Source: Warhammer Fantasy: 7th Edition

High Magic
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Manipulating the swirling tides in the Winds of Magic with a skill won through years of practice, the Mage becalms the raging winds, making even the simplest magical task an arduous labour.

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.

1. Shield of SapheryCasting Value: 5+

As the Mage bends the Winds of Magic to his will, a shroud of glittering magical energy descends upon his allies, protecting them from all harm. Arrows and bolts wash harmlessly past the Elves, while sword blows and spear thrusts become enfeebled, robbed of all strength at the Mage's command.

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.

As the Mage completes his intonations, the air around the foe shimmers with magical energy as it warps and twists. Bolts and arrows that pass into this roiling field of sorcerous power become blessed and strike the foe with unerring precision.

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.

3. Courage of AenarionCasting Value: 8+

The High Elf Mage draws on the Winds of Magic and channels its power to embolden the Asur around him. All around the caster, High Elves recall the glory of Aenarion and fight on with courage.

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.

4. Fury of KhaineCasting Value: 8+

Calling on the dread might of Khaine, the mage launches a searing bolt of brilliant white energy at his enemies.

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

5. Flames of the PhoenixCasting Value: 11+

Pure white flames emerge from the air itself and envelop the target immolating the unworthy foe. With every passing second the flames grow hotter, swiftly intensifying until they can sear flesh or even melt steel.

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.

6. Vaul's UnmakingCasting Value: 12+

Glowing swords grow dim, blood-warm chalices cool and enchanted scrolls crumble into dust, their magical energies drained as the Mage turns the fury of Vaul's forge upon the magical trappings of the enemy.

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.