Prayers of Sigmar
A warrior may use the divine power of Sigmar while wearing armour. Prayers of Sigmar are not regarded as spells, so any special protection against spells does not affect them.
1 The Hammer of Sigmar (Difficulty 7)
For the rest of the turn, the priest gains a +2 Strength bonus, and all hits he inflicts in hand-to-hand combat cause one additional wound
2 Hearts of Steel (Difficulty 6)
Any allied warriors within 8" of the priest become immune to Fear and All Alone tests. In addition, the whole warband gains +1 to any Rout tests they have to make. The effects of this spell last until the caster is knocked down, stunned or put out of action. If cast again the effects are not cumulative.
3 Soulfire (Difficulty 6)
All enemy models within 4" of the priest suffer a Strength 3 hit. The servants of darkness and Chaos are especially susceptible to Sigmars holy power. Daemonic (Possessed, Darksouls, and anyone with at least one Mutant skill) and undead creatures (Vampires, Zombies, and Dire Wolves) in range suffer a Strength 5 hit instead.
4 Shield of Faith (Difficulty 8)
The Priest is immune to all spells. Roll at the beginning of each turn in the recovery phase, on a roll of 5 or 6 the shield disappears.
5 Healing Hand (Difficulty 9)
The priest himself, or any one model within 2" of him, may be healed; this warrior is instantly restored to his full quota of Wounds. In addition, if any friendly models within 2" are stunned or knocked down, they may immediately stand up.
6 Armour of Righteousness (Difficulty 5)
The Priest gains a +2 bonus to his Toughness, and he causes fear to his enemies. The Armour of Righteousness lasts until the beginning of the priests next Shooting phase.
Lesser magic
1 Fires of UZhul (Difficulty 7)
Magic Missile; range of 18", causes one Strength 4 hit.
2 Flight of Zimmeran (Difficulty 7)
The wizard may immediately move anywhere within 12", including into base contact with an enemy, in which case he counts as charging.
3 Dread of Aramar (Difficulty 7)
A single model within 12" of the wizard must immediately make an All Alone test.
4 Silver Arrows of Arha (Difficulty 6)
Magic Missile; range of 24". Three bolts, that can be fired each at the same target or split between the three closest targets. Each bolt causes a S3 hit.
5 Luck of Shemtek (Difficulty 8)
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 6)
The wizard conjures a flaming sword, that counts as a normal sword with a +2 Weapon Skill, +2 Strength and +1 Attack bonus, when wielded. Take a Leadership test at the beginning of each of the wizards own turns. If the test fails, the sword disappears.
Necromancy
1 Lifestealer (Difficulty 5)
You may choose a single model within 6". The target suffers a wound, and the Necromancer gains an extra wound for the duration of the battle. This may take the Necromancers Wounds above his original maximum value. This spell will not affect any undead models.
2 Re-Animation (Difficulty 9)
One Zombie that went out of action during the last hand-to-hand combat or Shooting phase immediately returns to the battle. Place the model within 6" of the Necromancer. The model cannot be placed straight into hand-to-hand combat with an enemy model.
3 Death vision (Difficulty 8)
The Necromancer causes fear in his enemies for the duration of the battle.
4 Spell of Doom (Difficulty 5)
Choose one enemy model within 12". The model must immediately make a Strength roll. If he fails, he loses any remaining wounds and must roll on the Injury table.
5 Call of Vanhel (Difficulty 8)
A single Zombie or Dire Wolf within 6" of the Necromancer may immediately move again, up to its maximum Movement distance. If this moves them into base contact with an enemy model, they count as charging.
6 Spell of Awakening (Difficulty: Auto)
This spell must be used before the game, and may only be used once. When cast, the spell summons 1D3 Zombies, which are placed within 6" of the Necromancer. The zombies do not count towards the maximum size of the Undead warband, and they disappear after the battle.
Magic of the horned rat
1 Warpfire (Difficulty 6)
Magic Missile; range of 8". The spell causes 1D3 Strength 4 hits on its target, and one Strength 3 hit on each model within 2" of the target.
2 Children of the Horned Rat (Difficulty Auto)
This spell must be used before the game, and may only be used once. When cast, the spell summons 1D3 Giant Rats, which are placed within 6" of the Sorcerer. The rats do not count towards the maximum size of the Skaven warband, and they disappear after the battle.
