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    Skaven battle magic cards pdf. Winds of Magic - Total War: WARHAMMER Wiki. M OV E S A V E B R AV E Y W O U N D S M OV E S A V E B R AV. The Warhammer Battle Magic game contains rules, spells creatures, Chaos Magic, Skaven Magic, and Orc Waaagh The spell and magic item cards in this. Warhammer 8th ed Magic playsheet - Free download as PDF File .pdf), Text File .txt) or read online for Warhammer Battle Magic - [ ] - Orcs & Goblins.

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    Skaven Battle Magic Cards Pdf

    Skaven: Must take Skaven Magic. If you have the spell cards published in Warhammer Battle Magic published by Games Workshop Cargo, , 78K. [ ], Corrida -, , K. [ ], Dark-lore spell, , 71K. There are Skaven (Customer Service), Chaos (Mail Order - hey, no surprise!), Dark Elves (Accounting?), .. in playing card style packs and are: Battle Magic.

    Endless Spells[ edit ] A new addition for Age of Sigmar 's second edition. Nagash's plans in Malign Portents have fundamentally altered the nature of magic. Normally most spells dissipate on their own after a time, but now a small handful of spells take a life of their own, roaming the realms and growing increasingly powerful. These spells have their own models and remain on the board to cause whatever effects are associated with them unless dispelled successfully by a Wizard. Endless spells are moved at the start of each battle round after determining who gets the first turn, with players taking it in turns to pick a spell to move, starting with the player that has the second turn that round. The catch? Endless spells can be moved by either player regardless of who cast them, which means a damaging or "predatory" endless spell can easily be turned against its caster. In fluff this lore is also associated with geomancy for some reason, but this isn't reflected in any of the spells. Once was a signature lore of the "good guys", but now Tomb Kings, Dark Elves, Vampires with certain gimmick and Wood Elves whoever calls them "good guys" gets a tainted arrow in the gut can use it. A great support lore, best used to augment slow whether in I, WS or M department units or annihilate "tainted" creatures. It is worth noting, that most augments in this lore can be boosted to affect all allied units in certain radius, so Light mages often stand in the middle of their forces, like shining paragons. Tomb Kings , Vampire Counts , Daemons of Chaos , and select things from Beastmen and Warriors of Chaos , causing damaging spells to deal 1d6 more damage to them.

    Makes your Unit or for increased casting value everything in the 12 inch bubble move Matrix-style. The units double in speed, get ASF and one more attack so cast this whenever you feel like it, and whenever you can muster the power dice.

    Cast this on Saurus Warriors and have a little skirmish with those elves. Gold: Wind of Chamon, Michael Jackson's favorite lore, Lore of Metal and Alchemy [ edit ] Yep, alchemy; turning whatnot into gold and stuff, a shame it can't buy you additional points with said gold but never mind. Mainly deals with high-armour target and is pretty much a lore to murder enemy elite units. Lore Attribute: Metalshifting: All read: both.

    There's only two of your damaging spells are flaming attacks and have no strength - instead they wound the enemy on his armour save roll, with no armour saves allowed. Virtually useless against armourless enemies. And yes, Scaly Skin counts as armor for all purposes.

    Searing Doom: Shoot little white-hot slivers of metal out of your hands. Standard 24 inch range magic missile causing d6 hits, but does 2d6 if you bump up the casting level. This is the reason why solo Lords carry around a Dragonbane Gem. This spell alone will decimate heavily armored units. Even when said model is in combat!

    Because there's nothing funnier than a naked Archaon running from a unit of Skaven Clanrats for dear life Skaven can't take the Lore, so how would this happen? Warlord with wizard hat he's fun, try it! Keep in mind, it makes target more resistant to your own spellcasting it does not, as Metalshifting explicitly uses the target's unmodified armor save.

    Enchanted Blades of Aiban: Wizard magically sharpens the weapons of everyone around him. Pretty nice spell when you're running big units, or your favorite unit is meeting its equal on the battlefield.

