Source: Warhammer Fantasy: 7th Edition

Skaven Spells of Ruin
URL Copied!

1. SkitterleapCasting Value: 5+

With a "Bamf!" the Skaven Sorcerer disappears in a puff of smoke to reappear elsewhere on the battlefield.

This spell can be used on any friendly infantry character within 12", even if engaged in close combat. This includes the caster (unless it is a Vermin Lord, as it is a monster). The model may immediately be placed anywhere on the battlefield, but it must be placed at least 1" away from enemy models.

2. Warp LightningCasting Value: 6+

The Skaven points a fleshy paw and bolts of greenish-black lightning arc outwards.

Warp Lightning is a magic missile with a range of 24". It causes D6 Strength 5 hits. If the number of hits rolled is 1, then the caster suffers a Strength 5 hit instead of the target.

3. Howling WarpgaleCasting Value: 7+

The caster gestures twitchingly to the skies and fierce hurricane gales begin to build until it swirls around the entire battlefield.

The spell summons driving winds that last until the start of the the caster's next Magic phase. Flying creatures may not fly and must use their basic move. All missile weapons that roll To Hit suffer a -1 penalty in addition to any other penalties (long range, etc.). This spell does not affect your side's missile weapons, as the unnatural winds are diverted by the caster himself.

4. Death FrenzyCasting Value: 9+

Gesticulating wildly the caster gifts a unit with a rabid and frothing urge to close and strike the foe.

This spell can be cast on any friendly unit within 18" even if engaged in close combat. If successfully cast, the unit will go into a state of Death Frenzy, which is the same as Frenzy, except that it adds +2 Attacks not +1. The spell may be cast on units that are already affected by Frenzy, but the effects do not stack - the unit will have a total of +2 Attacks. Once cast, a unit will remain Death Frenzied until the unit loses in close combat. Units that are Death Frenzied suffer D6 automatic wounds, with no armour saves, at the end of each friendly turn (distributed as per shooting).

5. ScorchCasting Value: 10+

The Skaven Sorcerer thrusts his paws into the ground while chittering fiery incantations.

The caster may summon a gout of flame to blast out of the earth. Place the small round template anywhere within 24. Any model touched suffers a Strength 4 hit. All wounds caused by this spell count as Flaming Attacks. Any unit that suffers an unsaved wound must take a Panic test.

6. Cracks CallCasting Value: 11+

With the arcane incantation invoked, the Skaven ends by stamping his horrible pinkish rat-like foot, causing the very ground to split asunder.

A crack appears in the ground at the caster's feet and runs for 4D6" in a straight line in any direction in the caster's arc of sight. Any models in its path must make an Initiative test to leap out of the way. Models that fail are removed as casualties. Instead of taking an Initiative test, war machines and chariots must instead roll a 5+ or be destroyed.

Buildings (or a single section for larger structures) collapse on a roll of 5+. Any models inside must pass an Initiative test or be removed as a casualty. Replace the building (or section for large buildings) with difficult terrain and place survivors in a unit so that at least one model is touching the newly formed rubble. If any models cannot fit, they are removed as casualties.

Next - Skaven Spells of Plague