3 Gnawdoom (Difficulty 7)
The Gnawdoom causes 2D6 Strength 1 hits on a single model within 8" of the caster.
4 Black Fury (Difficulty 6)
The Sorcerer may immediately charge any enemy model within 12" (ignoring any terrain and interposing models) and gains 2 extra Attacks and +1 Strength during this turns hand-to-hand combat phase only.
5 Eye of the Warp (Difficulty 6)
All standing models in base contact with the Sorcerer must take an immediate All Alone test, any one that fails their test also suffers a Strength 3 hit.
6 Sorcerers Curse (Difficulty 8)
The spell has a range of 12" and affects a single model within range. The target receives a -1 penalty to Toughness, and must re-roll any successful to hit rolls, until the end of the victims next hand-to-hand combat phase.
Waaagh! Magic
1 Ledz go Difficulty: 5
Al Orcs and Goblin will strike first in hand-to-hand combat, while within 4" of the shaman. The spell ends if the caster is knocked down, stunned or taken out of action.
2 Oi! Gerroff! Difficulty: 7
Move one enemy model within 8", not involved in hand-to-hand combat, 1D6" directly away from the shaman. If the target collides with another model or a building, both suffer one S3 hit.
3 Zzap! Difficulty: 6
Magic Missile; range of 12". Causes D3 S4 hits on the target.
4 Fooled Ya! Difficulty: 8
No enemy may charge the shaman during their next turn. If the shaman is engaged in hand-to-hand combat he may immediately move 4" away.
5 Clubba Difficulty: 7
The shaman conjures an ectoplasmic club, that counts as a normal club with a +2 Strength and +1 Attack bonus, when wielded. This spell lasts until the Shaman suffers a wound.
6 Fire of Gork Difficulty: 6
Magic Missile; range of 12". Two bolts, that can be fired both at the same target or split between the two closest targets. Each bolt causes 1D3 S3 hits.
Prayers of Ulric
A warrior may use the divine power of Ulric while wearing armour. Prayers of Ulric are not regarded as spells, so any special protection against spells does not affect them.
1 Snow Squall (Difficulty 7)
Until the start of his next turn, all enemy models in base contact with the priest are at -1 to hit in hand-to-hand combat due to the swirling snow and winds.
2 Hammerschlag (Difficulty 4)
The priest calls down a hammer blow from Ulric on any model within 6". That model suffers a S4 attack from an enormous ethereal hammer, including the concussion special rule.
3 Bloodlust (Difficulty 7)
Until the start of his next turn, the priest gains a +2 Strength bonus and will score critical hits on 5-6.
4 Wolf's Hunger (Difficulty 7)
One member of the warband, other than the priest, is thrown into Frenzy.
5 Ulric's Howl (Difficulty 6)
All allied warriors within 8" of the priest become immune to Fear and All Alone tests. In addition, the whole warband gains +1 to any Rout tests they have to make. The effects of this spell last until the caster is knocked down, stunned or put out of action. If cast again the effects are not cumulative.
6 Call of Ulric (Difficulty 4)
The body of the priest re-shapes itself into that of a huge, slavering wolf. The priest keeps his Wound score in the new form, but otherwise exchanges his characteristics for that of a wolf. M WS BS 12 4 S 4 T 4 W * I 5 A 2 Ld 6
Roll at the beginning of each turn in the recovery phase, on a roll of 5 or 6 the priest resumes his human form.
Chaos rituals
1 Swirling Darkness (Difficulty 7)
Until the start of his next turn, all enemy models in base contact with the sorcerer are at -1 to hit in hand-to-hand combat due to the swirling darkness around him.
2 Eye of Chaos (Difficulty 6)
All standing models in base contact with the Sorcerer must take an immediate All Alone test, any one that fails their test also suffers a Strength 3 hit.
3 Vision of Torment (Difficulty 7)
A single model within 12" of the sorcerer must immediately make an All Alone test.
1 Wrath of the Shadowlord (Difficulty 7)
Magic Missile; range of 18", causes one Strength 4 hit.
5 Wings of Darkness (Difficulty 7)
The sorcerer may immediately move anywhere within 12", including into base contact with an enemy, in which case he counts as charging.
6 Word of Pain (Difficulty 8)
All models within 3" of the sorcerer, friend or foe, suffer one S3 hit.