    Glittering Robe: Caster makes everyone who's his friend some really gaudy magic cloaks of pure metal. Spell deals d6 hits to the chosen model, but it gets a Look Out Sir! Against regular characters in units, signature is better.

    Transmutation of Lead: Makes the enemy's weapons and armor much heavier for a short time. Powered up version has a 48 inch range. Lets you cripple an enemy by a bit. Unlike Plague of Rust it's a one-turn effect, but also unlike Plague of Rust this spell makes them hit weaker too. Good for a dangerous model already in close combat or firing at your troops. Good deal to make elite things mediocre and normal things weak. Final Transmutation: Here you have it, transforming things into gold and living things on top of that.

    Choose a unit within 18 inches.

    More than one wound only a 6 will kill it. Oh, and the next round every enemy unit within 12 inches of the one that was hit has to test for stupidity on the next turn to avoid running for that unit to carry some of their dead friends away to pawn. It is the most unconditional of all the kill spells, not relying on a characteristic test or anything and disallowing any saves at all.

    Granted not the BEST of the final spells in the lore choices, but there's just something really fun about using it. If you're really an asshole you can buy some models that you know the opponent has, dip them straight into the gold paint well, and bring them along to put on the field as casualties unless it's a Dwarf player at which point they'll probably already have said models. This is the most commonly used Lore by lord level mages, and probably most common lore at all.

    Ideally, you need 4 level or Loremaster at best because you need the third spell, the Throne to really rock with this Lore and of course other spells so that they can grow stronger. This Lore will make your units tough as hell, is easy to cast and is indeed eco-friendly.

    Incredible defensive lore, but mighty boring. Lore Attribute: Lifebloom: Whenever a spell from this lore is successfully cast, a single model within 12 inches of the wizard may regain 1 wound doesn't raise dead though. In any case, it is a nice cheap spell to spam for the attribute.

    Awakening of the Wood: Make trees grow so fast they punch the enemy in the dick. It's crap as long as it's not buffed by Throne AND the enemy is hiding in the woods. Still, it's even cheaper than signature and can be used to spam attribute heal. Flesh to Stone: Classic "Stone Skin" spell, grants a unit a big bonus to toughness. Cast this on elves so that they are hard as Stone, cast this buffed up on heavy cavalry to make them as hard as diamonds, get an ally cast this on a Necrosphynx to Throne of Vines: One spell to buff them all, one spell to Incredible spell.

    Shield of Thorns: Looks really bad in this incredible lore, but not so bad on its own. Target unit deals some S3 hits to enemies in base contact.

    Still, has its uses, easy to cast and can be taken on your level 1 healer if his unit has no use for Regen. Regrowth: While your attribute can only heal, not resurrect, this spell does right that. Target unit regains wounds, reviving dead models. Do not forget to wear your biggest trollface when you unleash a buffed version on your nearly-dead elite unit.

    The Dwellers Below: Here is your one-spell-solves-all-problems-spell. Cast it on a unit and see everything taking strength test, and when they fail they are dead without any save, because little Dwarves crawl out of a hole in the ground and take them with them. Easily one of the most devastating spells. A good lore, but often outshone by other lores. Aaaand Warriors of Chaos through Sayl the Faithless forgeworld mage worth a mention too Lore Attribute: Roiling Skies: Spells targeting enemy flying units deal bonus damage to them, not super-useful, but not bad, especially with the rumors of new flier rules in the next edition and most races getting some sort of fliers.

    Oh and he can't see his pals so his LD is taking a little dump. Not the most devastating spell, but for a cheap price and a signature spell really working well. Harmonic Convergence: You know how you have these super-awesome-heavy-cavalry-rapetrain-unit?

    You attack and only roll 1s and you need only 2s? That is no problem. This spell let you re roll every 1 your unit rolls for a turn, so give it to your elite units and don't fear the ones. Wind Blast: A magic missile which pushes enemy units around. Ultimate when you have a Mage on flying mount to mess up the enemy movement phase, but worth it every time, though not terribly competitive. Use against Goblin Fanatics, commence trollface. Curse of the Midnight Wind: You read the Harmonic convergence?

