The Mystic arts of Saphery
High
Elf Mages
High Elf Mages can use either High Magic or any of the eight lores
pf magic described in the Warhammer rulebook.
High Elves are far better attuned to the ebb and flow of the winds
of magic than other races and can sense dangerous changes almost before
they happen. High Elf Mages get +1 to each attempt to dispel.
Note that this bonus is not cumulative for having more than one High
Elf Mage, so an army with two High Elf Mages will still only get +1
to dispel from this source. However, this bonus may still be combined
with magic items as normal.
High Magic
Those who follow the path of High Magic, or True Magic as it is sometimes
called, are among the most skilled mages ever to weave spells. In addition
to knowing one spell per Level (rolled randomly on the list as normal.)
any High Elf who practices High Magic will also know Drain Magic spell.
High Magic Spells
To randomly generate a spell from High Magic list, roll a D6 and consult
the cart below. If you roll the same spell twice for the same Mage roll
again. Any Mage can automatically swap one spell for Walk Between Worlds
if you wish.
D6 |
Spell |
Difficulty
|
1
|
Walk Between Worlds
|
4+
|
2
|
Curse of Arrow Attraction
|
6+
|
3
|
Fortune is Fickle
|
7+
|
4
|
Fury of Khaine
|
8+
|
5
|
Flames of the Phoenix
|
11+
|
6
|
Vaul's Unmaking
|
12+
|
Drain Magic
|
Difficulty 5+/7+/9+
|
The tides of the winds of magic shift so that enemy wizards are becalmed
and can work little magic.
This spell can be cast at three different levels. Choose before you
attempt to cast the spell - the casting number varies accordingly.
Level |
Casting Number |
Dice Rolls Discarded |
1 |
5+
|
6s
|
2 |
7+
|
5s & 6s
|
3 |
9+
|
4s, 5s & 6s
|
Whichever you choose, the spell may be cast on a single Wizard within
24'' of the caster and may be cast into close combat. If successful,
the victim's spells will be weaker. Whenever the victim rolls to cast
a spell, discard any rolls of a 6/5/4 (depending on the level of spell)
before calculating teh total casting value of the roll. Note that as
the dice are discarded, any Irresistible Force and some Fortune is Ficle
results are ignored.
The spell lasts until start of the caster's next Magic phase.
Walk Between Worlds
|
Difficulty 4+
|
As the mage intones this ancient incantation he begins to fade from
view, becoming as insubstantial as a ghost!
This only affects the caster, and only if he is on foot. The caster
becomes ethereal. He can only be hit by magical weapons and can move
through obstacles and through impassable or difficult terrain as if
it was open ground. The caster is affected by spells as normal, and
may cast spells himself and fight as normal. Lasts until the start of
the caster's next Magic phase.
Curse of Arrow Attraction |
Difficulty 6+
|
The air around the victims shimmers with magical energy as it warps
and twists.
This may be cast on an enemy unit within 24'' of the caster. Any missile
fire directed at the unit in the following Shooting phase may re-roll
any failed rolls to hit. If the unit is targeted by a template or breath
weapon then you may re-roll to hit any models wich are partially covered.
The Curse has no effect on close combat.
Fortune is Fickle |
Difficulty 7+
|
Remains in Play
To normal folk there is no effect,but to those with the witch sight
it is obvious that the victim has beeb set upon by malign spirits made
from the very stuff of magic itseld. These creatures drag and pull at
the unfortunate spellcaster, distracting and confusing his attempts
to work magic.
This may be cast on a single Wizard within 24'' of the caster and may
be cast into close combat. Whenever the victim rolls any double (even
a double 6) to cast a spell it is a Miscast. In addition, any double
rolled by the oposing player whilst attempting to dispel will fail (even
double 6)
The spell lasts until it is dispelled, the Mage chooses to end it (which
he can do at any time), attempts to cast another spell, or is slain.
Fury of Khaine |
Difficulty 8+
|
Calling on the dread might of Khaine, the mage launches a searing bolt
of brilliant white energy at his enemies.
The Fury of Khaine is a magic missile with a range of up to 24''. If
successfully cast, it strikes its target causing 2D6 Strenght 4 hits.
Flames of the Phoenix |
Difficulty 11+
|
Remains in Play
Pure white scented flames emerge from the air itself and encelop the
target, immolating the unworthy foe.
This may be cast on an enemy unit within 24''. Each model, including
characters and unit champions, takes a Strenght 3 hit immediately. If
the spell is still in play at the start of the caster's next Magic phase,
each model in the unit takes a Strenght 4 hit.
If still in play at the start of the caster's following Magic phase,
each model takes a Strenght 5 hit, and so on, with the Strength increasing
by 1 each turn it remains in play. The spell lasts until dispelled,
the Mage chooses to end it (which he can do at any time), attempts to
cast another spell or is slain.
Vaul's Unmaking |
Difficulty 12+
|
Glowing swords grow dim and blood-warm chalices cool as their magical
energies are drained.
May be cast on an enemy unit within 24'' of the caster and may be cast
into close combat. If successfully cast, the owner of the unit must
reveal to the caster all magic items in the unit. The caster then chooses
one of them to be nullified for the rest of the battle. The spell itself
does not remain in play, but the effects lasts for the remainder of
the battle.
Vaul's Unmaking can drain the magic from Dwarf rune items. Note that
all the runes on an individual item will be drained by the spell, not
just one.
If the unit has no magic items then the spell has no effect.
|