You are on page 1of 26

Fantasy Battles

th

The 9Age
Paths of Magic
Version 0.11.2 Beta

What is Fantasy Battles: The 9th Age?


How to use the document
BATTLE MAGIC: Path of Alchemy
BATTLE MAGIC: Path of Death
BATTLE MAGIC: Path of Fire
BATTLE MAGIC: Path of Heavens
BATTLE MAGIC: Path of Light
BATTLE MAGIC: Path of Nature
BATTLE MAGIC: Path of Shadows
BATTLE MAGIC: Path of Wilderness
The Lost Path

Path of Black Magic


Path of Butchery
Path of Change
Path of Disease
Path of Lust
Path of Necromancy
Path of Ruin
Path of the Forge
Path of the Big Green Gods
Path of the Little Green Gods
Path of the Sand
Path of White Magic

CHANGE LOG

Rules Changes between versions (not from alpha version) are colour coded in green, see change log at end of
document .

WHAT IS FANTASY BATTLES: THE 9TH AGE?


Fantasy Battles: The 9th Age is a boardgame and wargame in which two opposing armies, represented by
adequate models, collide and face each other. Further information about the game can be found here:
http://www.the-ninth-age.com/

HOW TO USE THE DOCUMENT


In this document, all 9th Age magic Paths are described. You will find here both the 8 common Paths known as
'Battle Magic' and the race specific Paths. For more information about The 9th Age and the Magic Phase, please
refer to The 9th Age Rulebook.
Each Path consists of a number of specific spells. The first of these spells is the Path Attribute, marked with an
A; this is a special spell that is automatically cast when another spell of the same Path is successfully cast. For
more information about attribute spells, please refer to the Rulebook section Path Attribute. The other spells
are numbered 0-6. The spell 0 is the signature spell, i.e.wizards can always choose to swap one spell for this one
when randomizing spells, and more than one wizard can know this spell. Some spells have more than one
casting value, the higher casting value(s) is the 'boosted' version of the spell. The Player chooses carefully which
version of the spell to use, knowing that a higher version will be more difficult to cast but will be more powerful.
Sometimes range and/or limits increase with the boosted version, while other times the spells effect will
change. Which parts of the spell (target restrictions, type, effects, etc) change when cast as the boosted version
and which parts stay the same are marked by using colour coding; red text shows the non-boosted version and
blue (bold) text shows the boosted version. In some rare cases a second boosted version is also available, which
is shown with brown text.

BATTLE MAGIC: Path of Alchemy


Name

Casting
value

Type

Duration

Range 12
Augment

Lasts one
Turn

Effect

Commandment of
Iron

Molten Metal

9+
[17+]

Range 24
Hex, Missile,
Damage

Instant

Enchanted Blades

7+
[11+]

Range 18
[Range 36]
Augment

Lasts one
Turn

Creeping
Corrosion

7+
[10+]

Range 24
[Range 48]
Hex

Permanent

Quicksilver Cloak

8+
[11+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Target gains the Distracting and Hard Target special


rules. Furthermore, all close combat attacks against the
target reduce their Armour Piercing by 1.

8+
[11+]

Range 18
[Range 36]
Hex, Missile,
Damage

Instant

Target suffers a hit with the Metalshifting and Multiple


Wounds (D3) special rules. This attack penetrates
ranks in the same way as Bolt Throwers (Artillery
Weapon), but gains a -1 to wound modifier instead of
-1 Strength for each penetrated rank.

Lasts one
Turn

Models in the target unit cannot receive Strength


bonuses from mundane close combat weapons.
Mundane shooting weapons wielded by the target unit
have -1 Strength. Note that this spell only affects a
models equipment and its Strength, not any special
rules.

Instant/
Lasts one
Turn

Owner of the target unit rolls D6 for each model in the


target unit (in an order chosen by the owner of the
unit). Ignore the first rolled 5+. Every model that rolled
5+ suffers a wound with Multiple Wounds (10) and no
saves allowed of any kind.
Enemy units within 12 of the target gain Stupidity.

Silver Spike

Bane of Forged
Steel

Transmutation of
Gold

9+
[12+]

Range 24
[Range 48]
Hex

15+
[18+]

Range 12
[Range 24]
Hex, Direct,
Damage

Target has +1 armour save. This can never cause a


models Armour Save to be better than 3+.
Target suffers
1D6
[2D6]
hits with
Metalshifting.

Target has +1 to hit. All targets attacks (including


Shooting) gains Magical Attacks and Armour Piercing
(1). Any attack which already had Armour Piercing
gains +1 to its Armour Piercing instead.

Target has -1 to its armour save.

BATTLE MAGIC: Path of Death


Name

Casting
value

Type

Duration

Effect

Range 24 Hex

Lasts one
Turn

Target has -1 Leadership. A model may only be affected by this


spell once per magic phase.

Cloud of
Despair

Touch of the
Reaper

Curse of
Mortality

6+
[9+]

Gnawing
Spirits

7+
[9+]

Range 24 Hex,
Missile,
Damage

8+
[11+]

Range 18
Focused, Hex,
Direct,
Damage
Range 24 Hex

Instant

Lasts one
Turn

Target suffers 1 wound with Armour Piercing (6).


[If an unsaved wound is dealt, the caster
Recovers one

wound.]
Target has -1 Strength
[and -1 Toughness]

Instant

Target suffers
2D6
[3D6]
Strength 2 hits with Armour Piercing
(6).

Range 12
[Range 24]
Focused, Hex,
Direct,
Damage

Instant

Both caster and target roll D6 and add their current


Leadership to it. If the casters total is higher, the target suffers
a number of wounds with Armour Piercing (6) equal to the
difference between their respective totals.

Soul Leech

7+
[10+]

Soul Harvest

8+
[12+]

Range 24
Augment

Lasts one
Turn

Targets close combat attacks gains Divine Attackss.


[Successful armour saves taken against the targets close
combat attacks must be rerolled.]

The Abyss
Gazes Back

10+

Range 18
Augment

Lasts one
Turn

Target gains Lethal Strike and Fear.

