Magic

Published on November 2016 | Categories: Documents | Downloads: 66 | Comments: 0 | Views: 380
of 23
Download PDF   Embed   Report

Comments

Content

Fantasy Battles
th​

The 9​Age
Paths of Magic
Version 0.9.0 Beta

WHAT IS FB: 9TH AGE?
HOW TO USE THE DOCUMENT
BATTLE MAGIC: PATH OF ALCHEMY
BATTLE MAGIC: PATH OF DEATH
BATTLE MAGIC: PATH OF FIRE
BATTLE MAGIC: PATH OF HEAVENS
BATTLE MAGIC: PATH OF LIGHT
BATTLE MAGIC: PATH OF NATURE
BATTLE MAGIC: PATH OF SHADOWS
BATTLE MAGIC: PATH OF WILDERNESS
PATH OF BUTCHERY
PATH OF CHANGE
PATH OF THE BIG GREEN GODS
PATH OF THE LITTLE GREEN GODS
PATH OF BLACK MAGIC
PATH OF DISEASE
PATH OF LUST
PATH OF NECROMANCY
PATH OF RUIN
PATH OF THE FORGE
PATH OF THE SANDS
PATH OF WHITE MAGIC
CHANGE LOG

Rules Changes between versions (not from alpha version) are colour coded in green, see change log at end of
document .

1

INTRODUCTION
WHAT IS FB: 9TH AGE?
Fantasy Battles: The 9th Age (FB: 9th Age), is a boardgame and wargame in which two opposing armies,
represented by adequate models, collide and face each other. Further information about the game can be found
here:
http://www.the-ninth-age.com/

HOW TO USE THE DOCUMENT
In this section all magic Paths, both the 8 common Paths known as 'Battle Magic' and the race specific Paths are
updated.
Each Path consists of 7-9 separate spells. One of these spells is the Path Attribute, marked with ‘attribute’ under
casting value. The other spells are numbered 0-6. Spell 0 is the signature spell (wizards can always choose to
swap one spell for this spell when randomizing spells, and more than one wizard can know this spell). Some
spells have more than one casting value. The higher casting value(s) is the 'boosted' version of the spell.
Sometimes range and/or limits are increased for the boosted version (giving the spell longer range for example),
while other times the spell’s effect can change. Which parts of the spell (target restrictions, type, effects, etc)
change when cast as the boosted version and which parts stay the same is marked by using colour coding; red
text is applied to the non-boosted version, blue (bold) text is applied to the boosted version and black text is
applied to both versions. In some rare cases a second boosted version is also available, this is marked with
brown text.

2

BATTLE MAGIC: PATH OF ALCHEMY
Name

A

Commandment of
Iron

0

Molten Metal

Casting
value

Type

Duration

Range 12”
Augment

Lasts one
Turn

10+
[18+]

Range 24”
Hex, Missile,
Damage

Lasts one
Turn

Instant

1

Enchanted Blades

8+
[12+]

Range 18”
[Range 36”]
Augment

2

Creeping
Corrosion

8+
[11+]

Range 24”
[Range 48”]
Hex

Permanent

3

Quicksilver Cloak

9+
[12+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

9+
[12+]

Range 18”
[Range 36”]
Hex, Missile,
Damage

4

Silver Spike

Bane of Forged
Steel

5

Transmutation of
Gold

6

3

10+
[13+]

Range 24”
[Range 48”]
Hex

16+
[19+]

Range 12”
[Range 24”]
Hex, Direct,
Damage

Effect
Target has +1 armour save. A model affected by this
spell more than once per phase may never obtain an
Armour Save better than 3+.
Target suffers​
1D6​
[2D6]​
hits with​
Metalshifting.


Target has +1 to hit. All target’s attacks (including
Shooting) gain the Magical Attacks and Armour
Piercing (1) special rules. Any attack which already
had Armour Piercing gains +1 to its Armour Piercing
instead.
Target has -1 to its armour save.

Target gains the Distracting and Blurry special rules.
Furthermore, all close combat attacks against the
target reduce their Armour Piercing by 1.

Instant

Target suffers a hit with the Metalshifting and Multiple
Wounds (D3) special rules. This attack penetrates
ranks in the same way as Bolt Throwers (Artillery
Weapon), but gains a -1 to wound modifier instead of
-1 Strength for each penetrated rank.

Lasts one
Turn

Models in the target unit cannot receive Strength
bonuses from mundane close combat weapons.
Mundane shooting weapons wielded by the target unit
have -1 strength. Note that this spell only affects a
model’s equipment and its Strength, not any special
rules.

Instant/
Lasts one
Turn

Owner of the target unit rolls D6 for each model in the
target unit (in an order chosen by the owner of the
unit). Ignore the first rolled 5+. Every model that rolled
5+ suffers a wound with Multiple Wounds (10) and no
saves allowed of any kind.
Enemy units within 12” of the target gain Stupidity.

BATTLE MAGIC: PATH OF DEATH

Name

Casting
value

Type

Duration

Effect

Range 24” Hex

Lasts one
Turn

Target has -1 Leadership. A model may only be affected by this
spell once per magic phase.

A

Cloud of
Despair

0

Touch of the
Reaper

9+
[12+]

1

Curse of
Mortality

7+
[10+]

2

Gnawing
Spirits

8+
[10+]

Range 24” Hex,
Missile,
Damage

Range 18”
Focused, Hex,
Direct,
Damage
Range 24” Hex

Instant

Lasts one
Turn

Target suffers 1 wound with Armour Piercing (6).
[If an unsaved wound is dealt, the caster​
Recovers one

wound.]
Target has -1 Strength​
[and -1 Toughness]

Instant

Target suffers​
2D6​
[3D6]​
strength 2 hits with Armour Piercing
(6).

