Source: Warhammer Fantasy: 7th Edition
Printable Cards: Lore of FireURL Copied!
Instructions: Print or save this page as a PDF. The printable cards are sized and formatted as 3" x 5" index cards. See all cards.
1. Fireball
This is a magic missile with a range of 24". If successfully cast, the Fireball hits its target and causes D6 Strength 4 hits.
2. Flaming Sword of Rhuin
Remains in play. This spell is cast on the Wizard himself. A magical flaming blade materialises in the Wizard's grasp. This counts as a magic weapon. The Wizard gains +1 additional Attack to his profile for the duration of the spell. All the Wizard's attacks will hit on a basic score of 2+ and he adds +3 to his Strength whilst using the Sword of Rhuin. Whilst he has the Flaming Sword, the Wizard must use it as his sole weapon - he cannot combine it with other weapons.
3. The Burning Head
A spectral flaming skull shoots 18" from the caster in a straight direct path (any direction chosen by the controlling player). Each model that lies in the direct path of the Burning Head suffers a Strength 4 hit (this is resolved much in the same way as a bouncing cannonball). Any unit suffering one or more unsaved wounds from the Burning Head must take a Panic test.
4. Fiery Blast
The Fiery Blast is an especially dangerous magic missile - it is more powerful version of the Fireball, being both more powerful and harder to cast. The Fiery Blast has a range of up to 24" If successfully cast, the Fiery Blast hits its target and causes 2D6 Strength 4 hits.
5. Conflagration of Doom
This can be cast on one enemy unit anywhere on the table, as long as it is visible to the caster. If successfully cast, the target bursts into flames taking D6 Strength 4 hits. The target can take additional hits depending on how long the fire burns. To represent this, both players immediately roll a D6. If the casting player's dice score is lower than or equal to his opponent's, the flames go out and nothing else happens, but if he rolls higher, add the dice roll to the number of hits caused. Both players then roll a further D6 and repeat the process until the casting player rolls equal to or less than his opponent. Once the casting player fails to roll higher, no further hits are caused. Roll to wound as normal for all extra hits caused in this way.
6. Wall of Fire
Remains in play. This spell has a range of 24". Each model (including characters) in the unit's front rank suffers one automatic Strength 4 hit.
As long as the spell is in play, if the target unit moves for any reason, every model in the unit suffers a further Strength 4 hit, and then the spell is automatically dispelled.
If cast on units with a 360° line of sight, such as skirmishers, the Wall of Fire does not form and the spell has the same effect as a Fireball.