Spell Lists

Air ShamanCostSpell Description
Air Elemental6An Air Elemental unit is placed anywhere on any playing area edge.
Flying4Target unit, if of an allowed type, is given or loses flying for the remainder of the game (caster's choice).
Summon Trap4A trap is deployed against any unengaged unit on the playing area.
Tempest2Target unit is carried its full movement directly away from the caster. If the unit goes off the board, it may return to play anywhere on that board edge on its next movement phase. The return will cost its entire movement for the phase.
Tornado6Target unengaged flying unit is destroyed. This spell may only be attempted once per turn.
Turbulence4No flying units may move for the remainder of the phase.
ClericCostSpell Description
Banish4A summoned unit or terrain piece is removed from the game. This includes all Undead/Ethereals (whether they started the game or where summoned), Elementals/Tree Spirits, Hagfish, Summoned Traps, Rapids/Fords (they go back to normal), Chasm, Fire Wall, and Green Thumb. This spell does not work on Illusions, Egg Impregnations, Something You Ate Last Night, creatures brought forth from vats, or Contraptions brought forth from Tinkers boxes. Level 2 Clerics may attempt to banish a summoned Avatar, however this version of the spell costs 10 magic points.
Bless/Curse4/XBless causes a unit to gain one level of morale (normal units would be come elite). If a unit that was made elite by this spell becomes demoralized, it loses its elite status and becomes demoralized. Curse causes a unit to lose one morale level (double demoralized units would be destroyed). For each additional magic point spent an additional unit may be affected. This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
Ground6All army and personal magic pools are set to 0 for the remainder of the turn (personal magic pools for Mad Scientists and TA's are not affected). This spell may only be attempted once per turn.
Invigorate2One friendly unit can immediately make an extra move. This movement is in addition to the unit's regular movement in its movement phase. This movement is subject to normal movement restrictions, so the spell does not work on trapped units or on heavy artillery units that have fired, etc. Nor does it affect units in fortifications or crew in battlewagons.
Miracle4Any melee fought by the target unit is a draw for the remainder of the phase.
Sacrifice6Target enemy unit is destroyed. This spell requires the sacrifice of a unit or offerings when you announce you're casting the spell. It may only be attempted once per turn and must be cast in the casters Melee phase. The caster, and their unit, may not have moved or have had frontal contact from an enemy this phase prior to casting this spell (they are too busy making preparations).
Druid ShamanCostSpell Description
Animate Terrain2Choose a piece of terrain other than built-up areas and fortifications. This terrain animates and immediately fights (CF 3) a melee with any one target unit within the terrain feature.
Awakening of the Wood4No units in woods or forests may move for the remainder of the phase.
Deadfall6Target unengaged unit in woods or forest is destroyed. This spell may only be attempted once per turn
Green Thumb4A 1" x 3" line of trees is placed within 6" of the caster. They cannot be placed in built-up areas or fortifications.
Summon2+This spell may summon Mobs, Cyclics, Swarms, or Tree Spirits for 1 magic point plus an additional magic point per 10 points of unit cost, so level 1 casters would be limited to units of 30 points or less (treat Tree Spirits as 50 point creatures for the purposes of this spell). For example, a flock of birds (Flying Mob unit) costs 30 points so would require a minimum spell point wager of 4. Summoned units appear within 3" of the caster, woods, or forest.
Summon Trap4A trap is deployed against any unengaged unit on the playing area.
Earth ShamanCostSpell Description
Burrowing4Target unit, if of an allowed type, is given the Burrowing ability for the remainder of the game.
Chasm4A 3" chasm, which is impassable for both ground and burrowing units, is placed within 6" of the Earth Shaman. If the chasm runs through a unit, the casting player determins to which side of the chasm the unit moves. A chasm is placed between fortification BBs. Alternately, this spell may be used to close an existing chasm.
Earth Elemental6An Earth Elemental unit is placed anywhere within 3" of the caster.
Earthquake2Target unit must pass an immediate rally test or go demoralized. If the target unit was in a fortification in any terrain except water features or open ground, then the unit is also unable to move this phase. If cast on a unit in melee, then all the units in the melee suffer the effects of this spell. This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
Quicksand7Target unengaged unit in open terrain (not hills) is destroyed. This spell may only be attempted once per turn.
Unstable Ground6No units in open terrain may move this phase.
Fire ShamanCostSpell Description
Fire Arrow2Target unit with bowfire adds 1 to its bowfire roll or target artillery unit adds 1 to its damage roll this phase.
Fire Elemental6A Fire Elemental unit is placed anywhere within 3" of the caster.
Fire Storm8Target unengaged unit in open terrain or flying is destroyed. This spell may only be attempted once per turn.
Fire Wall4A 3" fire wall, which is impassable to ground and flying units, is placed within 6" of the caster. If the fire wall runs through a unit, the casting player determines to which side the wall the unit moves. A fire wall is placed between fortification BBs. Alternately, this spell can be used to remove one fire wall.
Heat Stroke2Target unit, and any attachments, may not move for the remainder of the phase.
