Monster's Magic

The spell list

Lizardmen magic

Spell

Effect

Winds of magic cost

Strength cost

Apotheosis The Lizardman targets a creature. That creature is now protected by a golden aura. If the target is slain while the aura surrounds him, then he is resurrected. Any enchantments on him are now gone, including this spell. The same target cannot be chosen a second time if this spell is still in place.

Assault of stone A huge chunk of stone flies at a single target. The target suffers 2D6 Wounds unless they can make a sucesful Dex roll with a target of 4+, and 6 or more successes.

Banishment The Lizardman utters an incantation and gestures at a single target. the target disappears into the void. Lasts 1 turn.

Deadlock The Lizardman points at an item that the target possesses, and gestures. For the rest of the combat, the items magical nature will not function. It will still do normal damage if it is a sword, etc, but any magical properties it had will not work. In addition, at the end of the combat roll 1D6. On a roll of 1 the item's magic will not function permanently.

Drain magic The Lizardman concentrates and performs a ritualistic chant. All spellcasters in the party suddenly feel weakened. The Lizardman has drained all spells from the spellcasters. The effects of this spell last for one turn.

Earth line A surge of power rushes from the Lizardman to a single target. Roll 2D6. If the roll is greater than the target's Toughness, then he suffers 3D6 Wounds. Otherwise the surge is not as great, and it only takes 1D6 Wounds.

Move ground The ground beneath the Warriors feet starts to shake and ripple, carrying the Warriors along with it. 1d6 targets are each moved back 10 feet in a straight line, or until the hit a wall.

Ruination The mind of the Lizardman focuses on the roof. Suddenly, with a resounding crash, it caves in, bringing stones and rubble showering down on 1d6 targets. Each target hit recieves 1D6 unmodified damage.

The tempast A storm begins to rage, and is so intense that all targets are at -1 To Hit (-2 with missile weapons). Their Dex is reduced to 1 as the wind is so strong. All spells requiring a target will be blown off course and hit a random target instead, if a 1 or 2 is rolled on 1D6. Otherwise it will hit the target as normal. This spell lasts for 1 turn. Cannot be cast while one is still in play.

The tongue of Sotek The Lizardman brings out a small plaque with the symbol of Sotek, the Serpent God engraved on it. He puts it into his mouth and swallows it. Suddenly a huge tongue shoots from his mouth and entwines itself around a target. Struggling, the target is drawn closer to the Lizardman. The target can try and escape from the tongue at the beginning of each turn by rolling making a Str roll target 4 with 6 successes. While captured, he can still fight and use items as normal but may not move and creatures are at +1 To Hit him, while he is at -1 To Hit them. If the Lizardman casts this spell again, the currently captured target will be free.

Waaaargh Magic

Spell name

Effect

Winds of magic cost

Strength cost

Brain bursta A bolt of power erupts from the Shaman's head. Target must make a WP roll, target 5 with 4 or more successes. If the target fails, they suffer 1d6 wounds with no modifiers.

Da kruch A single target is stomped on by the mighty foot of Gork. That target suffers 1D6+10 Wounds.

Da trip Caster gestures with his foot and the target fallsto the ground. They are at a +1 to hit until next turn, when they get up.

4

2

Da slap Caster gestures with his hand and the target is struck by an invisible hand causing 1d6 wounds

5

3

'Eadbutt The Shaman magically 'eadbutts a target spell caster. Roll (1D6 + WP) for the Shaman and (1D6 + WP) for the target. If the Shaman wins or it is a draw add the two dice together. The target takes that many Wounds with no modifiers for Toughness or armour and cannot cast any magic next turn. If the Warrior wins the spell has no effect.

'Ere we go The Shaman floods his allies with power. All Orcs and Goblins on the board get +1 Attack this turn and +1 Toughness next turn.

Fist of Gork The Shaman's arms become enwrapped with glowing bands of power. The target suffers 1d6+4 wounds

Gaze of Mork The Shaman stares at a target and a beam of destructive energy streaks from his eyes, striking the target in the chest. Roll 6D6. Subtract the result of all the 1, 2 and 3s from the result of the 4, 5 and 6s. If the result is positive, the Warrior takes that many Wounds with no modifiers for anything. If the result is negative, the beam bounces back at the Shaman, causing that number of Wounds with no modifiers for anything.

