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Spell List

Necromantic Magic

NameDiffDescription
Raise Dead7One allied Zombie or Skeleton that was Incapacitated after the end of your last turn immediately returns to the battle, no longer counting towards your Rout Threshold. Place the model within 5" of the Caster. The model cannot be placed such that it is Engaged with an enemy.
Soul Rend12Basic. Cast Attack. Target one unit you can see within 15" and perform a Cast Attack against them. If this spell Incapacitates the target, create a Zombie where it was Incapacitated. It is an ally to you and will count towards your Rout Threshold.
Control Dead10Choose a point within 5" of the caster. Any allied Zombies or Skeletons within 1.5" of that point may immediately move again up to their Move. If this moves them into base contact with an enemy unit, they count as Engaging.
Lifestealer16Choose a single unit within 5". The target suffers a Wound (no check required) and is automatically Incapacitated if this is its last Wound. The caster gains an extra Wound for the duration of the battle. This may take the caster's Wounds above its maximum value. This spell does not affect Undead units.
Hex13Ongoing. Choose a single enemy within 10". The target has Disadvantage on all Checks it makes.

Divine Magic

NameDiffDescription
Bless Weapon7Ongoing. The caster gains Advantage on all Melee Checks.
Divine Fervour11Reduce any Injury results against allies within 5" of the caster (including themselves) by 3 until the start of your next turn.
Holy Smite14Make an Injury Roll against all enemies within 4". Add +2 to the Check if the enemy is Undead.
Heal5Any ally within 2" of the caster (including themselves) removes Dazed or Staggered and regains 1 Wound, up to their maximum.

Life Magic

NameDiffDescription
Invisibility12Ongoing. Choose one ally within 5" (including themselves). This unit is treated as no longer existing for the purposes of targeting or blocking Movement, line-of-sight or picking up Treasure. If it is Engaged, it is no longer Engaged and moves 1". If this unit Engages, casts a Spell, or makes a Ranged attack, the spell ends.
Control Earth10Ongoing. Choose a point within 10". Place a solid platform measuring roughly 2" by 2" by 3" at that point (in any orientation). The terrain must fit within the space. If this is cast on a unit, move that unit directly up to the top of the platform. When the spell ends, the platform slowly recedes and units are placed directly down, back on the ground unharmed.
Root11Ongoing. Choose one unit within 20". That unit cannot Engage, Move, or Run.
Earthquake13All units within 10" must make an Agility check or become Dazed.
Magic Arrow12Basic. Cast Attack. Target one unit you can see within 30" and perform a Cast Attack.

Vampiric Magic

NameDiffDescription
Blood Frenzy7Ongoing. Choose one unit within 5", including the caster. It gains the Berserk and Ambush skills.
Lure12Basic. Target one unit you can see within 15" that is not Engaged. The target immediately moves towards the Caster by the most direct path, including by Jumping Down. If the target is able to reach the Caster, it is placed in base contact and the Caster is considered to have Engaged it.
Bat wings5Ongoing. Choose one ally within 5", including the caster. That unit gains the Flying skill.
Hex13Ongoing. Choose a single enemy within 10". The target has Disadvantage on all Checks it makes.
Death Visage12All enemies in base contact with the caster that are not Stunned or Dazed make an immediate Morale check. If they fail, the caster makes an attack against the target, which then perfoms a Move directly away from the caster, if able.

Blight Magic

NameDiffDescription
Blight Bolt12Cast Attack. Target one unit you can see within 10" and perform a Cast Attack against them. On a success, the target makes a Plague Check.
Swarm of Rats15Cast Attack. Choose the closest enemy within 10". Make a Cast Attack against the target. If you succeed, make an Injury Roll against all units within 1.5" of it.
Sewer Filth12Basic. Target one unit you can see within 20". The target is Dazed.
Pounce10The caster gains 2 Attacks and +3 Injury until the end of this turn. They may immediately make an Engage action, unless they are already Engaged.
Rat Rage7Ongoing. Upon casting and at the start of each turn, any Giant Rats within 5" of the caster gain Fear for the round.