Set Fire4One 40mm x 40mm section of forest, woods, built-up area, or one fortification is set afire. Any unit in a section of burning terrain must fight a melee against the fire (CF 3) at the beginning of the melee phase. This is in addition to regular melee. Alternately, this spell can be used to put one fire out or to cancel one Green Thumb spell.
Hive QueenCostSpell Description
Cocoon2Target unit (and any attachments) may not move for the remainder of the phase.
Egg Impregnation6Attach a cyclic egg unit to the target unit. The target unit then moves at one half its normal rate. During the casting player's "deploy cyclics" phase he rolls 1d10. On a 7-8, the target unit becomes demoralized from the pain of the eggs growing within. On a 9 or 10 the target unit is destroyed and mid-phase cyclics (HW equivilants) emerge from their desicated bodies in the spot left by the destroyed unit. The cyclic eggs do not morph until this happens. This spell doesn't affect specials and may only be attempted once per turn.
Gnat Swarm2Target unit immediately makes a random move (roll 1d12). Using the unit's front edge as 12 o'clock, move the unit its full movement allowance in the clock direction rolled. If the unit goes off the board, it may return to play anywhere on that board edge on its next movement phase. The return will cost its entire movement for the phase. This movement is subject to normal movement restrictions, so the spell does not work on trapped units or on heavy artillery units that have fired, etc. Nor does it affect units in fortifications or crew in battlewagons.
Spin Web4A trap is deployed against any unengaged unit on the playing area.
Termite Rot2Causes an automatic artillery hit on the target war machine or chariot unit. Roll on the artillery damage chart.
Wasp Nest2Target unengaged unit immediately fights a round of melee with tiny minions of the Hive Queen (CF 2). Damage agains the minions is ignored, but damage agains the unit is implemented immediately and is in addition to any other damage the unit may sustain.
HydromancerCostSpell Description
Freak Wave6Unengaged target unit that's in or on a water feature is destroyed. May only be attempted once per turn.
Giant Clam4A trap is deployed against any unengaged unit on the playing field.
Hagfish4A unit of Parsitics is attached to target unit.
Ink Cloud4Target friendly unit may not be charged for the remainder of the phase and any melee it fights in this phase is automatically a draw.
Rip Tide2Target unit is carried its full movement directly away from the caster. If the unit goes off the board, it may return to play anywhere on that board edge on its next movement phase. The return will cost its entire movement for the phase. This movement is subject to normal movement restrictions, so the spell does not work on trapped units or on heavy artillery units that have fired, etc. Nor does it affect units in fortifications or crew in battlewagons.
Swimming4Target unit may have the swimming ability given or removed from them for the remainder of the game.
Water Elemental6A water elemental is placed anywhere on the board within 3" of the Hydromancer or within 3" of any water feature.
IllusionistCostSpell Description
Dissipate Illusion2If target unit or obstacle is an illusion, this spell will dissipate it.
Illusionary Army4An illusionary unit, of the same type as a non-illusionary friendly unit on the board, is summoned (see illusion rules).
Illusionary Enemy4/XAn illusionary army, of the same type as the friendly unit, is summoned on the flank or rear of an enemy unit that is in melee with a friendly. Five points summons two units on the enemy's flank/rear and six points would summon three. Illusionary enemy armies must be maintained as normal, but automatically dissipate at the conclusion of the original melee.
Illusionary Fear2Any one friendly unit will cause fear for the remainder of the phase.
Illusionary Obstacle4A 3" by 1" obstacle is summoned. Obstacles block all movement and line of sight for any two adjacent movement levels (i.e., ground/flying). Illusionary obstacles stay in place until contacted by an enemy unit. The enemy unit must stop as soon as it contacts the obstacle and take a leadership test. If this test succeeds, then the illusion dissipates, otherwise the unit cannot attempt to cross again until the obstacle is dissipated (see illusion rules).
Illusionary Target4Missiles, artillery, mines, or magic directed against a target friendly unit will really hit an illusionary target instead. For example, if Firestorm is successfully cast against a unit, and Illusionary Target is immediately subsequently successfully cast, then the target unit is not destroyed.
MonsterCostSpell Description
Blast4Causes an automatic artillery hit on target unit. Roll on the artillery damage chart. Level 2 wizards may enhance the spell; every additional magic point gives a +1 to the artillery damage roll (see variable spells).
Hypnotize4Target Enemy unit becomes part of the caster's army for the remainder of the phase
Madness4Target unit immediately makes a random move and immediately fights a round of melee against any unit that it may contact be it friend or foe (see random move rules). Units that are unable to be moved immediately fight a round of melee with themselves with the opposing player rolling against them (treat all damage normally). This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
NecromancerCostSpell Description
Apparition4Target unit loses one level of morale (double demoralized units are destroyed). This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
Deathgrip2Target unit gains a +1 CF bonus for the remainder of the phase.
Plague4All non-demoralized enemy units adjacent to any demoralized enemy units become demoralized. This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
Summon2+This spell may summon any allowed undead unit type or an ethereal for 1 magic point plus an additional magic point per 10 points of unit cost (level 1 casters are limited to units of 30 points or less). For example, a Handweapon unit costs 30 points so would require a minimum spell point wager of 4. Summoned units appear within 3" of the spellcaster.
