Bright Magic
Crimson Bands
Twisting bands of energy entwine the enemy unit, entangling them and redering them unable to move, fight, shoot or cast magic. The spell remains in effect for a short time unless dispelled or cancelled by the casting mage.
Conflagration of Doom
This powerful spell creates a flaming meteor, suspended in the air high above the heads of enemy troops. The meteor crashes to the ground, delivering an awsome blast to anything onto which it falls. The mere sight of the flames descending from the sky is often enough to make the enemy flee in fear.
The Burning Head
A phantasmal flaming skull flies from the mage's hands and travels a short distance until the spell expires or hits a solid object. The disembodies head causes a good amount of damage to any target it passes through, and its unearthly laugher can cause units to flee in fear.
Blast
A powerful attack, Blast launches a lethal volley of buring energy at the target. The range is of a medium distance, but flames deal a lethal blow to all but the hardies of targets.
Sanguine Swords
Magical flaming swords materialize around the mage and will attack enemy units on behalf of their invoker. The swords fly towards any nearby enemies, each dealing a powerful blow before returning once more to the caster's side. The spell lasts for a short which before the swords fade away.
Wings of Fire
The mage is lifted up on ethereal fiery wings and is transported to another part of the battlefield. This can take the mage into close combat with the usual advantages, but not into any areas that are normally inaccessible.
Fireball
A fiery ball of energy blasts forth from the mage's hand and hurtles towards its target, wounfing any troops in the blast area. The spell has medium range and armour offers no protection from the searing blast. By channeling more magic into the spell, the mage can produce muliple fireballs.
Dispel Magic
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attampt to dispel.
Flamestorm
A fierce column of fire erupts from the ground spewing forth flame and ash. All troops who are caught in the blast are burned and attempt to back away from flames. The spell stays in effect for a short time unless disppeled or cancelled by the casting mage. Only one Flamestorm can be in effect at any one time.
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All Warhammer and related products are trademarks and property of
GAMES WORKSHOP