Storm of
Souls

14+

Vortex
(Range 6,
Template 1)
Ground

Instant

Models touched by the template must pass an Initiative test or


suffer a wound with the Multiple Wounds (10) and Armour
Piercing (6) special rules, and with no Regeneration saves
allowed.

BATTLE MAGIC: Path of Fire


Name

Casting
value

Raging Fire

Type

Duration

Effect

Range 24
Hex, Direct,
Damage

Instant

Target suffers D3 Strength 4 hits with Flaming


Attacks.

Range 24
[Range 36]
{Range 48}
Hex, Missile,
Damage

Instant

Target suffers
1D6
[2D6]
{3D6}
Strength 4 hits with
Flaming Attacks.

Fireball

4+
[9+]
{14+}

Cascading Fire

7+
[10+]

Range 18
[Range 36]
Hex

Remains in
play

At the end of each magic phase, the target suffers D6


Strength 4 hits with Flaming Attacks.

Flaming Swords

7+
[13+]

Range 24
[Range 12
aura]
Augment

Lasts one
Turn

Targets close combat and shooting attacks have +1


to wound, and gain the Magical Attacks and Flaming
Attacks special rules.

Flame Jet

9+
[12+]

Range 18
[Range 36]
Ground, Direct,
Line Template

Instant

Each model under the template suffers 1 Strength 4


hit with Flaming Attacks. Enemy units touched by
the template must take a panic test.

Burning Bolts

9+
[15+]

Range 24
Hex, Missile,
Damage

Instant

Target suffers
1
[1D3]
Strength 4 hits with Flaming
Attacks for each rank or each file (caster's choice) in
the target unit.

Burning Ramparts

10+
[13+]

Range 24
[Range 48]
Hex

Remains in
play

Target suffers D6 Strength 4 hits with Flaming


Attacks. At the end of the each phase, if the unit has
performed any of the following actions in that
phase: Charge Move, Advance Move, March Move,
Pivot, Reform, Combat Reform, Flee Move, Pursuit
Move or Overrun, each model in that unit suffers 1
Strength 4 hits with Flaming Attacks (no more than
once per phase).

Smouldering
Ember

11+
[14]+

Range 24
[Range 48]
Augment

Lasts one
Turn

Target has +1 Toughness, and gains Ward Save (5+)


and the Fireborn special rules.

BATTLE MAGIC: Path of Heavens


Name

Second Seal

Blizzard

Wind Blast

Casting
value

Type

Duration

Special

Lasts one
Turn

Casting
player is allowed to reroll a single D6 dice roll;

either a to hit roll, a to wound roll, or an armour save


roll.

Range 12
[Range 24]
Hex

Lasts one
Turn

Target has -1 to hit and -1 Leadership. Shooting attacks


that do not roll to hit using Ballistic Skill must roll a D6
before shooting; on 4+ the shot(s) is lost.

8+

Range 18 Hex

Lasts one
Turn

Target unit cannot march or use flying movement. When


rolling charge, flee, overrun and pursue range distances,
the target rolls one more dice than normal and removes
the highest rolled dice.

Range 24
[Range 48]
Hex, Missile,
Damage

Instant

Target suffers D6 Strength 6 hits with Lightning Attacks.

Target may reroll failed to hit, to wound or armour save


rolls. Declare which when casting the spell.

8+
[10+]

Thunderbolt

8+
[11+]

The Stars Align

10+
[13+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Curse of the
Westerlies

10+
[13+]

Range 12
[Range 24]
Hex

Lasts one
Turn

Lightning
Storm

Call of the
Comet

13+

13+
[16+]

Range 24 Hex,
Direct, Damage

Ground

Effect

Target must reroll successful to hit, to wound or armour


save rolls. Declare which when casting the spell.

Instant

Roll D6: on 3+ choose an additional target within 6 of


the target. Continue rolling until you roll a 1 or a 2,
choosing new targets within 6 from the previous one
on 3+. No unit can be targeted twice. Each target suffers
D6 Strength 6 hits with Lightning Attacks.

Permanent

Put a counter anywhere on the table.


At the end of each subsequent magic phase roll a dice; if
1-3 is rolled add another counter to the same spot. If 4-6
is rolled the comet arrives.
[The caster can choose when the comet arrives by
secretly writing down in which player turn the
comet will arrive (cannot be the same player turn as
the spell was cast in). At the end of the magic phase
in the given player turn the
comet
arrives. Put an
additional counter on the spot at the end of each
magic phase in which the comet does not arrive.]
Once the comet arrives, all units within (2D6+X) suffer
2D6 Strength (4+X) hits. Where X is equal to the number
of counters. Then remove all counters, as the spell has
ended.

BATTLE MAGIC: Path of Light


Name

Casting
value

Type

Duration

Effect

Range 12"
Augment

Lasts one Turn

Target gains Divine Attackss and +1 Leadership. No model


can be affected by this spell more than once per magic
phase.

Guardian
Light

Burning
Brightness

5+
[14+]

Range 24
[Range 48]
Hex, Missile,
Damage

Shield of
Protection

6+
[10+]

Range 24
[Range 12
Aura]
,
Augment

Lasts one Turn

Target gains the Distracting and Hard Target special rules.


Shooting attacks targeting the unit that do not roll to hit
using Ballistic Skill must roll D6 before shooting; on 4+ the
shot(s) is lost.

Flash of
Resolve

7+

Range 24
Augment

Instant/
Lasts one Turn

If the target is not engaged in combat and is not fleeing, it


may instantly perform a Reform. If the target is engaged in
combat it may perform a Combat Reform.
Target receives a +2 bonus to its sides Combat Score.

Blinding
Speed

8+
[12+]

Range 24
[Range 12
Aura]
Augment

Lasts one Turn

Target has Weapon Skill 10 and Initiative 10.

Instant

Target suffers D6 Strength


4
[6]
hits with Flaming Attacks.
Against units with the Undead or Otherworldly rules, the
target suffers 2D6 hits with the same rules instead.

