-High Magic
0-Drain magic Spell casting values increased by 3
1-Shield of Saphery unit gets 5+ wardsave
2-Arrow Attraction Shooters reroll to hit
3-Courage of Aenarion all units 12" are stubborn
4-Fury of Khaine magic missile 2d6 s4 hits
5-Flames of the Phoenix RIP 1s3/s4/s5/... hit
6-Vaul's Unmaking reveal magic items and nullifies it
-Dark Magic
0-Power of Darkness D3+1 power dice, not used s4 hit
1-Chill Wind magic missile d6 s4 dammaged=cant shoot.
2-Doombolt magic missile d6 s5
3-Word of Pain WS and BS reduced to 1
4-Bladewind 3d6 ws4 s4 cc attacks
5-Soul Stealer s2 hit no armour save +1 wo for caster up to 2x.
6-Black Horror 5" models touched str test or suffer 1wo
-Lore of Athel Loren
0-
1-Tree-Singing moves a forest d3+1 or causes d6 s5 dam in forest
2-Fury of the Forest magic missile d6s4, s5 when in forest
3-The Hidden Path cant be harmed by non magic missiles, and all difficult terrain as open
4-The Twilight Host unit causes fear, terror if it has fear.
5-Ariel's Blessing unit gains regeneration.
6-Call of the Hunt unit moves 2d6" to nearest enemy. in combat +1 att.
-Hedge Magic
0-
1-Magic Show +1:) and +1 influence in town
2-Magical Healing +1 health and +10% unit heal in town,
3-Magical Fortifications +20% town defence value and +20% fortify value for units.
4-Animal Familliar caster gets random animal familiar promotion (if has none) and summons the familiar (if dead).
5-Magical Barrier Town units get 75% magical imunity and magic effects to town defence value are reduced by 75%.
6-Spirit Ward Summons the spirit of the caster to defend the town. +1 town visibility, cannot attack, cannot move, str 20 (or 15 atleast high), always defends first, no % value changes.
inspirations from: [URL="http://hiddenway.tripod.com/hero/hedge.html"]some website[/URL]
-Amber Magic (Lore of Beasts)
0-
1-Ursos the Bears Anger RIP, +3a +2s +1to, no weapons.
2-Buccos the Oxen Stands fleeing unit rallys
3-Corvos the Crows Feast magic missile 2d6 s3
4-Kinos the Beast Cowers Animals cant move or attack. (cavalry,swarm,chariot,monster.)
5-The Hunter's Spear Magic missile s6, like bolt thrower
6-Lupens the Wolf Hunts friendly animal unit moves 2d6" and can attack.
-Amethyst magic (Lore of Death)
0-
1-Dark Hand of Death magic missile d6 s4
2-Steal Soul enemy models lose 1Wo caster gains 1WO
3-Wind of Death magic missile 2d6 s4
4-Walking Death RIP, causes fear or terror (when already causes fear)
5-Doom and Darkness enemy unit not immune to psychology gets -3Ld and must pass ld test or be affected another turn
6-Drain Life all enemy units in 12" d6 s3 hits. no armour
-Bright Magic (Lore of Fire)
0-
1-Fire Ball magic missile d6 s4 fire
2-Flaming Sword of Rhuin self RIP, gains fire weapon, hits 2+ +1a +3S
3-Burning Head straight line from caster, s4 fire hit models under it, casualties=panic test.
4-Fiery Blast magic missile 2d6 s4 fire
5-Conflagration of Doom d6 s4, both players roll, caster higher= added hits
6-Wall of Fire RIP, front row s4 fire hit, unit move all are hit
-Celestial Magic (Lore of Heavens)
0-
1-Portent of Far unit rerolls all 1s
2-Second Sign of Amul reroll d3 dice untill end of turn
3-Celestrial Shield +4 ward save against missiles
4-Forked Lightning unit d6 s4 hits
5-Uranon's Thunder Bolt unit d6 s4 hits, no armour save.
6-Comet of Casandora RIP, marker on tablem roll d6, 1-3 another marker, 4-6 comet strikes d6"*marker 2d6 s4 hits.
-Gold Magic (Lore of Metal)
0-
1-Rule of Burning Iron one model s8 hit - armour save. (1+ = s7, no save = s1)
2-Commandment of Brass war machine or chariot cant move/shoot
3-Transmutation of Lead enemy unit -1 to hit, to wound, and to armour saves.
4-Destillation of Silver magic missile 2d6 s4 fire hits.