    This is the other way around. The enemy unit has to re-roll all 6s it rolls, so no poison or killing blow, or even wounding your monster with T6 while having S4. Everything is fine with this and it comes with a bubble version. Use it on enemy monsters, lone characters or very small, very elite units e. Blood Knights. Comet of Casandora: Perhaps the most damaging spell out there, it calls a comet at target spot, dealing somewhat random damage in somewhat random radius after somewhat random number of turns.

    Very unreliable and easy to dodge, but with right planning it can be utterly devastating. Useful for area denial- you see your opponent's battle line marching toward you? Drop this in their path and force your opponent to make a tough decision. Also, one of the few means to deal S10 damage in the game.

    Can be boosted to obscene levels. Chain Lightning: THIS is how you play Palpatine or Thor or any other kind of crazy thunderbolt thrower, potentially shooting a thunderbolt at every freaking enemy unit on the field.

    Perhaps you should say something like "come to the dark side or perish" while you do this, even if you play high elves. Due to a low number of hits and high cost, it is not as powerful as it may seem, but still awesome. Wipe whole armies' worth of MSU in a few casts, it can. Where life is defensive and reactive, Shadow is versatile and proactive, afflicting an enemy with a variety of hexes and debuffs, softening an enemy up and making him weaker all round.

    Damage spells are just a little bonus and aren't why you are taking this lore, but they are powerful in their own right. They are basically templates with Initiative tests, making them extremely powerful against slow units wiping out hordes of ghouls or entire units of temple guard and they scale really well with signature spell.

    Lore Attribute: Smoke and Mirrors: When a Shadow spell is successfully cast, the wizard may swap places with another friendly character of same unit type in range. Useless most of the time, but can be useful to escape close combat, while bringing a melee powerhouse into the fray. Especially fun when your level 2 Chaos Sorcerer teleports away so a beatstick Chaos Lord can take over Incredibly useful and versatile. Even better when used in conjunction with the damage spells in this Lore.

    It is often worth it to take a level Shadow wizard just for the sake of spamming this spell. Steed of Shadows: Casting your own shadow Horse, you'll probably feel like the Ghostrider or something. Sadly its not as useful as it was in previous editions.

    The Enfeebling Foe: Making your enemy weak. Really, really weak, with a bit of luck. This spell is so nice to reduce the danger to your units and it even stays in the game, so your enemy has to waste power dice dispelling this or decide to never make a kill with this unit. The Withering: Other way around, making your enemy not weak but less tough until even a gnoblar can club him down. Like his counterpart staying in the game so your enemy will have to dispel this and don't have the dice to do the same to you in his magic phase.

    The Penumbral Pendulum: Swinging a big, albeit almost invisible, pendulum into the enemy lines. First damaging spell, it hits all models in a line. Line is of random length, so consider exploiting lore attribute to quickly get in range, fire it off and blink away. BTW, it is a use for the Steed of Shadows! Pit of Shades: Second damaging spells.

    Small or large, boosted template of DOOM!. It scatters and stuff, but against hordes of Saurus or Undead it is just brilliant. Ogres and other low I, high cost units will cry.

    Basically, target unit uses LD for wounding instead of Strength. See even Dragons and Chaos Knights falling like flies before you. Does not stack with S bonus so no great weapons, but hey, if you are in general's bubble, you likely have Ld anyway! Tip: cast it on swarms. Their S2 becomes S10!!! Amethyst: Wind of Shyish, Lore of Death[ edit ] Focuses mainly on single character or monster slaying, although it has some nice support spells.

    Lore Attribute: Life Leeching: Basically, you get power from killing. Spirit Leech: Both caster and target a D6 and add their unmodified leadership values. For every point the caster wins by the target loses a wound, with no armor saves allowed. Generally not the most reliable character-sniping spell, but great against monsters and warmachines. Bye bye Stegadon. Aspect of the Dreadknight: Grants the target Fear, or Terror when boosted.

