Source: Warhammer Fantasy: 7th Edition

Printable Cards: High Magic
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Drain Magic (Signature)

Casting Value: 7+

Drain Magic lasts until the start of the caster's next Magic phase. The casting values of all spells are raised by 3, whether cast by friend or foe. Further uses of this spell by other wizards are cumulative, so a second casting of Drain Magic in the same Magic phase would raise casting values by 6, and so on.

High Magic

1. Shield of Saphery

Casting Value: 5+

This may be cast on a friendly unit within 18", even a unit in close combat. If successfully cast, that unit has a 5+ Ward save. Shield of Saphery lasts until the start of the caster's next Magic phase.

High Magic

2. Curse of Arrow Attraction

Casting Value: 6+

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 failed rolls to hit. If the unit is targeted by a template or breath weapon then you may re-roll the dice to see if models which are partially covered are hit. The curse has no effect on close combat.

High Magic

3. Courage of Aenarion

Casting Value: 8+

The spell lasts until the start of the caster's next Magic phase. Any friendly unit required to take a Break test within 12" of the caster counts as stubborn.

High Magic

4. Fury of Khaine

Casting Value: 8+

The Fury of Khaine is a magic missile with a range of 24". It causes 2D6 Strength 4 hits.

High Magic

5. Flames of the Phoenix

Casting Value: 11+

Remains in play. This may be cast on an enemy unit within 24". Each model, including characters and champions, takes a Strength 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 Strength 4 hit. If in play at the start of the caster's following Magic phase, each model takes a Strength 5 hit, and so on, with the Strength increasing by 1 each turn that it remains in play. All wounds inflicted by this spell are flaming attacks.

High Magic

6. Vaul's Unmaking

Casting Value: 12+

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 the magic items in the unit. The caster then chooses one of them to be nullified.

This item loses all of its magical properties. Items like hand weapons, shields or armour will become "mundane' items of the same type, while talismans, scrolls and the like will be rendered completely useless.

High Magic