Voodoo Hex4Target enemy unit becomes part of the caster's army for the remainder of the phase.
Planar WizardCostSpell Description
Blast4/XCauses an automatic artillery hit on target unit. Roll on the artillery damage chart. Level 2 wizards may enhance the spell; every additional magic point gives a +1 to the artillery damage roll (see variable spells).
Control Planar Denzien4Target uncontrolled planar denzien may be controlled. When the spell is used in this manner it may not be opposed. Target spirit or blob in opponent's army may be controlled (this may be opposed). See discussion in optional planar gate rules.
Madness4Target unit immediately makes a random move and immediately fights a round of melee against any unit that it may contact be it friend or foe (see random move rules). Units that are unable to be moved immediately fight a round of melee with themselves with the opposing player rolling against them (treat all damage normally). This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
Open/Close Portal10Opens or closes a Planar Gate. This spell requires the sacrifice of a unit or offerings when you announce you're casting the spell. It may only be attempted once per turn and must be cast in the casters Melee phase. The caster, and their unit, may not have moved or have had frontal contact from an enemy this phase prior to casting this spell (they are too busy making preparations).
Paranoia4Target unit loses one level of morale (double demoralized units are destroyed). This spell does not affect undead, specials, units with an attached Bard, mob groups with an Inquisition army standard, or units affected by Grog Ration.
Planar Ward4Target unengaged unit may not be attacked by planar denziens until the target unit moves by any means.
Ships CookCostSpell Description
Camp Smoke4Target friendly unit may not be the target of missiles or magic and may not be charged for the remainder of the phase.
Grog Ration2Target unit does not have to take fear tests and is not affected by certains spells as specified elsewhere. The target friendly unit also adds 1 to combat rolls against monsters. The effects of this spell last until the unit is demoralized.
Something You Ate4A unit of parasitics is attached to target unit. They cannot be banished by clerics and do not affect specials.
Speed Potion2One friendly unit can immediately make an extra move. This movement is in addition to the unit's regular movement in its movement phase. This movement is subject to normal movement restrictions, so the spell does not work on trapped units or on heavy artillery units that have fired, etc. Nor does it affect units in fortifications or crew in battlewagons.
War ClericCostSpell Description
Ensure Victory6Automatically sets one melee result as a win sufficient to demoralize the enemy, but not destroy them (all normal melee results apply).
Grace4Automatically rallies one friendly unit.
Jihad4Turns one friendly unit into fanatics for the remainder of the phase.
Righteousness4All friendly charging units this phase gain a +1 CF bonus and cause fear. This spell may only be attempted once per turn at the beginning of the War Cleric's movement phase and it counts as his entire movement.
Summon Avatar10Summons a Major Spirit within 3" of the War Cleric. This spell may only be attempted once per turn.
Water ShamanCostSpell Description
Deluge2Target unit, and any attachments, may not move for the remainder of the phase. Alternately, this spell can be used to put out one fire or Firewall.
Flash Flood2Target unit is carried its full movement directly away from the caster. If the unit goes off the board, it may return to play anywhere on that board edge on its next movement phase. The return will cost its entire movement for the phase.
Fog2Fliers may not attack ground units for the remainder of the phase.
Freak Wave6Target unengaged unit in or on water is destroyed. This spell may only be attempted once per turn.
Rapids/Ford2Target stream, river, or marsh is impassable to non-swimmers or the target water feature becomes passable (open ground).
Water Elemental6A Water Elemental unit is placed anywhere within 3" of the caster or any water feature.
WizardCostSpell Description
Apoplexy2Target unit (and any attachments), may not move for the remainder of the phase.
Blast4/XCauses an automatic artillery hit on target unit. Roll on the artillery damage chart. Level 2 wizards may enhance the spell; every additional magic point gives a +1 to the artillery damage roll (see variable spells).
Disorient2Target unit immediately makes a random move (roll 1d12). Using the unit's front edge as 12 o'clock, move the unit its full movement allowance in the clock direction rolled. If the unit goes off the board, it may return to play anywhere on that board edge on its next movement phase. The return will cost its entire movement for the phase. This movement is subject to normal movement restrictions, so the spell does not work on trapped units or on heavy artillery units that have fired, etc. Nor does it affect units in fortifications or crew in battlewagons.
Mirror Image4Target unit immediately fights a round of melee with itself. The player owning the target unit rolls for his unit, his opponent rolls for the image. Damage against the image is ignored, but damage against the unit is implemented immediately and is in addition to any other damage the unit may sustain.
Teleport4This snatches up any friendly non-trapped unit (and any attachments) on the board, and transports it to almost anywhere else on the board. There must be enough room on the board for the teleported unit to physically fit (cannot move other units to accommodate). If the teleported unit lands in contact with an active enemy front edge, it must immediately turn to face. Will not work on units inside built up areas and fortresses, nor will it take units inside built up area and fortresses.