Range 12”
[Range 24”]
Focused, Hex,
Direct,
Damage

Instant

Both caster and target roll D6 and add their current Ld to it. If
the caster’s total is higher, the target suffers a number of
wounds with Armour Piercing (6) equal to the difference
between their respective totals.

3

Soul Leech

8+
[11+]

4

Soul Harvest

9+
[13+]

Range 24”
Augment

Lasts one
Turn

Target’s close combat attacks have the Holy Attacks special
rule.​
[Successful armour saves taken against the target’s
close combat attacks must be rerolled.]

5

The Abyss
Gazes Back

11+

Range 18”
Augment

Lasts one
Turn

Target gains Killing Blow and Fear.

6

Storm of
Souls

15+

Vortex
(Range 6”,
Template 1”)
Ground

4

Instant

Models touched by the template must pass an Initiative test or
suffer a wound with the Multiple Wounds (10) and Armour
Piercing (6) special rules, and with no Regeneration saves
allowed.

BATTLE MAGIC: PATH OF FIRE
Name

A

Casting
value

Raging Fire

Type

Duration

Effect

Range 24”
Hex, Direct,
Damage

Instant

Target suffers D3 Strength 4 hits with Flaming
Attacks.

Range 24”
[Range 36”]
{Range 48”}
Hex, Missile,
Damage

Instant

Target suffers​
1D6​
[2D6]​
{3D6}​
Strength 4 hits with
Flaming Attacks.

0

Fireball

5+
[10+]
{15+}

1

Cascading Fire

8+
[11+]

Range 18”
[Range 36”]
Hex

Remains in
play

At the end of each magic phase, the target suffers D6
Strength 4 hits with Flaming Attacks.

Flaming Swords

8+
[14+]

Range 24”
[Range 12”
aura]
Augment

Lasts one
Turn

Target’s close combat and shooting attacks have +1
to wound, and gain the Magical Attacks and Flaming
Attacks special rules.

3

Flame Jet

10+
[13+]

Range 18”
[Range 36”]
Ground, Direct,
Line Template

Instant

Each model under the template suffers 1 Strength 4
hit with Flaming Attacks. Enemy units touched by
the template must take a panic test.

4

Burning Bolts

10+
[1​
6​
+]

Range 24”
Hex, Missile,
Damage

Instant

Target suffers​
1​
[1D3]​
Strength 4 hits with Flaming
Attacks for each rank or each file (caster's choice) in
the target unit.

2

5

Burning Ramparts

11+
[14+]

Range 24”
[Range 48”]
Hex

Remains in
play

Target suffers D6 Strength 4 hits with Flaming
Attacks. At the end of the close combat and
movement phase, if any model in a unit affected by
Flame Cage has moved in any way, each model in
that unit suffers 1 Strength 4 hits with Flaming
Attacks (no more than once per phase).

6

Smouldering
Ember

12+
[15]+

Range 24”
[Range 48”]
Augment

Lasts one
Turn

Target has +1 Toughness, and gains Ward Save (5+)
and the Fireborn special rules.

5

BATTLE MAGIC: PATH OF HEAVENS
Name

A

Second Seal

0

Blizzard

1

Wind Blast

Casting
value

Type

Duration

Special

Lasts one
Turn

Active player is allowed to reroll a single D6 dice roll;
either a to hit roll, a to wound roll, or an armour save
roll.

Range 12”
[Range 24”]
Hex

Lasts one
Turn

Target has -1 to hit and -1 Leadership. Shooting attacks
that do not roll to hit using BS must roll a D6 before
shooting; on 4+ the shot(s) is lost.

9+

Range 18” Hex

Lasts one
Turn

Target unit cannot march or use flying movement. When
rolling charge, flee, ​
overrun​
and pursue range distances,
the target rolls one more dice than normal and removes
the highest rolled dice.

Range 24”
[Range 48”]
Hex, Missile,
Damage

Instant

Target suffers D6 Strength 6 hits with Lightning Attacks.

Target may reroll failed to hit, to wound or armour save
rolls. Declare which when casting the spell.

9+
[11+]

2

Thunderbolt

9+
[12+]

3

The Stars Align

11+
[14+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

4

Curse of the
Westerlies

11+
[14+]

Range 12”
[Range 24”]
Hex

Lasts one
Turn

5

6

Lightning
Storm

Call of the
Comet

6

14+

14+
[17+]

Range 24” Hex,
Direct, Damage

Ground

Effect

Target must reroll successful to hit, to wound or armour
save rolls. Declare which when casting the spell.

Instant

Roll D6: on 3+ choose an additional target within 6” of
the target. Continue rolling until you roll a 1 or a 2,
choosing new targets within 6” from the previous one
on 3+. No unit can be targeted twice. Each target suffers
D6 S6 hits with Lightning Attacks.

Permanent

Put a counter anywhere on the table.
At the end of each subsequent magic phase roll a dice; if
1-3 is rolled add another counter to the same spot. If 4-6
is rolled the comet arrives.
[The caster can choose when the comet arrives by
secretly writing down in which player turn the
comet will arrive (cannot be the same player turn as
the spell was cast in). At the end of the magic phase
in the given player turn the​
comet​
arrives. Put an
additional counter on the spot at the end of each
magic phase in which the comet does not arrive.]
Once the comet arrives, all units within (2D6+X)” suffer
2D6 Strength (4+X) hits. Where X is equal to the number
of counters. Then remove all counters, as the spell has
ended.

