Fire magic is practiced in varying degrees of accomplishment by several races of the Warhammer world. In the Empire its secretes are kept by the Wizards of the Bright Flame, or Pyromancers, whose fire-topped towers rise above the city of Altdorf. All of these spells are considered to be Fire attacks and cause double damage against flammable creatures (see the section on special rules, page 114). To randomly generate a spell roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. Fire Ball Cast on 5+ Flaming Sword of Rhuin Remains in play A magical flaming blade materialises in the Wizard's grasp. This counts as a magic weapon. The Wizard gains +1 additional Attack to his profile for the duration of the spell. All the Wizard's attacks will hit on a basic score of 2+ and he adds +3 to his Strength whilst using the Sword of Rhuin. Whilst he has the Flaming Sword, the Wizard must use it as his sole weapon, he cannot combine it with other weapons. Fiery Blast Cast on 8+ Burning Head Cast on 9+ Conflagration of Doom Cast on 11+ Wall of Fire Remains in Play A wall of fire rises in front of the unit. To represent this take some cotton wool or paper and place this in a line up to 1" thick in front of the unit. The unit suffers 1 automatic hit for each model (including characters) in its front rank. For example, six models in the front rank would suffer 6 hits. Each hit is resolved with a Strength of 4. Once it is cast, the Wall of Fire remains where it is until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain. No further hits are caused by the Wall of Fire unless a unit tries to move through it, in which case each model that moved though the Wall of Fire suffers a further Strength 4 hit. The Wall of Fire does not block the line of sight of archers and chargers, nor does it reduce a unit's Movement rate. |