5-Law of Gold chose magic item, 1-3 cant be used untill next turn, 4+ destroyed.
6-Spirit of the Forge 2d6 hits at s7-armour (1+ = s7, no save = s1) no armour saves.
-Jade magic (Lore of Life)
0-
1-Mistress of the Marsh enemy near water moves half speed. no effect flyers or ethereals.
2-Master of the Woods enemy near wood suffers d6 s4 hits. s5 if in woods.
3-Gift of Life one frieldy model heals 100%. no effect on daemons, undead, chariots and war machines.
4-The Howler Wind RIP, shooting with str4 or less cant be targeted to caster or 12" around. no effect on war machines.
5-The Rain lord -1 to hit with shooting. -2 on armour pierceing weapons. 4+ on war machines, etc.
6-Master of Stone enemy near stone/hill/rocks suffers d5 s5 hits, s6 if on stone/hill/rocks.
-Light Magic (Lore of Light)
0-
1-Burning Gaze magic missile, d6 s4, s6 against daemons and undead. flames.
2-Pha's Illumination RIP, person gets s5, 3a, magic weapons are normal.
3-Healing Energy one friendly gainst one Wo. no effect on daemons, undead, chariots and war machines.
4-Dazzling Brightness enemy has WS1.
5-Guardian Light all friendly units immune to psychology. fleeing unity rally.
6-Cleansing Flare all enemys suffer s5 hits, s6 vs daemons, undead.
-Grey Magic (Lore of Shadows)
0-
1-Steed of Shadows char can make 20" fly move.
2-Creeping Death magic missile 3d6 s1, no armour.
3-Crown of Taidron all units in 12" suffer d6 s4 hits.
4-Shades of Death RIP, friendly causes fear/terror.
5-Unseen Lurker friendly unit makes another normal move.
6-Pit of Shades 3§ templeate oder enemy, In test or dead.
-Skaven Magic
0-Warpstone Token +1 power dice
1-Skitterleap one model can reappear anywhere.
2-Warp Lightning magic missile, d6 or 2d6 s5 hits. on 1 caster is hit.
3-Vermin Tide 5" template from caster, any unit under takes 3d6 s2 hits.
4-Pestilence Breath teardrop template, models take s4 hit no armor save.
5-Death Frenzy unit becomes frenzied, or death frenzy (+2attacks, -d3 models)
6-Plague unit takes To test, fail 1Wo. no armour save. chance to move to other units.
-Necromancy
0-Invocation of Nehek heales d6 wounds, etherial, vampires, non infantry heal 1
1-Raise Dead summons d3+4 zombies
2-Vanhel's Danse Macabre 8" move
3-Gaze of Nagash magic missile 2d6 s4
4-Curse of Years RIP, lose model on 6+, next turn on 5+/4+/etc
5-Wind of Undeath all enemy units take a wound on 4+, no armour save, creates spirits.
6-Summon Undead Horde summons 5d6 alot zombies, or heals units alot. etherial, vampires, non infantry heal 1.
-Liche Priest Incantations
0-
1-Djedra's Incantation of Summoning unit regains d3wo (tomb guard d6, skeleton war 2d6)
2-Horekhah's Incantation of Righteous Smiting one normal attack or one shot immediately.
3-Mankara's Incantation of Urgency another normal move
4-Sekhubi's Incantation of Vengeance magic missile d6 s4
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-Kislev Ice magic
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might get some insirations from the "age of wonders 2" spells later...
-Prayers of Sigmar
0-
1-Hammer of Sigmar RIP, reroll to hit and to wound.
2-Armour of Contempt RIP, +4 ward save
3-Healing Hand 100% heal
4-Unbending Rightousness RIP, priest and unit unbreakable.
5-Soulfire enemys in contact d6 s4 hits, s5 on undead, daemon, forest spirit. no armour saves.
6-
-Little WAAAGH!!
0-
1-Gaze of Gork magic missile d6 s2 no armour
2-Brain Bursta magic missile 2d6 s4
3-Gork'll Fix It enemy unit counts rolls of 6 as 1
4-Foot of Gork enemy unit suffers d6 s6 hits
5-Hand of Gork friendly unit moves 2d6" forward
6-Mork Wants Ya! enemy model must pass In test or suffer d6 s10 hits.
-Big WAAAGH!!!