BATTLE MAGIC: PATH OF LIGHT
Name

Casting
value

Type

Duration

Range 12"
Augment

Lasts one Turn

A

Guardian
Light

0

Burning
Brightness

6+
[15+]

Range 24”
[Range 48”]
Hex, Missile,
Damage

1

Shield of
Protection

7+
[11+]

2

Flash of
Resolve

3

Blinding
Speed

Effect
Target gains Holy Attacks and +1 Leadership. No model
can be affected by this spell more than once per magic
phase.

Instant

Target suffers D6 Strength​
4​
[6]​
hits with Flaming Attacks.
Against units with the Undead or Daemonic special rules,
the target suffers 2D6 strength​
4​
[6]​
hits with Flaming
Attacks instead.

Range 24”
[Range 12”
Aura]​
,
Augment

Lasts one Turn

Target gains the Distracting and Blurry Special Rules.
Shooting attacks targeting the unit that do not roll to hit
using BS must roll D6 before shooting; on 4+ the shot(s) is
lost.

8+

Range 24”
Augment

Instant/
Lasts one Turn

If the target is not engaged in combat and is not fleeing, it
may instantly perform a Reform. If the target is engaged in
combat it may perform a Combat Reform.
Target receives a +2 bonus to its side’s Combat Score.

9+
[13+]

Range 24”
[Range 12”
Aura]
Augment

Lasts one Turn

Target has Weapon Skill 10 and Initiative 10.

4

Net of Light

10+
[13+]

Range 24”
[Range 48”]
Hex

Lasts one Turn

At the start of each phase, roll D6, on 5+ the target cannot
perform the following actions:
Movement phase​
: Declare Charges, March, Reform
Magic phase​
: Cast Spells
Shooting phase​
: Shoot
Combat phase​
: Pursue, Overrun. If a unit breaks from
combat the fleeing distance is always 2”

5

Time Warp

11+
[16+]

Range 12”
Augment,
[Aura]

Lasts one Turn

Target has +1 Attack, gains Supernatural Reflexes, and
doubles its Movement (to a maximum of 10).

11+
[14+]

Range 24”
Hex, Missile,
Damage

6

Divine
Banishment

7

Instant

Target suffers 2D6 Strength 4 hits with Holy Attacks. For
each other wizard with spells from Path of Light within
12” of the caster, add +1​
to wound ​
[Strength]​
.
Against units with the Undead or Daemonic special rules,
the target suffers 3D6 hits with the same rules instead.

BATTLE MAGIC: PATH OF ​
NATURE
Name

A

Breath of Life

0

Healing
Waters

1

Master of
Earth

2

The Oaken
Throne

3

Spirits of the
Wood

4

Stone Skin

5

Summer
Growth

6

Dwellers in
the Earth

8

Casting
value

Type

Duration

Range 12”
Focused,
Augment

Instant

5+
[9+]

Caster’s unit
[Range 12”]
Augment

Lasts one
Turn

7+
[12+]

Range 18” Hex,
Direct, Damage

Instant

Effect

Target Recovers 1 wound. No single model can Recover
more than 1 wound per phase from this spell.
Target gains Regeneration (5+)​
{Regeneration (4+) with

The Oaken Throne}.
Range for this spell can be measured from the caster, or
from any Impassable Terrain or Hill on the table. Target
suffers​
D6​
[2D6]​
Strength 4​
hits​

{Strength 5 with The

Oaken Throne}​
.
If the caster miscasts a spell other than Throne of Vines, it
counts as having rolled one power dice less than it actually
did (to a minimum of 2). If the caster has The Oaken Throne
is in play when certain spells are cast by the caster, the
augmented ​
version is used, which is marked with ​
{ }​
.

8+

Caster

Remains in
Play

10+
[14+]

Range 12”
Augment​
,​
[Hex]

Lasts one
Turn

Range for this spell can be measured from the caster or
from any Forest on the table. All models in the target unit
are considered to be within a Forest.

12+

Range 24”
Augment

Lasts one
Turn

Target has +2​
Toughness​

{+4 with The Oaken Throne}​

.

13+
[18+]

Range 24”
[Range 48”]
Augment

Remains in
Play

16+
[19+]

Range 12”
[Range 24”]
Hex, Direct,
Damage

Instant

Raise D3+1​
wounds​

{D6+1 with The Oaken Throne}​

in the
target unit at the end of the caster’s magic phase. Units of
Height Medium or Large halve the number of Raised
wounds (rounding fractions up).
Each model in target unit must pass a strength test (in an
order chosen by the owner of the unit). Ignore the first
failed test. Each model that fails its test suffers a wound
with no saves of any kind allowed and Multiple Wounds
(10).

BATTLE MAGIC: PATH OF SHADOWS
Name

Casting
value

Type

Duration

Range 12”
Focused,
Augment,
Character only

Instant

Target may perform a 10” Flying Magical Move.

Shadow Miasma

5+
[10+]

Range 48” Hex

Lasts one
Turn

The target has -D3 to​
either​
WS, BS, M​
or​
I (to a
minimum of 1) (declare which when choosing
target).​
[Boosted version affects all 4
characteristics.]

1

Orb of Blackness

6+
[9+]

Range 24”
[Range 48”]
Ground

Lasts one
Turn

Place a 3” template at the chosen target point (at
least 1” from units). This template is considered to
be a piece of Obscuring Terrain, Hard Terrain, and
Dangerous Terrain (for all models).