Hand of Gork This spell moves the Shaman and 1d6 targets using missile weapons out of hand to hand combat with the Warriors.

Help dem 1d6 targets recieve +1 attack for this turn.

3

2

Konfuze Caster covers his eyes and the target can no longer remember what they were doing, lasts 1d6 turns.

4

3

Mork save uz! Roll 1D6 for each spellcasting Warrior. On a roll of 4-6 all of that Warriors' remaining points of Power are lost this turn. This does not affect any innate stored power.

Mork wants ya! A giant hand, belonging to Mork, descends from the sky and picks up a single target. The captured target cannot do anything while he is held. To escape he must make a STR roll, target 4 with 5 or more successes. If the Shaman tries to cast a spell and fails at any time the hand will release the target.

Pain! Caster thinks real hard and 1d6 targets get a stabbing pain in the head. They suffer 1d6 wounds with no modifiers for toughness or armor.

5

3

Pritty lites Caster wrigles his fingers and 1d6 targets are blinded by whirling lights for 1d6 turns. They have a -2 penalty to hit.

5

3

Waaagh! Make a WP roll for each spellcaster excluding the shaman casting the spell. Target is a 4 with 5 successes, anyone failing is knocked to the ground for 1 turn, during which time he may do nothing .

Necromantic spells

Spell name

Effect

Winds of magic cost

Strength cost

The curse of years Screaming, the caster curses a single target. Target loses 1 point in any attribute perminently.

Deathchill The caster selects a target with deathchill, reducing his Toughness by -2. If this reduces his Toughness to zero he is killed and may not be healed by any means except spells and magic items, etc. that can resurrect the dead. If the caster is destroyed, any target whose Toughness has been reduced in this combat and are still alive have the damage to their Toughness restored.

Gaze of Nagash Caster's target has his soul ripped from his body and dies. They may not be resserrected nor healed.

Hand of death Target loses 1 attack.

5

3

Hand of dust The caster reaches out and touches a single target. Roll 1D6 for the target and add his Strength. Then roll 2D6 for the caster and add his Strength. If the caster scores higher, the difference is the amount of fatal unmodified Wounds the target takes. If the target is killed by this spell he is turned into a Wight. If the target scores higher then he is unnafected by the deadly touch.

Soul drain Target suffers 1d6 wounds with no modifiers for toughness or armor.

4

3

Summon ghouls 1d6 ghouls are summoned, +1 per WP point above 7, Necromancer only

4

3

Summon ghosts 1d6 ghosts are summoned, +1 per WP point above 7, vampire only

Summon skeletons 1d6 skeletons are raised, +1 per WP point above 7, Necromancer only

4

2

Summon wights 1d6 wights are summoned, +1 per WP point above 7, vampire only

Summon wraiths 1d6 wraiths are summoned, +1 per WP point above 7, vampire only

Summon zombies 1d6 zombies are summoned, +1 per WP point above 7, Necromancer only

5

3

Vanhel's danse macabre All undead in the area except for the caster can have two turns. They take their second turn after each undead has had their first turn.

Winds of death This spell creates a cold wind. Because they are so cold, reduce 1d6 targets Attacks by -1 for the next turn.

Vampiric touch Caster "steals" 1d6 wounds from a victim through touch and uses them to heal himself

0

5

Speak with dead Caster is able to talk with an undead creature for 5 minuites.

1

3

Energy drain Target suffers 3 wounds with no mods to the chest.

1

3

Hand of death arget is at -2 WS, lasts 1d6 turns.

2

4

Resurrection Brings a dead creature back to life.

3

9

Hellbeast Target transforms into a hellish beast with a Str of 10, WS of 9, Dex of 12, Target number 6+. Lasts for 1d6 turns.

3

9

destroy undead kills 1d6 undead with a wp of 5 or less

3

7

Detect undead Lests caster know how many undead, if any, and how close are in a 50 foot area

1

3

Hold undead 1d6 undead with a WP of 6 or less may do nothing until the spell wears off. Lasts 1d6 turns.