Net of Light

9+
[12+]

Range 24
[Range 48]
Hex

Lasts one Turn

At the start of each phase, roll D6, on 5+ the target cannot


perform the following actions:
Movement phase
: Declare Charges, March, Reform
Magic phase
: Cast Spells
Shooting phase
: Shoot
Combat phase
: Pursue, Overrun. If a unit breaks from
combat the fleeing distance is always 2

Time Warp

10+
[15+]

Range 12
Augment,
[Aura]

Lasts one Turn

Target has +1 Attack, gains Lightning Reflexes, and


doubles its Movement (to a maximum of 10).

Divine
Banishment

10+
[13+]

Range 24
Hex, Missile,
Damage

Instant

Target suffers 2D6 Strength 4 hits with Divine Attackss.


For each other wizard with spells from Path of Light
within 12 of the caster, add +1
to wound
[Strength]
.
Against units with the Undead or Otherworldly special
rules, the target suffers 3D6 hits with the same rules
instead.

BATTLE MAGIC: Path of Nature


Name

Breath of Life

Healing
Waters

Master of
Earth

The Oaken
Throne

Spirits of the
Wood

Stone Skin

Summer
Growth

Dwellers in
the Earth

Casting
value

Type

Duration

Range 12
Focused,
Augment

Instant

4+
[8+]

Casters unit
[Range 12]
Augment

Lasts one
Turn

6+
[11+]

Range 18 Hex,
Direct, Damage

Instant

Effect

Target Recovers 1 wound. No single model can Recover


more than 1 wound per phase from this spell.
Target gains Regeneration (5+)
{Regeneration (4+) with

The Oaken Throne}.


Range for this spell can be measured from the caster, or
from any Impassable Terrain or Hill on the table. Target
suffers
D6
[2D6]
Strength 4
hits

{Strength 5 with The

Oaken Throne}
.
If the caster miscasts a spell other than The Oaken Throne,
it counts as having rolled one power dice less than it
actually did (to a minimum of 2). If the caster has The Oaken
Throne is in play when certain spells are cast by the caster,
the
augmented
version is used, which is marked with
{ }
.

7+

Caster

Remains in
Play

9+
[13+]

Range 12
Augment
,
[Hex]

Lasts one
Turn

Range for this spell can be measured from the caster or


from any Forest on the table. All models in the target unit
are considered to be within a Forest.

11+

Range 24
Augment

Lasts one
Turn

Target has +2
Toughness

{+4 with The Oaken Throne}

12+
[17+]

Range 24
[Range 48]
Augment

Remains in
Play

15+
[18+]

Range 12
[Range 24]
Hex, Direct,
Damage

Instant

Raise D3+1
wounds

{D6+1 with The Oaken Throne}

in the
target unit at the end of the casters magic phase. Units of
Height Medium or Large halve the number of Raised
wounds (rounding fractions up).
Each model in target unit must pass a Strength test (in an
order chosen by the owner of the unit). Ignore the first
failed test. Each model that fails its test suffers a wound
with no saves of any kind allowed with Multiple Wounds
(10).

BATTLE MAGIC: Path of Shadows


Name

Casting
value

Type

Duration

Range 12
Focused,
Augment,
Character only

Instant

Shadow Miasma

4+
[9+]

Range 48 Hex

Lasts one
Turn

The target has -D3 to


either
Movement, Weapon
Skill, Ballistic Skill
or
Initiative (to a minimum of 1)
(declare which when choosing target).
[Boosted
version affects all 4 characteristics.]

Orb of Blackness

5+
[8+]

Range 24
[Range 48]
Ground

Lasts one
Turn

Place a 3 template at the chosen target point (at


least 1 from units). This template is considered to
be a piece of Obscuring Terrain, Hard Terrain, and
Dangerous Terrain (for all models).

Turn to Smoke

7+
[13+]

Range 18
[Range 36]
Hex

Remains in
Play

Chariot of Mist

11+
[14+]

Range 12
[Range 24]
Augment

Instant

Glimpse of the End

9+
[15+]

Range 18
[Range 36]
Hex

Remains in
Play

Shadow Step

Devouring
Darkness

12+

Range 24 Hex,
Direct, Damage

Instant

Mind Razor

15+
[18+]

Range 18
[Range 36]
Augment

Lasts one
Turn

Effect

Target may perform a 10 Flying Magical Move.

Target has
-1
[-D3]
Strength (to a minimum of 1).
Target may perform a 8 Flying Magical Move. At the
end of the move the target is allowed a Free Reform.
Target has
-1
[-D3]
Toughness (to a minimum of 1).
Place a 3 template with the centre over the target
unit and within Range. Scatter the template D6. All
models under the template must pass an Initiative
test or suffer 1 wound with Multiple Wounds (D3+2)
and Armour Piercing (6) with no Regeneration saves
allowed.
Targets non-special close combat attacks wound
automatically (no to wound rolls are needed) with
Armour Piercing (1).

BATTLE MAGIC: Path of Wilderness


Casting
value

Name

The Wild Hunt

The Beast
Within

Type

Duration

Effect

Range 12
Augment

Instant

This spell can only affect unit consisting solely of one


of the following:
1. Cavalry, War Beast, Monstrous Cavalry, Monstrous
Beast, Chariot, Monster and/or Ridden Monster.
2. Any unit in the Beast Herds Army Book.
3. Casters own unit.
Target makes a D3+2" Magical Move.

9+
[12+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Range 24
[Range 48]
Hex, Missile,
Damage

Instant

Target has +1 Strength and +1 Toughness.

Swarm of Insects

5+
[8+]

Inner Rage

4+
[8+]

Casters Unit
[Range 12]
Universal

Lasts one
Turn

Redwood Shaft

8+
[14+]

Range 24
Hex, Missile,
Damage

Instant

Raging Storm

10+

Range 24
Hex

Lasts one
Turn

Target cannot use shooting attacks nor use flying


movement

Curse of the
Wild Wood

9+
[12+]

Range 36
[Range 72]
Hex

Lasts one
Turn

Target has -1 to hit, and treats all terrain (including


open ground) as Dangerous Terrain, failing dangerous
terrain tests on 1 and 2.