2

Turn to Smoke

8+
[14+]

Range 18”
[Range 36”]
Hex

Remains in
Play

3

Chariot of Mist

12+
[15+]

Range 12”
[Range 24”]
Augment

Instant

4

Glimpse of the End

10+
[16+]

Range 18”
[Range 36]”​
Hex

Remains in
Play

A

0

Shadow Step

5

Devouring
Darkness

13+

Range 24” Hex,
Direct, Damage

Instant

6

Mind Razor

16+
[19+]

Range 18”
[Range 36”]
Augment

Lasts one
Turn

9

Effect

Target has​
-1​
[-D3]​
Strength (to a minimum of 1).
Target may perform a 8” Flying Magical Move. At the
end of the move the target is allowed a Free Reform.
Target has​
-1​
[-D3]​
Toughness (to a minimum of 1).
Place a 3” template with the centre over the target
unit and within Range. Scatter the template D6”. All
models under the template must pass an Initiative
test or suffer 1 wound with Multiple Wounds (D3+2)
and Armour Piercing (6) with no Regeneration saves
allowed.
Target’s non-special close combat attacks wound
automatically (no to wound rolls are needed), and
have Armour Piercing (1).

BATTLE MAGIC: PATH OF ​
WILDERNESS
Casting
value

Name

A

The Wild Hunt

0

The Beast
Within

Type

Duration

Effect

Range 12”
Augment

Instant

This spell can only affect unit consisting solely of one
of the following:
1. Cavalry, War Beast, Monstrous Cavalry, Monstrous
Beast, Chariot, Monster and/or Ridden Monster
2. Any unit in armybook Beast herds
3. Caster’s own unit
Target makes a D3+2" Magical Move.

10+
[13+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

Range 24”
[Range 48”]
Hex, Missile,
Damage

Instant

Target has +1 Strength and +1 Toughness.

1

Swarm of Insects

6+
[9+]

2

Inner Rage

5+
[9+]

Caster’s Unit
[Range 12”]
Universal

Lasts one
Turn

3

Redwood Shaft

9+
[15+]

Range 24”
Hex, Missile,
Damage

Instant

4

Raging Storm

11+

Range 24”
Hex

Lasts one
Turn

Target cannot use shooting attacks nor use flying
movement

5

Curse of the
Wild Wood

10+
[13+]

Range 36”
[Range 72”]
Hex

Lasts one
Turn

Target has -1 to hit, and treats all terrain (including
open ground) as dangerous terrain, failing dangerous
terrain tests on 1 and 2.

12+
[15+]

Caster
[Range 12”]
Universal,
Focused,
Character
only

Lasts one
Turn

Target cannot use weapons, and receives one of the
Characteristic changes and special rules from the list
of aspects below (choose one when spell is cast). If
target is a multipart model, only one part receives the
Characteristic changes and Special rules (nominate
which when casting the spell)

6

Monstrous
Transformation

10

Target Suffers 5D6 Strength 1 Hits.

Target has Frenzy.
Target suffers 1 Strength​
6​
[10]​
hit with Multiple
Wounds (​
D3 ​
[Ordnance]​
) and Armour Piercing (6).
Penetrates ranks like a Bolt Thrower.

WS

S

T

A

Aspect of Hydra

6

5

5

6

Regeneration (4+)

Aspect of Manticore

6

5

5

4

Killing Blow, Multiple Wounds (D3)

Aspect of Dragon

6

6

6

3

Breath Weapon (Strength 4 Flaming Attacks)

PATH OF BUTCHERY
Name

A

Casting
value

Blood of Kholagh

Type

Duration

Effect

Caster

Lasts one
Turn

Target has +1 Toughness, is immune to poison,
and receives a +1 casting and +1 dispelling
modifier to any casting or dispelling attempts the
caster is involved in. No model can be affected by
this spell more than once.

Range 18”
[Range 12”
Aura]
Augment

Lasts one
Turn

Target has +1 Toughness.

0

Teeth Cracker

8+
[12+]

1

Marrow Drinker

7+
[10+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

Target gains the Stubborn special rule.

Entrail Gorger

7+
[11+]

Range 18”
[Range 12”
Aura]
Augment

Lasts one
Turn

Target has +1 Strength.

3

Bone Crusher

8+
[13+]

Range 24”
[Range 36”]
Hex, Missile,
Damage

Instant

4

Brain Slurper

8+
[11+]

Range 36”
[Range 72”]
Hex

Instant​
/
Lasts one
Turn

Target must​
instantly take a panic test. All units

have Hatred against the target.

5

Troll’s Heart

9+
[12+]

Range 12”
Augment

Lasts one
Turn

Target gains Regeneration (​
5+​
[4+]​
)

15+

Range 18”
Hex, Direct,
Damage

Instant/
Lasts of
Turn

Target instantly suffers D6 Strength 5 hits with
Armour Piercing (6). If one or more wounds were
dealt, the target cannot march, and rolls one dice
less for Charge Range, Flee, Pursuit, and Overrun
distances.

2

6

Giant’s Gullet

11

Target suffers 2D6 strength​
2​
[3]​
hits with Armour
Piercing (6).

PATH OF CHANGE
Name

A

Casting
value

Winds of Change

Type

Duration

Caster

Lasts one
Turn

Range 24”
[Range 48]”
Hex, Missile,
Damage

Instant

Effect
The caster gets a Winds of Change counter. Before rolling
to cast any spell you may remove up to one Winds of
Change counter to get +D3 to the casting roll (to a
maximum of plus 5 including the wizard level bonus).
Target suffers ​
D6​
[D6+1]​
hits with Strength D6 and the
Hellfire Special Rule.

0

Blue Fire

5+
[11+]

1

Reign of
Confusion

7+

Range 24”
Hex

Lasts one
Turn

Target cannot use Hold your Ground or Inspiring Presence.

2

Pink Fire

7+
[12+]

Caster
[Range 24”
Focused,
Augment]

Lasts one
Turn

Target gains the Breath Weapon (Strength D3+2, Hellfire)
Special Rule.

3

Wave of
Transformation

8+

Range 24”
Hex, Missile,
Damage

Instant

Target suffers a Strength D6+4 hit with the Multiple
Wounds (D3) and Hellfire Special rules, which penetrates
ranks as a Bolt Thrower (Artillery Weapon) and has
Armour Piercing (6).

