a single wound, and immediately placed anywhere within 6" of the player's own table edge.

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