Skip to main content

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. They take Agility Checks as normal.
Lifestealer18Choose a single unit within 5". The target suffers a Wound (no check required) and 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.
Hex14Ongoing. 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 Fervour12Reduce any Injury results against allies within 5" of the caster (including themselves) by 3 until the end of the turn.
Holy Smite15Make an Injury Roll against all enemies within 5". 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.
Overgrowth9Choose a point within 10". Place a piece of natural terrain (eg. woods) at that point. The terrain cannot be longer or wider than 3", or taller than 5". Some leniency should be made if it fits the spirit of the spell. The terrain must fit within the space. If this is cast on a unit, move that unit to the closest space that it can be safely placed (this may be within the new terrain).
Root12Ongoing. Choose one unit within 20". That unit cannot Engage, Move, or Run.
Earthquake14All units within 10" must make an Agility check or become Dazed. This does not reduced a unit's Wounds.
Magic Arrow12Basic. Cast Attack. Target one unit you can see within 30" and perform a Cast Attack.

Vampiric Magic

NameDiffDescription
Frenzy13Choose one unit within 5", including the caster. That unit may take their full movement even if they have already moved. If they move into base contact with an enemy unit this counts as having charged. The unit may attack with advantage on the first round.
Lure12Basic. Target one unit you can see within 15". 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.
New Spell99Bottom text.
Bat wings11Ongoing. Choose one ally within 5", including the caster. That unit gains the Flying skill.
Hex14Ongoing. Choose a single enemy within 10". The target has Disadvantage on all Checks it makes.

Plague Magic

NameDiffDescription
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 Filth10Basic. Target one unit you can see within 20". The target is Dazed.
Plague Madness13The caster may immediately Engage any enemy within 10" of movement, automatically passing any Agility Checks required. The caster gains 2 Attacks and +3 Injury until the end of this turn.
Ratpsychosis13All standing models in base contact with the rat must take an immediate Morale test. If they fail, you roll an attack against each target and they then run 5" directly away from the rat.
Curse of rat7The spell has a range of 10" and affects a single model within range. The target must re-roll any successful defence rolls and to melee rolls until the start of your next turn.