11+
[14+]

Caster
[Range 12]
Universal,
Focused,
Character
only

Lasts one
Turn

Target cannot use weapons, and receives one of the


Characteristic changes and special rules from the list
of aspects below (choose one when spell is cast).
If
target is a multi-part model, only one part receives
the Characteristic changes and Special rules
(nominate which when casting the spell)

Monstrous
Transformation

10

Target suffers 5D6 Strength 1 hits.

Target gains Frenzy.


Target suffers 1 Strength
6
[10]
hit with Multiple
Wounds (
D3
[Ordnance]
) and Armour Piercing (6).
Penetrates ranks like a Bolt Thrower.

WS

Special Rules

Aspect of Hydra

Regeneration (4+)

Aspect of Manticore

Lethal Strike, Multiple Wounds (D3)

Aspect of Dragon

Breath Weapon (Strength 4, Flaming Attacks)

The Lost Path


(Attributes and Signature Spells from all path of Battle Magic)

Name

Alchemy

Commandment of
Iron

Molten Metal

Death

Cloud of Despair

Touch of the Reaper

Fire

Raging Fire

Fireball

Heavens

Second Seal

Blizzard

11

Casting
value

Type

Duration

Effect

Range 12
Augment

Lasts one
Turn

Target has +1 armour save. This can never


cause a models Armour Save to be better
than 3+

9+
[17+]

Range 24
Hex, Missile,
Damage

Instant

Range 24 Hex

Lasts one
Turn

8+
[11+]

Range 18
Focused, Hex,
Direct, Damage

Instant

Target suffers 1 wound with Armour


Piercing (6).
[If an unsaved wound is
dealt, the caster
Recovers one wound.]

Range 24
Hex, Direct,
Damage

Instant

Target suffers D3 Strength 4 hits with


Flaming Attacks.

4+
[9+]
{14+}

Range 24
[Range 36]
{Range 48}
Hex, Missile,
Damage

Instant

Special

Lasts one
Turn

Casting player is allowed to reroll a single


D6 dice roll; either a to hit roll, a to wound
roll, or an armour save roll.

8+
[10+]

Range 12
[Range 24]
Hex

Lasts one
Turn

Target has -1 to hit and -1 Leadership.


Shooting attacks that do not roll to hit using
Ballistic Skill must roll a D6 before
shooting; on 4+ the shot(s) is lost.

Target suffers
1D6
[2D6]
hits with
Metalshifting.

Target has -1 Leadership. A model may only


be affected by this spell once per magic
phase.

Target suffers
1D6
[2D6]
{3D6}
Strength 4
hits with Flaming Attacks.

Name

Light

Guardian Light

Burning Brightness

Nature

Breath of Life

Healing Waters

Shadows

Shadow Step

Shadow Miasma

Wilderness

The Wild Hunt

The Beast Within

12

Casting
value

Type

Duration

Effect

Range 12"
Augment

Lasts one
Turn

Target gains Divine Attackss and +1


Leadership. No model can be affected by
this spell more than once per magic phase.

5+
[14+]

Range 24
[Range 48]
Hex, Missile,
Damage

Instant

Target suffers D6 Strength


4
[6]
hits with
Flaming Attacks. Against units with the
Undead or Otherworldly rules, the target
suffers 2D6 hits with the same rules
instead.

Range 12
Focused,
Augment

Instant

Target Recovers 1 wound. No single model


can Recover more than 1 wound per phase
from this spell.

4+
[8+]

Casters unit
[Range 12]
Augment

Lasts one
Turn

Range 12
Focused,
Augment,
Character only

Instant

4+
[9+]

Range 48 Hex

Target gains Regeneration (5+)


.

Target may perform a 10 Flying Magical


Move

Lasts one
Turn

The target has -D3 to


either
Movement,
Weapon Skill, Ballistic Skill
or
Initiative (to
a minimum of 1) (declare which when
choosing target).
[Boosted version affects
all 4 characteristics.]
This spell can only affect unit consisting
solely of one of the following:
1. Cavalry, War Beast, Monstrous Cavalry,
Monstrous Beast, Chariot, Monster and/or
Ridden Monster.
2. Any unit in the Beast Herds Army Book.
3. Casters own unit. Target makes a D3+2"
Magical Move.

Range 12
Augment

Instant

9+
[12+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Target has +1 Strength and +1 Toughness.

Path of Black Magic


Name

Soul Thirst

Moraecs Fury

Freezing Gale

Casting
value

7+
[8+]

4+
[9+]

Type

Duration

Effect
Target suffers a Strength 5 hit with Armour
Piercing (6).

Range 18
Hex, Direct,
Damage

Instant

Casters Unit
[Range 18]
Augment

Lasts one
Turn

If this hit results in an unsaved wound, the caster


may heal one wound lost prior in the game.
Target has +1 Strength
[and +1 to its Armour
Piercing].

Instant,
[Instant or
Lasts one
Turn]

Target instantly suffers D6 Strength 4 hits


[Target then either,
Instantly suffers an additional D6 Strength 4
hits
-orHas -D3 to its Ballistic Skill (to a minimum of 1)
Choose which when casting the spell]

Range 12
[Instant/]
[Range 24
Lasts one
Direct, Damage]
,
Turn
Hex,

[Each
model
in the target
unit
takes a Weapon
Skill test. If the test is failed it suffers a Strength
3 hit with
Armour Piercing
(1). Afterwards the]
target suffers -D3 Weapon Skill
(to a minimum of

1) .

Range 24
[Range 36]
Hex, Direct,
Damage

Bladestorm

5+
[11+]

Crippling Agony

8+
[14+]

Range 18
[Range 36]
Hex

Lasts one
Turn

Target suffers
-1
[-2]
Strength and Initiative (to a
minimum of 1) .

Mark of Fear

8+
[13+]

Range 18
[Range 36]
Hex

Remains in
Play

Target cannot use Inspiring Presence or Hold


Your Ground rule.

