Lesser Magic for hedge magic) is used by human warlocks. It may not be as
awesome as the mighty spells of Necromancers and Chaos Mages, but it is still
dangerous.
D6 |
Result |
1
|
Fires of U’Zhul
Difficulty 7
The wizard summons a fiery hall of flames and hurls it upon his enemies.
The fireball has a range of 18" and causes one Strength 4 hit. It strikes
the first model in its path. Armour saves are taken as normal (ie, with
-1 modifier).
|
2
|
Flight of Zimmeran
Difficulty 7
Calling upon the power of the winds of magic, the wizard walks on air.
The wizard may immediately move anywhere within 12", including into
base contact with an enemy, in which case he counts as charging. If he
engages a fleeing enemy in the close combat phase he will score 1 automatic
hit and then his opponent will flee again (if he survives).
|
3
|
Dread of Aramar
Difficulty 7
The wizard places a sense of mind-numbing fear into the minds of his
opponents.
A single model within 12" of the wizard must pass a Leadership test
or flee 2D6" directly away from him. If he flees, he must test at the
start of each of his own movement phases and will continue to flee until
he passes a test. Note that this spell does not affect Undead or any model
immune to fear.
|
4
|
Silver Arrows of Arha
Difficulty 7
Silvery arrows appear from thin air and circle around the wizard, shooting
out to strike his foes.
The spell summons D6+2 arrows which the wizard can use to shoot against
one enemy model, following the rules for normal shooting. The arrows have
a range of 24". Use the wizard’s own Ballstic Skill to determine whether
he hits or not, but ignore movement, range and cover penalties. The arrows
cause one S3 hit each.
|
5
|
Luck of Shemtek
Difficulty 6
The wizard summons the fickle power of magic to manipulate chance.
The wizard may re-roll all his failed dice rolls, though the second
results stand. The effect lasts until the beginning of his own next turn.
|
6
|
Sword of Rezhebel
Difficulty 8
A flaming sword appears in the hand of the wizard, promising red ruin
to all who stand in his way.
The sword gives the wizard +1 Attack, +2 Strength and +2 Weapon Skill.
Take a Leadership test at the beginning of each of the wizard’s own turns.
If the test fails, the sword disappears.
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