8+

Range 18”
Hex, Direct,
Damage,
Focused

Instant

Target and caster both roll D6 and add their caster levels. If
the target gets a higher total, nothing happens. Otherwise,
the target suffers 1 hit with Strength 3 Armour Piercing (6)
and loses a wizard level (if it has any).

Lasts One
Turn

When the target makes a Shooting or Close Combat Attack,
any of its to hit rolls of '1' are discarded. For each hit that is
discarded in this way the target immediately suffers a hit
with the same strength and rules as the discarded hits. A
discarded Shooting Attack counts as a Shooting Attack, and
a discarded Close Combat Attacks counts as a Close Combat
Attacks (and will therefore add to the target's opponent's
side combat score). Units consisting of a single model
cannot be affected by this spell.

4

Secrets Stolen

5

Inevitable
Betrayal

10+

6

Eternal Gateway

16+

12

Range 24”

Range 24”
Hex, Direct,
Damage

Instant

Target takes 2D6 hits with Strength 2D6 and the Hellfire
Special Rule. If 11 or 12 is rolled for Strength, treat it as
Strength 10 and the hits wound automatically.

PATH OF THE BIG GREEN GODS
Name

Casting
value

Type

Duration

Effect

Range 24”
Augment

Lasts one
Turn

Target may reroll 1's to wound in combat. Only units
entirely consisting of Orcs and/or Goblins can be affected
by this spell.

11+

Range 12”
Augment

Lasts one
Turn

Target may reroll failed to hit rolls in close combat.

Headbutt

7+
[14+]

Range 24”
[Range 18”
Aura]​
, Hex,
Direct, Damage,
Focused

Instant

2

Bashing Fists

7+
[12+]

Caster
[Range 12”
Focused,
Augment]

Remains
in Play

Target has +3 Strength, +3 Attacks and Magical Attacks. If
target is a multipart model, only one part receives the
Characteristic changes (nominate which when casting the
spell).

3

Oi, No Dying!

9+
[12+]

Range 12”
Range 24”
Augment

Lasts one
Turn

Target gains Ward Save 5+.

Target may pivot (ignoring any obstructions) and then
perform a ​
3D6”​
/​
5D6”​
Flying ​
Magical Move​
(roll range
before pivoting). At the end of the move it may pivot again
(ignoring any obstructions). The final position of the ​
unit
cannot be within 1” of other units or impassable ​
terrain​
.

A

Get Them

0

Here We Go

1

4

5
6

Can only affect Wizards. Target(s) suffer a S5 hit with
Armour Piercing (6).

Great Green
Hand

12+
[15+]

Range 24”
Augment

Lasts one
Turn

Zap!

11+
[14+]

Range 18”
Range 24”
Hex, Direct,
Damage

Instant

Target suffers 2D6 Strength 5 hits.

The Big Stomp

14+
[17+]

Range 36”
Hex, Direct,
Damage

Instant

Place a 3” template with its centre over the target unit and
within Range. Scatter the template D6”. All models under
the template suffer 1 strength​
6​
[8]​
hit with Multiple
Wounds (D3).

13

PATH OF THE LITTLE GREEN GODS
Name

Casting
value

Type

Duration

Range 36”
Hex, Focused

Lasts one
Turn

5+
[10+]

Range 24”
Hex, Missile,
Damage

Instant

Effect
If the target is a Wizard, roll a D6; on 5+ the target wizard
suffers -1 to cast and dispel.

A

Dirty Thieving

0

Evil Eye

1

Sneaky Slicing

6+
[9+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

Target has the Armour Piercing (1) special rule. If the target
attacks a unit in its flank or rear, it may reroll failed to hit
and to wound rolls.

2

Blessing of the
Mother Spider

7+
[10+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

Target has the Poisoned Attacks special rule. Attacks that
already have Poisoned Attacks will wound automatically on
a natural to hit roll of ‘5’ as well as ‘6’.

3

Itching and
Scratching

7+

Range 24”
Hex

Lasts one
Turn

Target has -D3 Movement and Initiative (to a minimum of
1).

4

Fix It Up

10+

Range 24”
Hex

Lasts one
Turn

Target must reroll to hit, to wound and armour save rolls of
‘6’.

11+
[14+]

Caster’s unit
[Range 6”
Aura]
Augment

Lasts one
Turn

Target has Distracting and Blurry special rules. All models
in units successfully charging the target must take a
dangerous terrain test.

14+

Vortex
(Range 4”,
Template 5”)
Ground

Instant/
Lasts one
Turn

Each model touched by the template suffers a Strength 3 hit
with Armour Piercing (6). Any units touched by the
template have -1 Weapon Skill.

5

Shh, Stay Quiet!

6

Curse of the Green
Moon

14

Target suffers​
2D6​
[3D6]​
strength 3 hits.

PATH OF BLACK MAGIC
Name

Casting
value

Type

Duration

Effect
Target suffers a Strength 5 hit with Armour
Piercing (6).

Range 18”
Hex, Direct,
Damage

Instant

8+
[9+]

Caster’s Unit
[Range 18”]
Augment

Lasts one
Turn

5+
[10+]

Range 24”
Range 36”
Hex, Direct,
Damage

Instant,
[Instant or
Lasts one
Turn]

2

Bladestorm

6+
[12+]

Range 12”
Range 24”
Hex, Direct,
Damage

Instant,
Lasts one
Turn

[Each ​
model​
in the target ​
unit​
takes a Weapon
Skill test. If the test is failed it suffers a
Strength 3 hit with ​
Armour Piercing​
(1).
Afterwards the]
target suffers -D3 Weapon Skill ​
(to a minimum of

1) .

