End Times Spells

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With the release of The End Times, Warhammer Fantasy is undergoing some steady rule-revamping. Part of the third wave (the Khaine splats, focusing on the elves) involved refinements to magic. Part of those refinements were the End Times Spells, which are basically uber-powerful spells that any spellcaster of level 3 or higher knows.

An eligible caster knows all of relevant End Times spells for the lores they take spells from; it's a bit ambiguous if "choose lore X or Y, but not both" type casters like Grey Seers know all of their End Times spells or only the ones belonging to the lore they choose. Not helped by the fact that the "Magic of the End Times" rules effectively state that all wizards now have the old benefits of Loremaster (that is, they know all spells for their chosen lore, instead of randomly rolling for a number determined by their casting level).

A given End Times Spell can only be cast once per Magic phase, and its only limitation is that the caster needs to make the casting roll; if they do pull one of these spells off, then they cannot be dispelled.

List of End Times Spells

Conjure Arcane Fulcrum The wizard commands a towering fulcrum of magical energy into existence, which lifts him high into the air.

A Universal (that is, all casters know it) Summoning type spell that casts on a 12+. It summons an Arcane Fulcrum at a point within 6", and the caster is teleported to its top.

    • Withering Heat (Fire): Hex that casts on a 20+. Targets all enemy units on the battlefield. Until the start of the casters next magic phase whenever a target unit charges/pursues/flees 3d6 are rolled and the highest is discarded. All Target units are flammable. Flaming attacks reroll to wound against target units.
    • Enlightenment (Light): Casts on a 20+, Hex against Destruction. Aug against Order. All units within 12' are affected. Order become unbreakable. Destruction take a LD test on 4d6 and suffer a wound for every point their LD is exceeded by. Non-aligned = unaffected.
    • A Murder of Crows (Beasts): Summons a Magical Vortex that Remains in Play, casts on a 15+. Large Round Template. Nominate a direction. 3x an artillary dice. Misfire centre on wizard and scatter d6. Any model touched by the template suffers a S3 hit.
    • Meteoric Ironclad (Metal): Augment that casts on a 15+. Target unit within 24" has a 2+ ward save.
    • Storm of Renewal (Life): Summons a Magical Vortex that Remains in Play, casts on a 15+. Large round template. Nominate a direction. 2x an artillery dice. Any unit under or passed over regains 2D6+1 wounds worth of models. Unit champion resurrected first, then musician, then rank and file with multiple wounds, and then regular rank and file.
    • Let The Four Winds Blow! (Heavens): Magic Missile with range of 48" that casts on a 15+. Targets up to four enemy units or magical vortexes in any combination. Each target is pushed 2D6 from caster. Any model that hits impassable terrain takes 2D6 strength 3 hits. If target comes into contact with other unit, both stop and take 2D6 strength 3 hits. Any vortex pushed into a unit damages the unit as normal.
    • Deadlock (High Magic): A Hex that casts on a 20+. Targets Any wizard on the battlefield and prevents them from casting, channeling and dispelling until the start of the next magic phase.
    • Oblivion (Dark Magic): Casts on a 25+ and targets all models within 6' of a chosen arcane fulcrum, inflicting a strength 10 hit. Then roll a D6, if 4+ then the arcane fulcrum is blown to smithereens and removed from play.
    • Bridge of Shadows (Shadows): An Augment that casts on a 15" and with a range of 24". Target unit is immediately moved from the battlefield and place anywhere within the wizard's line of sight
    • Ashes And Dust (Death): Summons a Magical Vortex that Remains in Play, casts on a 15+. Large Round Template. Nominate a direction. 2x an artillary dice. Misfire centre on wizard and scatter d6. Any model touched by the template take leadership test at -3 penalty, and take one wound for every point the test is failed by, no armor saves.
    • The Army of Doom Keep (Vampires): Summons a Wight King and a unit of Grave Guard with a combined value of up to 300 points within 36", requires a 25+ to cast.
    • Return of the Golden Age (Nehekhara): An Augment that casts on a 20+ and grants +1 Weapon Skill, Strength and Initiative to all friendly models until the start of the caster's next magic phase.
    • Malediction of Nagash (Undeath): A Hex that casts on a 20+ and halves the Strength of all enemy units within 24" until the start of the caster's next magic phase.
    • Ruiner of the Wrought (Wild): A Hex that casts on a 25" and targets all buildings and war machines on the battlefield. War Machines suffer D3 S10 Hits and buildings must roll a D6 and collapse on a 4+ (roll seperately for all targets). A collapsing garrison inflicts 4D6 S6 hits on any units garrisoned within, and they are destroyed if terrain prevents them being placed at least 1" away from other units or impassible terrain.
    • The Great Maw Awakens (Great Maw): Summons a Magical Vortex that Remains in Play, casts on a 20+. Large Round Template. Nominate a direction and roll an artillery dice; the template travels twice that distance in inches, and will move in a random direction for a distance determined the same way. Any model touched by the template must pass an Initiative test or die.
    • Raise Great Idol (Big WAAAGH!): Summons an Idol of Gork that also grants the ability to re-roll failed To Hit rolls to all friendly Orcs & Goblins within 12" of it. Requires a 15+ to cast.
    • Nikkit! Nikkit! (Little WAAAGH!): Direct Damage spell against one enemy character within 24". Victim takes (D6-victim's Toughness) Wounds that ignore armor and loses one magic item of the caster's choice, which the caster can use if they do not already have that kind of magic item.
    • The Great Red Pox (Plague): Casts on a 25+ and affects all units (friend or foe) within 24". Roll a D6 for each affected unit; on a 4+ (5+ for Skaven Clan Pestilens units), each model in the affected unit must pass a Toughness test or be slain.
    • Pit of the Underworld (Ruin): Cast on a 25+. Place a marker anywhere on the battlefield, and at the start of each subsequent magic phase, roll a D6. On a 5+, center the Large Round Template over the marker; any buildings touched are destroyed (with any garrisoned troops in them) and models must pass an Initiative test or be slain.
    • Daemonfire Vortex (Tzeentch): Summons a Magical Vortex that Remains in Play, casts on a 25+. Large Round Template. Nominate a direction and roll an artillery dice; the template travels twice that distance in inches, and will move in a random direction for a distance determined the same way. Any model touched by the template suffers a wound on a 4+ with no armor save allowed.
    • Grandfather Nurgle's Circle of Life (Nurgle): Direct Damage spell that casts on a 25+ ad has range 36". It inflicts 5D6 hits that ignore armor and wound on a 4+, and if at least 10 wounds are inflicted, it summons a Great Unclean One or a Nurgle-marked Daemon Prince worth up to 375 points, depending on whether the caster was a Daemon or a Chaos Sorcerer.
    • Song of Seduction (Slaanesh): A Remains in Play Hex spell that casts on a 20+ and targets a unit within 24". Target unit reduces its Leadership by 2 and switches loyalty, fighting on the caster's side. It gets to make a Leadership test on its modified Leadership at the start of each subsequent Magic Phase; success dispells the Song of Seduction.