Bolt of Darkness

10+
[14+]

Range 18
Hex, Missile,
Damage

Instant

Target suffers 2D6


[3D6]

Strength 5 hits .

14+

Vortex
(Range 6,
Template 1)
Ground

Instant

Models touched by the template must pass a


Strength test or suffer a wound with Multiple
Wounds (Ordnance) and Armour Piercing (6).

Black Terror

13

Path of Butchery
Name

Casting
value

Type

Duration

Effect

Caster

Lasts one
Turn

Target has +1 Toughness, is immune to poison,


and receives a +1 casting and +1 dispelling
modifier to any casting or dispelling attempts the
caster is involved in. No model can be affected by
this spell more than once.

7+
[11+]

Range 18
[Range 12
Aura]
Augment

Lasts one
Turn

Target has +1 Toughness.

6+
[9+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Target gains the Stubborn special rule.

Entrail Gorger

6+
[10+]

Range 18
[Range 12
Aura]
Augment

Lasts one
Turn

Target has +1 Strength.

Bone Crusher

7+
[12+]

Range 24
[Range 36]
Hex, Missile,
Damage

Instant

Brain Slurper

7+
[10+]

Range 36
[Range 72]
Hex

Instant
/
Lasts one
Turn

Target must
instantly take a panic test. All units

gain Hatred against the target.

Trolls Heart

11+
[14+]

Range 12
Range 24
Augment

Lasts one
Turn

Target gains Regeneration (4+).

14+

Range 18
Hex, Direct,
Damage

Instant/
Lasts of
Turn

Target instantly suffers D6 Strength 5 hits with


Armour Piercing (6). If one or more wounds were
dealt, the target cannot march, and rolls one dice
less for Charge Range, Flee, Pursuit, and Overrun
distances.

Blood of Kholagh

Teeth Cracker

Marrow Drinker

Giants Gullet

14

Target suffers 2D6 Strength


2
[3]
hits with Armour
Piercing (6).

Path of Change
Name

Casting
value

Winds of Change

Universal

Blue Fire

4+
[8+]
{12+}

Reign of
Confusion

6+

Pink Fire

Wave of
Transformation

Secrets Stolen

Range 24
[Range 48]
{Range 48}

Hex, Missile,
Damage

Duration

Effect

Permanent

The army gets a Winds of Change counter. When casting


non-bound spells from Path of Change, any dice that
results in a natural 1 may be rerolled at the expense of a
counter. Remove a counter and reroll the dice.

Instant

Target suffers
D6
{D6+1}
hits with Strength
D6
{D6+1}
and the
Hellfire special rule.

Range 24
Hex

Lasts one
Turn

Target cannot use Inspiring Presence or Hold Your


Ground rules.

6+
[11+]

Caster
[Range 24
Focused,
Augment]

Lasts one
Turn

Target gains Breath Weapon (Strength D3+2, Hellfire).

7+

Range 24
Hex, Missile,
Damage

7+

Range 18
Hex, Direct,
Damage,
Focused

Inevitable
Betrayal

9+

Eternal Gateway

15+

15

Type

Range 24

Range 24
Hex, Direct,
Damage

Instant

Target suffers a Strength D6+4 hit with the Multiple


Wounds (D3) and Hellfire Special rules, which penetrates
ranks as a Bolt Thrower (Artillery Weapon) with Armour
Piercing (6).

Instant

Target and caster both roll D6 and add their


Wizard
Levels
. If the target gets a higher total, nothing happens.
Otherwise, the target suffers one Strength 3 hit with
Armour Piercing (6) and loses 1 wizard level (if it has
any).

Lasts One
Turn

When the target makes a Shooting or Close Combat


Attack, any of its to hit rolls of '1' are discarded. For each
hit that is discarded in this way the target immediately
suffers a hit with the same Strength and rules as the
discarded hits. A discarded Shooting Attack counts as a
Shooting Attack, and a discarded Close Combat Attacks
counts as a Close Combat Attacks (and will therefore add
to the target's opponent's side combat score). Units
consisting of a single model cannot be affected by this
spell.

Instant

Target takes 2D6 Strength 2D6 hits with the Hellfire


Special Rule. If 11 or 12 is rolled for Strength, treat it as
Strength 10 and the hits wound automatically.

Path of Disease
Name

Casting
value

Type

Duration

Effect

Range 12
Augment,
Focused

Lasts one
Turn

Target has +1 Toughness. A model may only be


affected by this spell once per magic phase.

Necrotic Blessing

Pestilent Miasma

4+
[9+]

Range 18
Augment

Lasts one
Turn

Enemy units in base contact with the target have


-1
[-D3]
Weapon Skill and Initiative (to a minimum
of 1).

Breath of
Corruption

6
+
[9+]

Caster
[Range 24
Focused,
Augment]

Lasts one
Turn

Target gains Breath Weapon with the Toxic special


rule.

Putrefying Touch

6+
[9+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Target gains the Poisoned Attacks special rule.


Attacks that were already Poisoned Attacks will
wound automatically on a natural to hit roll of one
less (i.e. 6+ becomes 5+ and 5+ becomes 4+).

9+
[12+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Targets gains Regeneration (5+). Affected models


with an already existing Regeneration also have
this increased by 1 to a maximum of Regeneration
(3+).

2
3

Mass of Flesh

Cleansing
Infestation

Leprotic Curse

Foetid Wind

16

10+

Range 18"
Hex, Missile,
Damage

Instant

Target suffers D6 Strength 5 hits. Afterwards, the


target takes a Toughness test. If this is passed,
nothing happens, if this is failed the target suffers
another D6 Strength 5 hits. Repeat these
Toughness tests until the test is passed or the unit
is destroyed.

11+
[14+]

Range 18
[Range 36]
Universal

Lasts one
Turn

Targets Toughness is increased or decreased


(declare which when choosing target) by D3 (to a
minimum of 1).

14+

Vortex
(Range 6,
Template 3)
Ground

Instant

Models touched by the template suffer a hit with


the Toxic Attacks and Multiple Wounds (D3)
special rules.