2

4

Chaos dwarf spells

Spell

Effect

Winds of magic cost

Strength cost

Ash cloud A 20 foot area is suddenly filled with clouds of smoke and ash. Everyone in the effected area are at -2 on their To Hit rolls for the next turn.

Doomroar The Chaos Dwarf Sorcerer takes on the shape of the mighty Bull God Hashut and, with a shake of his horned head, gives a terrifying roar that goads his minions into action. This turn, 1d6 target's get +1 Attacks.
Eruption The ground beneath a single target's feet erupts in a plume of magma. The affected target suffers 3D6 Wounds, modified as usual.

Fist of fire The Chaos Dwarf Sorcerer selects a target and creates a huge ball of fire on the end of his arm instead of his hand. For the remainder of this turn the affected target receives +3 Damage.

Flames of Azgorh The Chaos Dwarf Sorcerer breathes out whirling tendrils of flame. The target and everyone within 5 feet of him, whether friend or foe, take 2D6 Wounds each with no modifiers for Toughness or armour. The Sorcerer is the only one immune to the effects of the spell.

Flaming hide The Sorcerer casts this spell on himself. His skin hardens, and small flames burn on the surface. He now has skin as hard as platemale. Lasts 1d6 turns

Lava storm With a majestic sweep of his arm the Sorcerer creates a stream of balls of molten lava. There are 2D6 balls and they are distributed amongst the targets evenly. Each causes 1D6 Wounds with no modifier for armour.

Magma pool A huge fiery pit of lava opens up in the ground in a 5 foot by 5 foot arrea. Any target who fails a dex roll suffers 2D6 Wounds with no modifiers.

Shadows of Hashut A mighty shadow bull rushes away from the Sorcerer, heading towards a single target in his line of sight. The target must immediately take a Fear 5 test. If he succeeds then he stands his ground and the shadow plunges into him, causing 1D3 Wounds unmodified damage. Otherwise with a scream, he runs away until he can make the check.

Sorcerers' curse Cackling hideously, the Sorcerer utters a terrible curse on a single target. Unless he is given a healing potion or a healing spell is cast on him then the cursed target is turned to stone. If he is given treatment, roll 1D6. On a score of 1-4 the target is at -1 Dex, and -1 To Hit until the Sorcerer is dead. On a score of 5-6 the Sorcerer's spell has no effect at all.

Dark elf spells

Spell

Effect

Winds of magic cost

Strength cost

Arnizipal's black horror A black cloud issues from the Sorcerer's mouth, engulfing  1d6 targets in darkness. Each target must make a Str roll target 4 with 5 successes each target that fails suffers 2D6 Wounds with no modifiers for armour.
BATTLE LUST The Sorcerer gives an extra (1 x Dungeon Level) Attacks to all Monsters currently in combat with the Warriors, distributed as evenly as possible.
BLADE WIND The Sorcerer summons a storm of slashing blades which spin towards a random Warrior. That Warrior suffers (Dungeon Level)D6 Wounds.
DARK HAND OF DESTRUCTION The Sorcerer may attack any single adjacent Warrior. If there is more than one eligible target choose one at random. Roll 1D6 for the chosen Warrior and add his Strength. Roll 2D6 for the Sorcerer and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Sorcerer wins the Warrior suffers (2 x Dungeon Level) Wounds with no modifiers for Toughness or armour. If the Sorcerer is not in hand to hand combat ignore this result and roll again.
DEATH SPASM A bolt of pure Dark Magic hits a Warrior on the same board section as the Sorcerer. The bolt causes (5 x Sorcerer's Dungeon Level) Wounds with no modifiers for armour. If this kills the Warrior then he is dead and cannot be healed except for resurrection.
DOOMBOLT A bolt of black fire bursts from the Sorcerer's palm towards one of the Warriors. The Doombolt inflicts (2 x Dungeon Level) Wounds with no modifiers for Toughness or armour.
POWER OF KHAINE Khaine, the God of Murder smiles at the slaughter the Dark Elf Sorcerer has caused. He decides to grant the Sorcerer more power. The Sorcerer now has +1 to the number of spells he can cast per turn.
SOUL DRAIN The Sorcerer creates a storm of dark magic. Roll 1D6 for each Warrior adding his Toughness to the score. If the total is less than the Dungeon Level he suffers no ill effects from the spell. If the score is greater than or equal to the Dungeon Level the Warrior suffers (1D6 + Dungeon Level) Wounds and the Sorcerer gains the same amount. The Sorcerer may never gain more Wounds than he started with - any extra Wounds are lost in the warp. A Warrior reduced to zero Wounds by this spell is immediately killed and may not be raised by any means other than those spells and magic items that raise the dead.
THE TRANSFORMATION OF KADON The Sorcerer transforms himself into one of the following monsters. Roll 1D6:

1-2 Wyvern

3-4 Chimera

5 Manticore

6 Hydra

If the transformation turns the Sorcerer into a Monster of less value than himself, re-roll for a different spell. The Sorcerer remains transformed until either he or all of the Warriors are dead. While transformed he may not cast any more spells.

WITCH FLIGHT If pinned by a Warrior, the Sorcerer transports himself and any adjacent Monsters to another square in the dungeon away from the Monsters so that he is safe.

Chaos Magic

Nurgle spells

Spell name

Effect

Winds of magic cost

Strength cost

Cloud of flies Victim is surrounded by an impenitrable mass of flies and cannot see, nor hear anything but the flies. Blind fighting cannot help here.

4

2

Plague wind A foul wind eminates from the sorcerer's mouth, engulfing it's victims. 1d6 targets suffer 1d6 wounds with no modifier for armor. Target also has a 4+ chance on a d6 of catching Nurgle's Rot.

5

3

Rancid visitation Target is inflicted with Nurgle's Rot. They suffer 2d6 wounds, and begin to decay. There is no modifiers for toughness or armor. Every 6 hours, they suffer another 2d6 wounds.

4

3

Stench of Nurgle The sorcerer emits a foul odor so bad all non Nurgle followers recieve a -1 attack penilty.

4

2

Stream of corruption The sorcerer vomits a jet of putrid blood and magots. 1d6 targets must make a dex roll with a target of 4. Every die that is not 4 or above, count as 1 wound suffered by the target.

4

1

Fly swarm The sorcerer is surrounded by a mass of flies, absorbing all attacks this round.

4

1

Miasms of pestilance A caster is surrounded by a cloud of foul vapours. All Warriors attempting to attack him in hand to hand combat are at -2 To Hit. Melee attacks made against Monsters adjacent to the caster are at -1 To Hit. The effects of this spell last for 1D3 turns (cumulative).
Pillar of putrefaction A pillar of disgusting filth suddenly spurts up from the ground. Place a 1 x 1 counter on a random square on the same board section as the caster. Any Warrior standing in a square adjacent to the pillar at the end of the turn suffers 1 unmodified Wound due to the noxious vapours.
Pit of slime The Sorcerer creates a huge pit of slime in the centre of the board section. Place a 2 x 2 square counter in the middle of the board section. Any model under it suffers 1D3 unmodified Wounds due to the disgusting filth, and must spend 1 turn getting out. While escaping from the slime pit, a Warrior confers a +1 To Hit bonus on anyone attacking him. Any Warriors adjacent to the slime pit who roll a 1 To Hit fall in and must follow the above directions for escaping. If the Sorcerer casts this spell again, then choose another board section for the spell. If the pit blocks off a passageway, room etc. then a Warrior will have to climb down into the slime and up the other side, taking 1D3 unmodified Wounds for each square he moves onto.
Shrivelling pox A random Warrior contracts a deadly disease. At the end of each turn, he takes fatal damage of 1 unmodified Wound. The disease can be healed at a Settlement for (1D6 x 100) Gold. In addition, at the end of each adventure in which the Warrior still has the disease roll 1D6 for each Warrior. On a roll of 1 then that Warrior has contracted it also.

Slaanesh magic

Spell name

Effect

Winds of magic cost

Strength cost

Acquiescence The caster reaches out and whoever is touched is overcome by waves of euphoria. All characteristics are halved (round up) until the caster is slain.

5

2

Pavane of Slaanesh Target is overcome by pavane and begins to dance and cavort with overwhelming joy. Target may do nothing else until the caster is slain.

4

1

Cacophonic choir A hellish sound is conjured by the sorcerer. It's wiling discord overwhelms the sences. 1d6 targets suffer 1d6+5 wounds.