3

Crippling Agony

9+
[15+]

Range 18”
Range 36”
Hex

Lasts one
Turn

Target suffers ​
-1​
/​
-2​
Strength and Initiative (to a
minimum of 1) .

4

Mark of Fear

9+
[14+]

Range 18”
Range 36”
Hex

Remains in
Play

5

Bolt of Darkness

11+
[15+]

Range 18”
Hex, Missile,
Damage

Instant,
Lasts one
Turn

14+

Vortex
(Range 6”,
Template 1”)
Ground

Instant

A

Soul Thirst

0

Moraec’s Fury

1

6

Freezing Gale

Black Terror

15

If this hit results in an unsaved wound, the caster
may heal one wound lost prior in the game.
Target has +1 Strength​
[and +1 to its Armour
Piercing].
Target instantly suffers 1D6 S4 hits
[Target then suffers either,
Instantly suffers an additional D6 S4 hits
or
Has -D3 to its BS (to a minimum of 1)
Choose which when casting the spell]

Target cannot use Inspiring Presence or Hold
your Ground special rule.

Target suffers 2D6​
[3D6]​

Strength 5 hits .


Models touched by the template must pass a
Strength test or suffer a wound with Multiple
Wounds (Ordnance) and Armour Piercing (6).

PATH OF DISEASE
Name

Casting
value

Type

Duration

Effect

Range 12”
Augment,
Focused

Lasts one
Turn

Target has +1 Toughness. A model may only be
affected by this spell once per magic phase.

A

Necrotic Blessing

0

Pestilent Miasma

5+
[10+]

Range 18”
Augment

Lasts one
Turn

Enemy units in base contact with the target have
-1​
[-D3]​
Weapon Skill and Initiative (to a minimum
of 1).

1

Breath of
Corruption

7​
+
[10+]

Caster
[Range 24”
Focused,
Augment]

Lasts one
Turn

Target gains a Breath Weapon with the Toxic
Special Rule.

2

Putrefying Touch

7+
[10+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

Target gains the Poisoned Attacks Special Rule.
Attacks that were already Poisoned Attacks will
wound automatically on a natural to hit roll of ‘5’ as
well as ‘6’.

3

Mass of Flesh

10+
[13+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

Target gains Regeneration (5+). If a model
effected already had the Regeneration special rule
it gains Regeneration (4+) instead.

4

Cleansing
Infestation

5

Leprotic Curse

6

Foetid Wind

16

11+

Range 18"
Hex, Missile,
Damage

Instant

Target suffers D6 Strength 5 hits. Afterwards, the
target takes a Toughness test. If this is passed,
nothing happens, if this is failed the target suffers
another D6 Strength 5 hits. Repeat these
Toughness tests until the test is passed or the unit
is destroyed.

12+
[15+]

Range 18”
[Range 36”]
Universal

Lasts one
Turn

Target’s Toughness is increased or decreased
(declare which when choosing target) by D3 (to a
minimum of 1).

15+

Vortex
(Range 6”,
Template 3”)
Ground

Instant

Models touched by the template suffer a hit with
the Toxic Attacks and Multiple Wounds (D3)
special rules.

PATH OF LUST
Name

A

Wicked Lash

1

Mesmeric Allure

Irresistible Waltz

3

Frenzied hysteria

4

Lurid Delusions

5

6

Duration

Effect

Range 12”
Augment,
Focused

Lasts one
Turn

Target either gains
+1 Attack and +3 Initiative or
increases its Armour Piercing by 1.
Choose which when casting the spell. Every model can
only be effected once by each effect.

7+

Range 24”
Ground,
Direct, Line
template

Instant

6+
[11+]

Range 24”
[Range 36”]
Hex

Lasts one
Turn

8+
[12]+

Range 12”
[Range 24”]
Focused, Hex,
Direct,
Damage

Instant

Target must take a Leadership test using an additional
D6 (normally 3D6). If the test is passed, nothing
happens. If the test is failed, the target suffers a
wound with Armour Piercing (6) and must take
another Leadership test using the same rules. Keep
testing until the target successfully passes a
Leadership test or is destroyed.

9+

Range 24”
Universal

Remains in
Play

Target gains Frenzy. If target already had Frenzy, then
it gains +1 Attack until it loses Frenzy. At the end of
each of the caster’s magic phases, the target suffers
D6 Strength 3 hits.

9+
[13+]

Range 24”
[Range 12”
Aura]​
, Hex

Lasts one
Turn

10+

Range 24”
Hex, Missile,
Damage

Instant

Range 12”
Hex

Instant/
Lasts one
Turn

Masochism

0

2

Casting
value

Mind Reaping

Deafening
Cacophony

17

14+

Type

Each model under the template suffers a Strength 4
hit with Armour Piercing (3).

Target strikes at Initiative 0​
[and has Random
Movement (D6)​
.]

Whenever the target takes a Leadership test, it rolls
an additional dice and discards the lowest.
Target takes D6 Strength 4 hits with Armour Piercing.
After hits are resolved, the target must pass a
Leadership test with no rerolls allowed or suffer an
additional D6 hits. Keep testing until the target
successfully passes a Leadership test or is destroyed.
Target instantly suffers 2D6 hits that wound on 4+
with Armour Piercing (6).
If 1 or more wounds are made with these hits, the
target strikes at Initiative 0 and has Random
Movement (D6).

PATH OF NECROMANCY
Name

A

Casting
value

Cheating Death

Type

Duration

Effect

Range 12”
Augment,
Focused

Instant

Target unit or a single Character inside the target
unit can Raise a single wound. No unit can ever be
targeted more than twice during a single phase.