Path of Lust
Name

Wicked Lash

Mesmeric Allure

Irresistible Waltz

Frenzied hysteria

Lurid Delusions

Type

Duration

Effect

Range 12
Augment,
Focused

Lasts one
Turn

Target either gains +1 Attack and +3 Initiative or


increases its Armour Piercing by 1.
Choose which when casting the spell. Every model can
only be effected once by each effect.

6+

Range 24
Ground,
Direct, Line
template

Instant

5+
[10+]

Range 24
[Range 36]
Hex

Lasts one
Turn

7+
[11]+

Range 12
[Range 24]
Focused, Hex,
Direct,
Damage

Instant

Target must take a Leadership test using an additional


D6 (normally 3D6). If the test is passed, nothing
happens. If the test is failed, the target suffers a
wound with Armour Piercing (6) and must take
another Leadership test using the same rules. Keep
testing until the target successfully passes a
Leadership test or is destroyed.

8+

Range 24
Universal

Remains in
Play

Target gains Frenzy. If target already has Frenzy, then


it gains +1 Attack until it loses Frenzy. At the end of
each of the casters magic phases, the target suffers
D6 Strength 3 hits.

8+
[12+]

Range 24
[Range 12
Aura]
, Hex

Lasts one
Turn

9+

Range 24
Hex, Missile,
Damage

Instant

Range 12
Hex

Instant/
Lasts one
Turn

Masochism

Casting
value

Mind Reaping

Deafening
Cacophony

17

13+

Each model under the template suffers a Strength 4


hit with Armour Piercing (3).

Target strikes at Initiative 0


[and gains Random
Movement (D6)
.]

Whenever the target takes a Leadership test, it rolls


an additional dice and discards the lowest.
Target takes D6 Strength 4 hits with Armour Piercing
(1)
. After hits are resolved, the target must pass a
Leadership test with no rerolls allowed or suffer an
additional D6 hits. Keep testing until the target
successfully passes a Leadership test or is destroyed.
Target instantly suffers 2D6 hits that wound on 4+
with Armour Piercing (6).
If 1 or more wounds are made with these hits, the
target strikes at Initiative 0 and gains Random
Movement (D6).

Path of Necromancy
Name

Casting
value

Cheating Death

Type

Duration

Effect

Range 12
Augment,
Focused

Instant

Target unit or a single Character inside the target


unit can Raise a single wound. No unit can ever be
targeted more than twice during a single phase.

Instant

Target units Raises wounds depending on the value


given by its Invocation profile. A unit that doesnt
have the Invocation special rule cannot be targeted
by this spell.

Invocation of the
Undead

4+
[5+]
{11+}

Range 18
[Range 6
Aura]
{Range 12
Aura}
Augment

Mockery of Life

6+
[10+]

Range 12
[Aura]
Augment

Lasts one
Turn

Target may reroll failed to wound rolls and gains the


Fear special rule.

Danse Macabre

8+
[12+]

Range 12
[Aura]
Augment

Instant/
Lasts one
Turn

Target may perform an 8" Magical Move


and
[or]

rerolls failed rolls to hit in close combat


[choose which for each target before casting the
Spell]
.

Gaze of Setesh

8+
[11+]

Range 24
[Range 48]
Hex, Missile,
Damage

Instant

Target suffers 2D6 Strength 4 hits.

Instant

Summon a unit from the ones with the Awaken (X)


Special Rule of the caster (choose before casting)
with as many wounds as given by the Invocation
profile of the unit. The unit must be placed with at
least one model on the target point and all models
within the range.

2
3

The Dead Arise

7+
[9+]

Range 12
[Range 24]
Ground

Steal Youth

10+
[13+]

Range 18
Hex

Remains
in Play

At the end of each magic phase, target unit must


take a Toughness test. If passed, the unit has -1
Toughness (until dispelled, cumulative) to a
minimum of 1. If failed, each model in the unit
suffers a Strength
1
[2]
hit with Armour Piercing (6).

Curse of the Dead

10+
[13+]

Range 18
Augment
[Hex]

Lasts one
Turn

Target unit gains the


Stubborn
[Unstable and

Unbreakable]
Special Rule.

18

Path of Ruin
Name

Endless masses

Black Lightning
{Warp Tech
Machinist only}

Defile the
Ground

Casting
value

5+
[8+]

Type

Duration

Range 24
Augment

Lasts one
Turn

Target unit can claim combat resolution from up to 4


ranks, and
gains the Fight In Extra Rank special rule.
always gains minimum +3 Leadership from Vermin
Swarm, even if it usually cannot claim ranks.

Range 24
[Range 48]
Hex, Missile,
Damage

Instant

Target suffers D6
Strength 5 hits with Lightning

Attacks. For each 1 rolled for hits, the caster suffers a


Strength 5 hit instead of the target.

Special

Lasts until the beginning of the casters next turn.


Place the a 5 template with its center on the selected
target point, so that the template is at least 1" away
from any unit. If a unit touches the template while
moving, every model in that unit must pass a
Dangerous Terrain test that fails on 1 and 2. This does
not affect units using flying movement.

4+
[8+]

Range 18
[Range 24]
Ground

Range 12
[Range 24]
Augment

Permanent

Effect

Target unit gains Frenzy and +1 Attack. At the end of


each of your combat phases, the unit suffers D6
Strength 4 hits with Armour Piercing (6). Effects last
until the unit loses Frenzy.

The Hunger

8+
[11+]

Storms Call

9+

Special

Lasts one
Turn

9+
[12+]

Range 18
Direct,
Ground, Line
Template

Instant

Any model touched suffers a Strength 6 hit with


Armour Piercing (6)
[and Multiple Wounds (D3)].

9+
[15+]

Range 12
Augment

Lasts one
Turn

Target unit makes supporting attacks with all ranks


[and rerolls to hit].