5

1

Cursed caress Target is overwhelmed by waves of exstacy. Target must pass a WP roll or their heart explodes and they die outright.

5

2

Whip of Slaanesh A quivering lash uncoils from the caster's outstretched hand. Target suffers 2d6 wounds.

4

1

Succour of chaos 1d6 monsters are filled with a new passion of bloodlust and recieve a +1 bonus to hit this turn

3

2

BONDAGE OF SLAANESH The target Warrior is enveloped in glowing threads of magic and may do nothing for one turn. In addition, if the Warrior is a spellcaster, he loses 1 point of stored Power.
CHAOS SPAWN The Sorcerer targets a random Monster on the board and mutates it. It immediately rolls once on the Chaos Warrior attribute table.
SLICING SHARDS The Sorcerer creates many small shards, magically glowing and sends them hurtling towards the Warriors. There are nD6 shards in total., with n being the number of Warriors in play. Divide these up evenly amongst the Warriors. Each shard deals 1 unmodified Wound. In addition, roll 1D6 for each shard. On a 1, the Warrior loses 1 Permanent Wound as well.
BEAM OF SLAANESH A beam of bright light flies from the caster and strikes a random Warrior. Roll 1D6. If the result is a 1 the beam blinds the Warrior, melting his eyes into his face. Due to the pain, he immediately loses 3D6 unmodified Wounds. He can never be healed normally, and has the lowest possible value for all his characteristics (except Wounds). He cannot use skills which require the use of sight eg. Parry, Jump etc, and cannot visit any locations in a Settlement unless accompanied by another Warrior.

Tzeentch spells
Spell Effect Winds of magic cost Strength cost
BLUE FIRE OF TZEENTCH A blue flame flies towards a random Warrior in the Sorcerers line of sight. The flame causes 1D6 Strength 4 Attacks (1 Damage Dice) on the Warrior. In addition, the flame surrounds the Warriors entire body, paralysing him. Each turn, at the start of the Warriors' Phase, if there is a spellcaster in the party, he can try and dispel the magic flame. Roll 1D6 and add the spellcasters bonus that he receives for his power dice roll. On a roll of 7 or above he has succeeded in dispelling the flame. Otherwise the Warrior is paralysed and cannot perform any actions, nor can anyone attack him (except by spells). Monsters previously attacking him will turn their attention to the nearest Warrior. The spell cannot be cast on the Warrior if he is already affected by the Blue Fire of Tzeentch.
BOLT OF CHANGE The Sorcerer shoots a sparkling bolt from his hands, striking a random Warrior in his line of sight. The Warrior must roll equal to or less than his Toughness on 1D6 or be mutated. If the Warrior is affected, roll 1D6 to see what he loses:

1 1 Weapon Skill (minimum 1)

2 1 Strength (minimum 1)

3 1 Toughness (minimum 1)

4 1 Luck

5 1 Permanent Wound

6 1D6 unmodified Wounds

BOON OF TZEENTCH The Sorcerer grants a boon to a random Monster on the same board section. Roll 1D6 and apply the result immediately:

1 +1D6 Wounds (can go above total)

2 +1 Weapon Skill (maximum 10)

3 +1 Strength

4 +1 Toughness

5 +1 Attack

6 +1 Damage Dice

TOUCH OF TZEENTCH The Sorcerer reaches out and lays his hand on a random adjacent Warrior. If there is no Warrior adjacent then roll again. The Warrior loses 1 Permanent Wound.
GLEAN MAGIC If there are no spellcasters in the party roll again. The Sorcerer steals a random spell from a random spellcaster. For the rest of the combat the Warrior cannot cast that spell. In pace of one of his normal spells, the Sorcerer will cast the Warrior's spell instead.
INCANDESCENT ASSASSIN The Sorcerer invokes the power of Tzeentch and creates a creature of magical flame to appear adjacent to a random Warrior. For the rest of the combat treat the creature as a normal Monster. If the Sorcerer is killed the assassin dissipates into the air.

ASSASSIN

M WS BS S T Arm I A DD W Gold

8    9    A  4 4    -  12 2  1   10  470

Ambush, Magic A; Assassinate 5+; Daemonic -1; Dodge 5+.