Instant

Target units Raises wounds depending on the value
given by its Invocation special rule. A unit that
doesn’t have the Invocation special rule cannot be
targeted by this spell.

0

Invocation of the
Undead

5+
[6+]
{12+}

Range 18”
[Range 6”
Aura]
{Range 12”
Aura}
Augment

1

Mockery of Life

7+
[11+]

Range 12”
[Aura]
Augment

Lasts one
Turn

Target may reroll failed to wound rolls and gains the
Fear special rule.

2

Danse Macabre

8+
[12+]

Range 12”
[Aura]
Augment

Instant/
Lasts one
Turn

Choose one (declare when casting).
1. Target may instantly perform a 8” Magical Move
2. Target may reroll failed to hit rolls.

Gaze of Setesh

9+
[12+]

Range 24”
[Range 48”]
Hex, Missile,
Damage

Instant

Target suffers 2D6 strength 4 hits.

Instant

Place a Summoned Unit consisting of ​
2d6+3
Zombies​
[3D6+4 Skeletons]​

(all unit options are
allowed except Command models) with at least one
model on the target point on the board (and all
models within range).
At the end of each magic phase, each model in the
target unit suffers a hit that wounds on 6+, is
Armour Piercing (6) and has Multiple Wounds (2,
Monstrous Infantry, Monstrous Cavalry, Monstrous
Beast, Swarm, Monster, Ridden Monster, Chariot,
Warmachine). These hits have +1 to wound for each
player turn that has ended since the spell was cast.

3

4

The Dead Arise

5

Steal Youth

6

Breath of the
Underworld

18

9+
[13+]

Range 18”
Ground

11+

Range 18”
Hex, Direct,
Damage

Remains
in Play

12+
[15+]

Vortex
(Range 6”
Template 3”)
Ground

Instant

Models touched by the template suffer a strength
3​
[4]​
hit with Armour Piercing(6).

PATH OF RUIN
Name

A

Casting
value

Endless masses

0

Defile the
Ground

1

Black Lightning
{Engineers
only}

Type

Duration

Effect

Range 24”
Augment

Lasts one
Turn

Target unit can claim combat resolution from up to 4
ranks, and always gains minimum +3 Leadership from
Vermin Swarm, even if it usually cannot claim ranks.

5+
[9+]

Range 18”
[Range 24”]
Template 5”

Special

Lasts until the beginning of the caster’s next turn.
Place the template with its center within range so that
the template is at least 1" away from any unit. If a unit
touches the template while moving, every model in
that unit must pass a Dangerous Terrain test that fails
on 1 and 2. This does not affect units using flying
movement.

6+
[9+]
{10+}

Range 24”
[Range 48”]
{Range 18”}
Hex, Missile,
Damage

Instant

Target suffers D6 ​
{2D6}​
strength 5 Lightning hits. For
each ’1’ is rolled, the caster suffers a strength 5 hit
instead of the target.

Range 12”
[Range 24”]
Augment

Permanent

Target unit gains Frenzy and an additional +1 attack.
At the end of each of your combat phases, the unit
suffers D6 S4 hits with Armour Piercing (6). Effects
last until the unit loses frenzy.

2

The Hunger

9+
[12+]

3

Storm’s Call

10+

Special

Lasts one
Turn

10+
[13+]

Range 18”
Ground,
Directed, Line
Template.

Instant

10+
[16+]

Range 12”
Augment

Lasts one
Turn

4

Crack the Earth

5

Feed the Swarm

6

The Bell Tolls

19

13+
[15+]

Range 18”
Direct Damage

Instant

No flying movement can be used. All enemy units on
the battlefield suffer a -1 Ballistic Skill modifier.

Any model touched suffers a S6 hit with Armour
Piercing (6) ​
[and Multiple Wounds (D3)].

Target unit makes supporting attacks with all ranks
[and rerolls to hit].
All models in the affected unit take a hit with the Toxic
and​
[flaming attacks]​
special rule.

This spell can be cast into close combat. If so, all
models involved in the combat take a toxic hit.

PATH OF THE FORGE
Name

A

Flames of Anger

0

Shield of Dark Fire

1

Burning Rage

2

Subjugation

3

Curse of Darkness

4

Choking Ash

5

Breath of Hatred

6

Flames of the Forge

20

Casting
value

Type

Duration

Effect

Range 18”
Hex

Lasts one
Turn

Units with the Supreme Race special rule reroll to
wound rolls of 1 against the Target.

10+

Range 12”
Augment

Remains in
Play

Target gains the Magical Attacks and Flaming
Attacks special rules, and all to wound rolls
against the target suffer -1 to wound.

6+
[12+]

Range 12”
Hex, Missile,
Damage

Instant

Target suffers​
1D6​
[2D6]​
strength 6 hits with
Flaming Attacks.

8+

Range 24” Hex

Permanent

10+

Range 18”
Focused, Hex,
Direct, Damage

Instant

Target suffers a number of hits equal to 2D6 minus
the target’s Toughness. These hits wound on 4+
and have Armour Piercing (6).

Target has -1 Leadership.

12+
[15+]

Range 24”
[Range 48”]
Hex

Lasts one
Turn

Target has -1 to hit in close combat and -2 to hit
with shooting. Target cannot march in the
remaining moves sub-phase. If the target wants to
charge it must halve its charge distance roll
(rounding up). All spells the target knows have
their range decreased to a maximum of 12”.

8+

Range 12”,
Augment

Remains in
Play

Target gains the Hatred special rule while the spell
is in effect.

15+
[18+]

Range 36” Hex,
Missile,
Damage

Instant

Place a 3” template with its centre over the target
unit and within range. Scatter the template D6”. All
models under the template suffer a Strength​
5​
[7]
hit with Multiple Wounds (Ordnance) and Flaming
Attacks.

