Source: Warhammer Fantasy: 7th Edition
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1. Rule of Burning Iron
Burning Iron has a range of up to 24". If successfully cast, the spell hits a single model (chosen by the caster, no targeting restrictions apply except that the Wizard needs line of sight to the target) and causes one Strength 1 hit if the target has no armour save, one Strength 2 hit if the target has an armour save of 6, one Strength 3 hit if the target has an armour save of 5+, one Strength 4 hit if the target has an armour save of 4+, one Strength 5 hit if the target has an armour save of 3+, one Strength 6 hit if the target has an armour save of 2+ or one Strength 7 hit if the target has an armour save of 1+ or better.
No armour saves are allowed against wounds caused by this spell. This is a flaming attack.
2. Commandment of Brass
This spell has a range of 24" and can be cast on any enemy war machine or chariot. If successfully cast, the machine cannot move or shoot until the end of its own following turn. If forced to flee for whatever reason, the spell is broken and the unit flees.
3. Transmutation of Lead
This spell can be cast on any enemy unit that is within 24", and which is engaged in close combat. If successfully cast, the enemy's armour, weapons and other equipment are transmuted to lead for the duration of the ensuing close combat phase. The affected unit suffers a -1 to hit and to wound penalty in close combat, and their armour saves suffer a -1 penalty during that turn's close combat phase.
4. Distillation of Molten Silver
The Distillation of Molten Silver is a magic missile with a range of up to 24". If successfully cast, a squall of molten silver hits the target and causes 2D6 Strength 4 hits. This is a flaming attack.
5. Law of Gold
This spell can be cast on any enemy unit that is within 24" of the caster. The opposing player must nominate one magic item carried by any model in the unit. The caster rolls a D6: on the roll of 1-3 the item cannot be used until the end of the enemy's next turn, on a 4-6 the item cannot be used for the rest of game. The Law of Gold has no effect on a unit that does not include any models with magic items.
6. The Spirit of the Forge
This spell can be cast on one enemy unit that is within 24" and visible to the caster. If successfully cast, the enemy's armour starts to heat up until it is searing their flesh. The effects of this spell are exactly the same as the Rule of Burning Iron described above, except the unit takes 2D6 hits distributed like shooting.