SHIELD OF FIRE The Sorcerer creates a fiery shield to protect him. Any Warriors that attack him must roll a 6 To Hit.
GIFT OF CHAOS The Sorcerer grants a random Monster the ability to spell cast. It now has Tzeentch Magic 1, but only at a very simple level. The Monster will fail to cast a spell if he rolls a 2, 4, 5, 7 or 11.
TZEENTCH'S FIRESTORM Scarlet flame flies from the Sorcerer and envelops the Warriors. Each Warrior takes 1D6 + 6 Wounds with no modifiers for armour. For every 10 Wounds taken in total, a Pink Horror is created next to a random Warrior. It may move and attack as normal in the current Monsters' Phase.
PINK FIRE OF TZEENTCH Pink flame flies from the Sorcerer and covers a random Warrior. If the Warrior already has the Blue Fire of Tzeentch on him then the two different flames exploded, splattering his body into millions of pieces around the dungeon walls. Obviously he cannot be resurrected! Otherwise the flame surrounds the Warriors entire body, paralysing him. Each turn, at the start of the Warriors' Phase, if there is a spellcaster in the party, he can try and dispel the magic flame. Roll 1D6 and add the spellcasters bonus that he receives for his power dice roll. On a roll of 7 or above he has succeeded in dispelling the flame. Otherwise the Warrior is paralysed and cannot perform any actions, nor can anyone attack him (except by spells). Monsters previoulsy attacking him will turn their attention to the nearest Warrior. The spell cannot be cast on the Warrior if he is already affected by the Pink Fire of Tzeentch.

Beastman spells
Spell Effect Winds of magic cost Strength cost
BATTLE LUST The Shaman gives an extra (1 x Dungeon Level) Attacks to all Monsters on the board, distributed as evenly as possible.
DOOMBOLT A bolt of black fire bursts from the Shaman's palm towards one of the Warriors. The Doombolt inflicts (2 x Dungeon Level) Wounds.
DARK HAND OF DESTRUCTION The Shaman may attack any single adjacent Warrior. If there is more than one eligible target choose one at random. Roll 1D6 for the chosen Warrior and add his Strength. Roll 2D6 for the Shaman and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Shaman wins the Warrior suffers (2 x Dungeon Level) Wounds with no modifiers for Toughness or armour. If the Shaman is not in hand to hand combat ignore this result and roll again.
BLADE WIND The Shaman summons a storm of slashing blades which spin towards a random Warrior. That Warrior suffers (Dungeon Level)D6 Wounds.
SOUL DRAIN The Shaman creates a storm of dark magic. Roll 1D6 and add the Toughness for each Warrior. If the total is less than the Dungeon Level he suffers no ill effects from the spell. If the score is less than the Dungeon Level the Warrior suffers (1D6 + Dungeon Level) Wounds and the Shaman gains the same amount. The Shaman may never gain more Wounds than he started with - any extra Wounds are lost in the warp.
ARNIZIPAL'S BLACK HORROR A black cloud issues from the Shaman's mouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior adding his Strength to the score. If the total is above 7 he suffers no ill effects from the spell. If the score is 7 or less he suffers (Dungeon Level)D6 Wounds with no modifiers for armour.
THE TRANSFORMATION OF KADON The Shaman transforms himself into one of the following monsters. Roll 1D6:

1-3 Chimera

4-6 Wyvern

If the transformation turns the Shaman into a Monster of less value than himself, re-roll for a different spell. The Shaman remains transformed until either he or all of the Warriors are dead. While transformed he may not cast any more spells.

FLIGHT If pinned by a Warrior, the Shaman transports himself and any adjacent Monsters to another square in the dungeon away from the Monsters so that he is safe.
DEATH SPASM A bolt of Dark Magic hits a Warrior on the same board section as the Shaman. The bolt causes (4 x Shaman's Dungeon Level) Wounds with no modifiers for armour. If this kills the Warrior then he is dead and cannot be healed except for resurrection.
POWER OF CHAOS The Gods of Chaos look upon the Beastman's killing with viscous glee. They give him the power to cast +1 Chaos Spell per turn. Roll 1D6 to determine what Chaos God grants the Shaman the power.

1-2 Nurgle

3-4 Slaanesh

5-6 Tzeentch

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