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    The Caress of Laniph: Summoning a ghost gurl that wants to know the enemy target a bit better winkwink , and while she's at it she steals his life force So pretty much just like any other woman. Target suffers a number of hits equal to 2D6 minus his own strength. Soulblight: Your mage slaps the shit out of the soul of the enemy making him less strong and tough. When boosted, it works in a freaking 24 inch bubble so it can hit the whole enemy army, making even Chaos Knights into mere humans at least on S and T.

    Very good, but often loses to more specialized Shadow hexes. Still, not a bad substitute to Withering when dealing with high-toughness foes. This effect lasts until the caster's next magic phase. Doom and Darkness: Cast this on the enemy general to take the LD bubble away. Specifically to give said enemy a -3 on their Leadership. Make sure to cast on enemy with Okkam's Mindrazor and have them flip a table. Combine with Spirit Leech by rolling dice with one hand and holding out the FAQ with the other as a shield for incoming fury.

    The Fate of Bjuna: The last sniping spell and it's the strongest as the target suffers hits equal to 2D6 minus it's Toughness. The bastard is gonna laugh until he explodes and if it miscasts the casting player may laugh until he explodes If target survives they get teh stupid for the rest of the game.

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    Cegorach's Loec's favourite spell, I bet. Just like that. Very difficult to cast, but when you pull it off correctly it can murder entire armies of Lizardmen , Dwarfs or Orcs ; this spell will make Ogre players what few there are consider quitting the game. Cast with your last dice and laugh maniacally as it refills your dice pool with lore attribute! If you're a girly elf player, take 2 units of warlocks, take Khaine magic rules, take vanguard, take as many power dice as you can muster, take double purple sun down the enemy's line from both ends in turn one, take shrugging off pesky miscasts, take your opponents tears and DRINK DEEP then take the extra power dice you generate and try it again for lolz.

    You wanna be one of them? This is your chance. A pure damage lore inflicting tons of firey hits on pretty much anything. Lore Attribute: Kindleflame: All of the Lore's spells are considering "flaming" no shit, right? Each subsequent damaging Fire spell cast sets your Amazon Kindle on fire at the same unit in the same phase is easier to cast. Not great, but if you plan on destroying a big fat horde per turn - can be nice. Fireball: Your one-for-all damage spell goes from "easy to cast and not so hard to hit" to "hard as hell to cast and roasting a mammut You always want this spell, because you can use it against nearly everything.

    From flaming a little flanking unit or flaming away this regeneration from this Hydra to turning entire Swordmaster units to ash or softening up this big big horde of core units. When you want Fire magic you want it because of this spell. Also, keep a level 1 Fire wizard. If your Wizard Lord somehow dies, pump all your useless dice into super-fireball each turn. Cascading Fire-Cloak: A defensive spell only working on the mage and his unit.

    Not really worth it, since you don't want your mage in combat, except perhaps for Firebelly or Dragon Mage. One of the few spell to help archers overcome their S3 bow weakness. The Burning Head: Your Mage throws a burning and screaming head on the enemy. Mediocre damage in line and causes Panic Piercing Bolts of Burning: Fancy fireball, with number of hits scaling off target unit's ranks.

    Basically a spell to annihilate Goblins, Skeletons, Skavenslaves and Zombies. Fulminating Flame Cage: So now you imprison your enemy in flames and if he moves, he is toast. Again against really big units its great against heavy cavalry its lame. But it's always funny to see a light flanking unit destroy itself in the charge because of this spell, or not flanking, so that you can win against the enemy in front.

    Note, this is a hex, so doesn't work with lore attribute. If you're a mega-douche, cast it on a unit in combat and then issue a challenge. Oh, you accept do you sir, good show!

    Now comecloser, move into base contact with me..

    BAM, whole unit counts as moving! Take those hits baby! Take 'em. Oh I see Refuse the challenge then Flame Storm: Yeah big plates to throw, but only S4 and not really with sniper precision, so no thanks.