12+
[14+]

Range 18
Direct,
Damage

Crack the Earth

Feed the Swarm

The Bell Tolls

19

Instant

No flying movement can be used. All enemy units on


the battlefield suffer a -1 Ballistic Skill modifier.

All models in the affected unit take a hit with the Toxic
[and Flaming Attacks]
special rule.

This spell can also be casted into close combat. If so, all
models involved in the combat take 1 hit with Toxic.

Path of the Forge


Name

Casting
value

Type

Duration

Range 18
Hex

Lasts one
Turn

9+

Range 12
Augment

Remains in
Play

5+
[11+]

Range 12
Hex, Missile,
Damage

Instant

Effect

Flames of Anger

Shield of Dark Fire

Burning Rage

Subjugation

7+

Range 24 Hex

Permanent

Target has -1 Leadership.

Breath of Hatred

7+

Range 12,
Augment

Remains in
Play

Target gains the Hatred special rule while the spell


is in effect.

Curse of Darkness

9+

Range 18
Focused, Hex,
Direct, Damage

Instant

Target suffers a number of hits equal to 2D6 minus


the targets Toughness. These hits wound on 4+
with Armour Piercing (6).

Lasts one
Turn

Target has -1 to hit in close combat and -2 to hit


with shooting. Target cannot march in the
remaining moves sub-phase. If the target wants to
charge it must halve its charge distance roll
(rounding up). All spells the target knows have
their range decreased to a maximum of 12.

Instant

Place a 3 template with its centre over the target


unit and within range. Scatter the template D6. All
models under the template suffer a Strength
5
[7]
hit with Multiple Wounds (Ordnance) and Flaming
Attacks.

Choking Ash

Flames of the Forge

20

11+
[14+]

Range 24
[Range 48]
Hex

14+
[17+]

Range 36 Hex,
Missile,
Damage

Target gains the Flammable special rule.


Target gains Magical Attacks and Flaming Attacks,
and all to wound rolls against the target suffer -1
to wound.
Target suffers
1D6
[2D6]
Strength 6 hits with
Flaming Attacks.

Path of the Big Green Gods


Name

Casting
value

Type

Duration

Range 24
Augment

Lasts one
Turn

10+

Range 12
Augment

Lasts one
Turn

Headbutt

6+
[13+]

Range 24
[Range 18
Aura]
, Hex,
Direct,
Damage,
Focused

Instant

Bashing Fists

6+
[11+]

Caster
[Range 12
Focused,
Augment]

Remains in
Play

Oi, No Dying!

8+
[11+]

Range 12
Range 24
Augment

Lasts one
Turn

Target gains Ward Save (5+).

Target may pivot (ignoring any obstructions) and


then perform a
3D6
/
5D6
Flying
Magical Move
(roll range before pivoting). At the end of the move
it may pivot again (ignoring any obstructions). The
final position of the
unit
cannot be within 1 of
other units or impassable
terrain
.

Get Them

Here We Go

5
6

Effect
Target may reroll 1's to wound in combat. Only
units entirely consisting of Orcs and/or Goblins
can be affected by this spell.
Target may reroll failed to hit rolls in close combat.

Can only affect Wizards. Target(s) suffer a


Strength 5 hit with Armour Piercing (6).

Target has +3 Strength, +3 Attacks and Magical


Attacks.
If target is a multi-part model, only one
part receives the Characteristic changes (nominate
which when casting the spell).

Great Green Hand

11+
[14+]

Range 24
Augment

Lasts one
Turn

Zap!

10+
[13+]

Range 18
Range 24
Hex, Direct,
Damage

Instant

Target suffers 2D6 Strength 5 hits.

The Big Stomp

13+
[16+]

Range 36
Hex, Direct,
Damage

Instant

Place a 3 template with its centre over the target


unit and within Range. Scatter the template D6.
All models under the template suffer 1 Strength
6
[8]
hit with Multiple Wounds (D3).

21

Path of the Little Green Gods


Name

Casting
value

Type

Duration

Range 36
Hex, Focused

Lasts one
Turn

Effect
If the target is a Wizard, roll a D6; on 5+ the target
wizard suffers -1 to cast and dispel.

Dirty Thieving

Evil Eye

4+
[9+]

Range 24
Hex, Missile,
Damage

Instant

Sneaky Slicing

5+
[8+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Target has the Armour Piercing (1) special rule. If


the target attacks a unit in its flank or rear, it may
reroll failed to hit and to wound rolls.

Blessing of the
Mother Spider

6+
[9+]

Range 12
[Range 24]
Augment

Lasts one
Turn

Target has the Poisoned Attacks special rule. Attacks


that already have Poisoned Attacks will wound
automatically on a natural to hit roll of 5 as well as
6.

Itching and
Scratching

6+

Range 24
Hex

Lasts one
Turn

Target has -D3 Movement and Initiative (to a


minimum of 1).

Fix It Up

9+

Range 24
Hex

Lasts one
Turn

Target must reroll to hit, to wound and armour save


rolls of 6.

10+
[13+]

Casters unit
[Range 6
Aura]
Augment

Lasts one
Turn

Target gains Distracting and Hard Target. All models


in units successfully charging the target must take a
Dangerous Terrain Test.

13+

Vortex
(Range 4,
Template 5)
Ground

Instant/
Lasts one
Turn

Each model touched by the template suffers a


Strength 3 hit with Armour Piercing (6). Any units
touched by the template have -1 Weapon Skill.

Shh, Stay Quiet!

Curse of the Green


Moon

22

Target suffers
2D6
[3D6]
Strength 3 hits.

Path of the Sand


Name

Casting
value

Type

Duration

Effect

Instant

This spell always targets the same target(s) that the


spell triggering the attribute is targeting.
For friendly Undead units
;
Raise the number of
wounds as stated in the units profile under Risen.
If the target is a Combined Unit declare whether
the unit or the character will have its wounds raised.
For enemy units;
Target suffers D3+1 Strength 1 hits
with Armour Piercing (6).
For friendly Undead units
; Target may perform a X
Magical Move, where X is equal to the unit's Movement
allowance.
For enemy units
; Target suffers 2D3+2 Strength 1 hits
with Armour Piercing (6).