PATH OF THE SANDS
Name

A

Casting
value

Type

Duration

Effect

Instant

This spell always targets the same target(s)
that the spell triggering the attribute is
targeting.
For friendly Undead units​
; Raise D3+1
wounds. If the target is a Combined Unit
declare whether the unit or the character will
have its wounds raised. Undead Constructs and
Characters may only raise 1 wound.
For enemy units;​
Target suffers D3+1
Strength 1 hits with Armour Piercing (6).
For friendly Undead units​
; Target may
perform a “X” Magical Move, where X is equal
to the unit's Movement allowance.
For enemy units​
; Target suffers 2D3+2
Strength 1 hits with Armour Piercing (6).

No Rest in Death

Universal

The Desert Wind

8+
[12+]

Range 24”
[Range 12”
Aura]
Universal

Instant

Cursed Blades

7+
[11+]

Range 24”
[Range 12”
Aura]
Augment

Lasts one
Turn

Target gains the Killing Blow Special Rule.
Attacks that already had Killing Blow may
reroll failed to wound rolls in close combat.

Protection of Phatep

9+
[18+]

Range 12”
[Range 12”
Aura]
Augment

Lasts one
Turn

Target gains a Ward Save (5+).

3

Righteous Smiting

10+
[15+]

Range 24”
[Range 12”
Aura]
Augment

Lasts one
Turn

Target has +1 Attack. All Aspen Bows, Great
Aspen Bows, and Massive Aspen Bows in the
target unit receive Multiple Shots (2).

4

Shifting Sands

10+
[13+]

Range 24”
[Range 48”]
Hex

Lasts one
Turn

Target has -D3 Movement (to a minimum of 1)
and treats all terrain (including open ground)
as dangerous terrain, failing tests on 1 and 2.

5

Deadly Desiccation

11+

Range 24”
Hex

Lasts one
Turn

Target has -1 Strength and Toughness (to a
minimum of 1).

11+
[17+]

Range 18”
[Range 12”
Aura]
Augment

Remains in
Play

0

1
2

6

Ancient Glory

21

Target has +1 to its Weapon Skill, Strength, and
Initiative.

PATH OF WHITE MAGIC
Name

Casting
value

Type

Duration

Effect

Range 12”
Augment

Last one
Turn

Place a Shield Counter on the target. Ignore the next
Unsaved Wound the target would suffer (after
calculating any Multiple Wounds) and remove the
Shield Counter instead. A unit may only ever have a
single Shield Counter at any time. At the start of each
friendly magic phase, remove all Shield Counter from
the game.

10+
[15+]

Range 24”
Hex, Missile,
Damage

Instant

5+
[9+]

Range 18”
Augment

Instant
[Lasts one
turn]

A

Shield of the
Ancients

0

Luminous Bolts

1

The Phoenix Rises

2

Guiding Hand

5+
[10+]

Range 18”
Augment

Lasts one
Turn

The target has +D3 to​
either​
WS, BS, M​
or​
I (declare
which when choosing the target).​
[Boosted version
affects all 4 characteristics.]

3

The Hidden Path

8+
[16+]

Range 24”
Augment

Special

Target has the Ethereal special rule until the end of
the phase. The target may perform a​
8”​
[16”]​
Magical
Move.

4

Blessing of Amhar

10+
[14+]

Range 12”
[Range 24”]
Augment

Lasts one
Turn

14+

Range 24”
Hex, Direct,
Focused,
Damage

Instant

15+
[19+]

Range 24”
Hex, Direct,
Damage

Remains in
Play

5

Arcane Dissolution

6

Cataclysm

22

Target suffers​
2D6​
[​
3D6]​
strength 4 hits.
Target instantly Recovers 1 Wound. ​
[If boosted,
target also receives +1 Strength.]

Target gains a Ward Save (6+) and has +1 to all its
Ward Saves, to a maximum of Ward Save (3+).

Target suffers 1 hit with Metalshifting. Then a
randomized magic item carried by the target is
destroyed (ignore used “One Use Only” items).
At the end of each magic phase, each model in the
target unit suffers a strength​
3​
[4]​
hit with Flaming
Attacks.

CHANGE LOG
v0.6.1
path of change, firestorm, typo
v0.6.2
Burning bolts, range
Throne of Vines - master of earth
Mass of Flesh, clarified wording
Infection, cleared up how it works if both players uses the lore
Acquiescence, Cacophonic Choir: strikes at Initiative 0
Path of Disease, order of spells
Path of Ruin, order of spells
v0.6.3
big maw
Doom and darkness
Guardian light
shadow Miasma
hand of glory
v0.7.0
Lifebloom
winds of change
The Curse of Undeath
path of valour -> path of white magic
Bane of Forged Steel, casting value
Glittering Robe, casting value, range
Winds of Change,
PATH OF DA BIG GREEN GODS, new spell, green shield
Abyssal Chasm
Fuel for Hatred
Drain Magic, moved to attribute, old attribute removed
Fiery Convocation, casting value
v0.8.0
Commandment of Iron, clarification
Touch of the Reaper, clarification
Burning Bolts, increased casting value for boosted version
Flame Cage, clarification
Drain Magic, no longer forced to cast
Guardian Light, claification
Doom and Darkness
v0.8.0
Commandment of Iron
Glittering Robe
v0.9.0
Color coding on all previous changes removed
New names for many many spells
All spells with one or more rules changes marked with green text in name

23

Sponsor Documents

Or use your account on DocShare.tips

Hide

Forgot your password?

Or register your new account on DocShare.tips

Hide

Lost your password? Please enter your email address. You will receive a link to create a new password.

Back to log-in

Close