    Still, the name is cool. The Lore for everyone who wants to buff his units, especially the heroes. The Lore Attribute will mostly affect you if you play Beastmen or Bretonnia, but even then it's not so much of an effect. Lore Attribute: Wildheart: Basically, your spells are easier to cast at cavalry, warbeasts or Beastmen. But still sub-par. It will make your measly humans go and win against other units and it will make your Bestigors or Minotaurs go rapetrain against nearly everything for one round.

    Another spell it is worth taking level 1 wizards for. The Flock of Doom: Yeah doom sounds nice, but it's only doom if your enemy is afraid of birds. It is like a new episode of hitchcocks "the birds" with a few crows pecking on the enemy unit, good enough to make this stupid harpies go away but there are better options.

    Useless spell. It's one of the cheapest spells in the game, and has a decent range and range is boostable. Sure, S2 is terrible Can be cast on one die don't forget the Wildheart bonus when applicable to deal with annoying chaff units.

    With some lucky 6s, you could even destroy a cannon. That said, you're still probably better off dropping this for Wildform. The Amber Spear: Magic, auto-hitting bolt thrower with pretty good damage.

    Can be boosted to start with S10 doing D6 wounds. Use in any situation you would normally use a bolt thrower monsters, elite units, etc. The Curse of Anraheir: Making your enemy stumble over roots and die, is one funny thing to do, especially against these tree-loving wood elves except that they have Forest Strider so they don't take Dangerous Tests from forests Also it makes your people harder to hit, what more do you want?

    Awesome spell. The Savage Beast of Horrors: Yeah now we're talking. Giving one or more heroes way more strength and attacks and he will rip entire units in two. Really if you have a lot of cheap heroes and can make this spell hit them all at once its good-bye for your enemy. Especially awesome with the new end times rules: build an army out of characters, have one person cast panns impenetrable pelt and the Savage Beast And stack wildform if it is a unit and you will just win.

    Transformation of Kadon: What was that about more strength and attacks? A Hydra? A Dragon? A Chimaera? Everything is possible. Ok it prevents your mage from casting and also temporarily negates any gear carried- so byebye Talisman of Preservation! Just remember - it can be dispelled, possibly leaving your mage in close combat, and all wounds are carried over - two wounds may not seem a lot for Chimaera, but will kill a hero-level mage.

    Oh and it can be boosted, in case you want a statline that informs a star dragon it can fuck off and die. It is a nice, balanced lore, with enough support, defense and damage spells. Notably, it has separate attributes for each race and it has two signature spells you can choose either or both. Stick a mage into a phoenix guard unit and they will never die. When an unsaved wound is taken by the unit or wizard , discard the token to prevent that wound. It's like proactive Life attribute!

    Note that a wizard wearing armour or wielding weapons that require two hands cannot cast spells. Used cards enter the discard pile. When all cards are spent, re-shuffle the deck. During the magic phase, the players take turns taking an action, starting with the player whose turn it is.

    An action can be attempting to cast a spell or dispelling a spell in play. Dispelling a spell in play: any wizard may attempt to dispel a spell in play anywhere on the table. Any wizard may attempt to cast the same spell once per magic phase. Discard as many power cards as required to power the spell. The spell is cast unless the opponent dispels it. It is possible to make several attempts to dispel the same spell. Each wizard may make one attempt against each spell cast.

    Many magic items and other special rules grant a so-called natural dispel. If a unit is protected by more than one natural dispel you get a dispel attempt for each natural dispel the unit possesses. In case of spells with a large area of effect, a natural dispel is allowed for all units that will be affected. Usually the natural dispel attempt is made before the spell is cast and before you start spending dispel cards. In this case, do not take the natural dispel until the spell actually comes into contact with the unit containing the natural dispel.

    If all else fails, the last possibility is using a Dispel Magic Scroll scrolls are one use only, but wizards are allowed to carry several Dispel Magic Scrolls.