No Rest in Death

Universal

The Desert Wind

7+
[11+]

Range 24
[Range 12
Aura]
Universal

Instant

Cursed Blades

6+
[10+]

Range 24
[Range 12
Aura]
Augment

Lasts one
Turn

Target gains Lethal Strike. Attacks that already had


Lethal Strike may reroll failed to wound rolls in close
combat.

Protection of
Phatep

8+
[17+]

Range 12
[Range 12
Aura]
Augment

Lasts one
Turn

Target gains Ward Save (5+).

Righteous
Smiting

9+
[14+]

Range 24
[Range 12
Aura]
Augment

Lasts one
Turn

Target has +1 Attack. All Aspen Bows, Great Aspen


Bows, and Massive Aspen Bows in the target unit gain
Multiple Shots (2).

Shifting Sands

9+
[12+]

Range 24
[Range 48]
Hex

Lasts one
Turn

Target has -D3 Movement (to a minimum of 1) and


treats all terrain (including open ground) as Dangerous
Terrain, failing tests on 1 and 2.

Deadly
Desiccation

7+
[9+]

Range 24
Hex

Lasts one
Turn

Target has -1 Toughness


[and -1 Strength]
.

10+
[15+]
{17+}

Range 18
[Range 9
Aura]
{Range 15
Aura}
Augment

Lasts one
Turn
[Remains in
Play]
{Remains in
Play}

Ancient Glory

23

Target has +1 to its Weapon Skill, Strength, and


Initiative.

Path of White Magic


Name

Casting
value

Type

Duration

Effect

Range 12
Augment

Last one
Turn

Place a Shield Counter on the target. Ignore the next


Unsaved Wound the target would suffer (after
calculating any Multiple Wounds) and remove the
Shield Counter instead. A unit may only ever have a
single Shield Counter at any time. At the start of each
friendly magic phase, remove all Shield Counter from
the game.

9+
[14+]

Range 24
Hex, Missile,
Damage

Instant

Target suffers
2D6
[3D6]
Strength 4 hits
[with Divine
Attackss]
.

Shield of the
Ancients

Luminous Bolts

The Phoenix Rises

4+
[8+]

Range 18
Focused,
Augment

Instant
[Lasts one
turn]

Guiding Hand

4+
[9+]

Range 18
Augment

Lasts one
Turn

The Hidden Path

7+
[15+]

Range 24
Augment

Special

Blessing of Amhar

9+
[12+]

Range 12
[Range 24]
Augment

Lasts one
Turn

13+

Range 24
Hex, Direct,
Focused,
Damage

Instant

14+
[18+]

Range 24
Hex, Direct,
Damage

Remains in
Play

Arcane Dissolution

Cataclysm

24

Target instantly Recovers 1 Wound.


[If boosted,
target and its unit also receives +1 Strength.]
The target has +D3 to
either
Movement, Weapon Skill,
Ballistic Skill
or
Initiative (declare which when
choosing the target).
[Boosted version affects all 4
characteristics.]
Target gains Ethereal until the end of the phase. The
target may perform a
8
[16]
Magical Move.
Target gains Ward Save (5+). Affected models with an
already existing Ward Save have it increased by 1 to a
maximum of Ward Save (3+).
Target suffers 1 hit with Metalshifting. Then a
randomised magic item carried by the target is
destroyed (ignore used One Use Only items).
At the end of each magic phase, each model in the
target unit suffers 1 Strength
3
[4]
hit with Flaming
Attacks.

CHANGE LOG
v0.6.1
path of change, firestorm, typo
v0.6.2
Burning bolts, range
Throne of Vines - master of earth
Mass of Flesh, clarified wording
Infection, cleared up how it works if both players uses the lore
Acquiescence, Cacophonic Choir: strikes at Initiative 0
Path of Disease, order of spells
Path of Ruin, order of spells
v0.6.3
big maw
Doom and darkness
Guardian light
shadow Miasma
hand of glory
v0.7.0
Lifebloom
winds of change
The Curse of Undeath
path of valour -> path of white magic
Bane of Forged Steel, casting value
Glittering Robe, casting value, range
Winds of Change,
PATH OF DA BIG GREEN GODS, new spell, green shield
Abyssal Chasm
Fuel for Hatred
Drain Magic, moved to attribute, old attribute removed
Fiery Convocation, casting value
v0.8.0
Commandment of Iron, clarification
Touch of the Reaper, clarification
Burning Bolts, increased casting value for boosted version
Flame Cage, clarification
Drain Magic, no longer forced to cast
Guardian Light, clarification
Doom and Darkness
v0.8.0
Commandment of Iron
Glittering Robe
v0.9.0
Color coding on all previous changes removed
New names for many many spells
All spells with one or more rules changes marked with green text in name

25

v0.9.1
Killing blow changed to lethal strike
Daemonic changed to otherwordly
order of hashut spells changed
Second Seal
Mass of flesh
path of the forge attribute
Blue fire boosted version, gives D6+1 strength and casting value 13+
Mind Reaping
Path of change attribute
Commandment of Iron
Deadly Desiccation
Ancient Glory
v0.9.2
Flames of Anger
mass of flesh
v0.10.0
Bladestorm, spell type, direct for boosted version only
Danse Macabre
Steal Youth
the dead arise
Curse of the Dead, new spell
All Signature spells from Battle Magic are duplicated on the separate page
Winds of Change, Universal
Blue fire, additional version with longer range
Putrefying touch, Poison stacks
The Phoenix Rises
Burning Ramparts
No Rest in Death wording
v0.10.1
Luminous bolts, added Divine Attackss to boosted version
v0.11.0
Updated all spell casting values with +1 (due to updated new magic system)
Blessing of Amhar +1 casting value
Path of Ruin attribute
Path of Ruin spell number 0 and 1 swap place
v0.11.1
path of ruin, Defile the Ground black lightning swapped spell types
v0.11.2
path of change, Secrets Stolen
Holy attacks name changed to divine attacks

26

You might also like