0-
1-Gaze of Mork magic missile d6 s4
2-'Eadbutt LOS enemy model takes a S5 hit no armour
3-Bash 'em Ladz HtH next round strikes first and reroll misses
4-Fists of Gork each model suffers WS3 s4 attack
5-Gork's Warpath one enemy unit whereever takes d6 s6 hits. roll d6 1= own unit, 2-4 end spell, 5-6 another enemy unit
6-WAAAGH! all friendly units move 2d6" forward
-Tzeentch Magic (Warriors of Chaos)
0-
1-Flickering Fire of Tzeentch magic missile d6+1, s d6+1, flames
2-Baleful Transmogrification enemy takes ld test and suffers wounds missed by. no armour
3-Pandaemonium RIP, no Ld of chars and miscasts on doubble.
4-Treason of Tzeench not immune to psyche enemy, all models attack themself, not chars,
5-Call to Glory RIP normal unit member is exhaled hero.
6-Infernal Gateway enemy unit, 2d6 Str 2d6 hits. on 11 or 12 at str unit removed.
-Slaanesh Magic (Warriors of Chaos)
0-
1-Lash of Slaanesh magic missile, d6 s3 hits, casulties cant march next round.
2-Hellshriek all enemys in range take panic test
3-Hysterical Frenzy RIP, single unit not immune to psych becomes frenzied and takes d6 S3 hits each turn
4-Titillating Delusions RIP, single unit not immune to psych moves to specific point.
5-Aura of Acquiescence causes fear, or terror. models attacking must pass LD test to hit.
6-Ecstatic Seizures enemy models in unit each takes To test, fail= dead, no saves.
-Nurgle Magic (Warriors of Chaos)
0-
1-Magnificent Buboes one enemy model takes a wound no armour save
2-Fleshy Abundance friendly unit gains regeneration one turn
3-Plague Squall stone thrower large template, touched takes 3d6 s1 no armour save, missfire center on mage. nurgle unaffected
4-Cloying Quagmire IN test, fail -> armour test, pass = taken away. no effect on fly, amphibious, ethereal
5-Curse of the Leper RIP, dice 1 next to unit, each turn +1, dice number = -to str and to, 0 = dead
6-Rot, Glorious Rot each enemy in range take d6 s6 hits no armour.
-Tzeentch Magic (Deamon Lore of Tzeentch)
0-
1-Flickering Flames magic missile, d6+1 str d6+1 flame hits.
2-Boon of Tzeentch d3+1 power dice
3-Glean Magic Cast on enemy wizzard, can cast one of his spells automatically, no summons.
4-Gift of Chaos enemys in 12" suffer d6 sd6 hits as shooting.
5-Bolt of Change magic missile, 2d6 str 2d6+4
6-Tzeentch's Firestorm magic missile, 2d6 s5 hits flames. for every 3 wounds one horror is created.
-Slaanesh Magic (Deamon Lore of Slaanesh)
0-
1-Acquiescence target suffers from stupidity rest of the game.
2-Cacophonic Caress all enemy units in 2d6" suffer d6 s3 no armour hits.
3-Succour of Chaos one friendly gets always strikes first and rerolls to hit.
4-Slicing Shards d6 s5 hits, LD test or another d6 s5 hits, untill passed or unit dead.
5-Pavane of Slaanesh enemy model in view must pass Ld test or take d6 wounds. no armour.
6-Phantasmagoria all enemy units roll an extra d6 for Ld tests. and discard lowest.
-Nurgle Magic (Daemon Lore of Nurgle)
0-
1-Miasma of Pestilence WS, S, T, I to 1 of all models near caster.
2-Steam of Corruption Breath weapon, toughness test or lose a wound. no armour
3-Pit of Slime unit takes S test or cannot move or shoot.
4-Rancid Visitation d6 s5 hits, pass T test -> fail take another d6 s5 hits, untill passed test.
5-Shrivelling Pox single model pass T test or suffer d6 Wo. no armour.
6-Plague Wind Every model in unit takes T test or suffers a Wo, no armour. 1 nurgling base is created for each 3 wounds.
-Gut Magic
0-
1-Bloodgruel 1 hit on caster, 2-6 regains a wound
2-Bonecruncher magic missile, 2d6 s2, no armour save, caster takes s4
3-Bullgorger range 6"/12", caster pass str test, unit str+1
4-Trollguts range 6"/12", caster -1Wo, unit gets MR2 and regeneration
5-Toothcracker range 6"/12", caster suffers s6 hit, unit stubborn +1To
6-Braingobbler enemy unit panic test.