    In Warhammer Renaissance a Dispel Magic Scroll can both prevent a spell from being cast and stop spells already in play. Non-wizards may be able to cast spells with the aid of magic items.

    Such spells are called bound spells, and such items are called bound items. Bound spells are cast for free often with a limit to how many times they can be used.

    Bound spells however, are only destroyed a roll of 6. When both players in turn have declined to take an action, the magic phase ends. Warhammer Renaissance use the rules printed on the 5th edition magic cards.

    If you do not have a deck of magic cards, you may substitute a normal deck of playing cards, where 22 Hearts and 22 Diamonds are used as power cards, while 8 Spades are used as dispel cards.

    Besides power and dispel cards, the deck contains a number of special magic cards. As with all other magic cards, the special magic cards must be played by a specific wizard. Announce which wizard is using the card. Each wizard may retain one magic card from magic phase to magic phase until you spend the card. Each wizard can keep only one and this card is personal and can only be used by the wizard retaining the card. If the wizard is killed, the card the wizard held is returned to the discard pile.

    All spells are dispelled including remain in play spells on both sides. Does not affect Flyers, up to its starting size. Guard D6, and all other targets D3. Characters and their chariot mounts are 5. Curse of the Leper 10 18" Hex targeted separately. Target unit suffers -1 Strength and -1 Toughness. At the beginning of every Vampires 39 friendly magic phase they are reduced by an additional Only affects the crew and mounts for war machines and chariots. Remains in Play.

    Invocation of Nehek 4 18" HtH 6. Raise Dead 5 12" Tzeentch Choose a point after casting and place a Zombie model there, forming up 1. Pandaemonium 8 - HtH 3. Curse of Years 8 18" HtH 4. Treason of Tzeentch 9 24" Each model in target enemy unit rolls a D6.

    Does not affect mounts or joined characters. Does not Remains in Play. May cause a Panic test. Wind of Undeath 12 - HtH 5. Place a new Spirit Host unit within 12" of the caster with wounds with Chaos armour and shield worth VPs. Remove it without awarding equal to the wounds caused. VPs when the spell ends. Summon Undead Horde 12 - 6. On a Strength of 11 or 12 remove across any number of friendly units or characters as per Invocation of the unit from play instead, no saves.

    Vampires, Ethereals and non-infantry may only gain one wound per Slaanesh casting. If the target takes any casualties it may not Bestial Surge 7 6" move in its next movement phase.

    Hellshriek 7 18" unit or straight ahead otherwise. Each enemy unit in range must take a Panic test. Viletide 7 24" Magic Missile 3. Devolve 9 12" the start of each player turn.

    Each enemy unit in range must pass a Leadership test or suffer a number of 4. Titillating Delusions 8 24" wounds equal to how much they failed the test by, no armour saves. In their Movement phase, target enemy unit that not Immune to Psychology 3. Bray-scream 10 12" must move directly towards a designated point anywhere in their LoS. If Target friendly character may make a breath weapon attack with S3, no they move into contact with an enemy unit, they count as charging.

    Ends armour saves. Traitor-Kin 10 12" HtH 5. Aura of Acquiescence 9 18" Augment Each enemy model within range that is mounted, a chariot or monster Target unit gains Fear, or if it already has it, Terror. Ecstatic Seizures 12 24" 5. Lasts until the end of the following player turn. Savage Dominion 16 - Place a new friendly Giant, Gorgon or Jabberslythe at any point on a table edge, counting as if it had returned from pursuing off the board. As long as it is in play the caster may not attack, cast or dispel spells.

    If the caster dies, remove it from play. If the monster takes a wound, the caster must pass a Toughness test or also take a wound, no saves. The monster counts for its normal VP value. Daemonic Tzeentch 61 Ruin 78 1.

    Flickering Fire of Tzeentch 4 18" Magic Missile 1. Caster or target friendly infantry character in range may move to anywhere 2.

    Glean Magic 7 - LoS 2. If a single hit is rolled the caster takes it instead. Cannot cast spells that summon new units.

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