Drawing power from the Winds of Magic, the alchemist commands the armour of his target to recall the fiery heat of its forging. Armour plates sear bare flesh and mail shirts become a burning yoke around the neck of the wearer.
Source: Warhammer Fantasy: 7th Edition
Rule of Burning IronURL Copied!
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.