TOTEM SPELLS:
Each Shaman will take the Totem Spell of there Totem. There other spells will be picked at random from the Shaman Spell List below.
Serpent Totem Spell ... power 2
Range 12" or 12" from any forest terrain
Target unit attacked by sticks-turned-snakes. Unit suffers 2d6 S4 hits. Count hits inflicted. Spell remains in play until it inflicts it's full 12 hits (roll 2d6 at the start of each magic phase until 12 is reached - cannot be exceeded)
Remains in Play until expended or dispelled
Coyote Totem Spell ... power 3
Range 24" (both targets must be in range)
Switches the location of two characters, one Amarind, one enemy. Ridden steeds, monsters, chariots, Screaming Bells, etc. travel WITH character. Characters on either side teleported into hand to hand are counted as having charged.
The Coyote is a trickster, and enjoys a good laugh at the enemy's expense.
Raven Totem Spell ... power 1
Range 18"
Target enemy unit must test against LD or else Amarind player may make the unit make a legal move or march move (no charge), which can include formation changes, breaking into skirmish (only if the unit CAN skirmish), facing changes, or even marching into ugly terrain.
Raven spirits cloud the minds of the enemy leaders, causing them to act irrationally.
Eagle Totem Spell ... power 2
Range 12"
Target friendly unit of missile troops is magically blessed. An illusion of the unit's next target appears before the unit, and each archer (or other missile trooper) aims at a particular target. The arrows (bolts, javalins, etc.) "remember" the targets, and fly high into the air to seek them out. The entire unit may shoot at any other unit on the board (or flying high) as if that unit is at close range. Line of sight is NOT required, and purely ground based obstacles (walls) are ignored, although woods, water, or inside a building are not.
Lasts 1 turn
Wolf Totem Spell ... power 2 Range 18"
Friendly unit is inspired by the bravery and unity of the Wolf Pack, and becomes immune to psychology.
Remains in Play
Bear Totem Spell ... power 2
Range 18"
Friendly character is given the power of the bear spirit, becomming larger and tougher. Target character increases both his S and T by 2. Additionally, his armor save is improved by 1.
Remains in Play
SHAMAN SPELLS:
Fleet of Feet ... power 1
Range 12"
The target friendly unit becomes swifter, gaining a +1 MV
Remains in Play
Taming of the Great Beast ... power 1
Range 18"
The target unit becomes much more docile and tame, attacking with much lesser enthusiasm and ferocity. As a result, a fear causing unit (even one who causes fear through magical means) no longer causes fear, and a terror causing unit only counts as causing fear.
Remains in Play
Bad Medicine ... power 2
Range 24"
The Shaman can cast this spell upon an enemy unit within 24". Whilst the unit remains affected by the spell it suffers a -1 penalty on all its shooting and hand-to-hand hit rolls. For example, an archer with a BS of 3 requires a basic score of 5+ rather than 4+.
Remains in Play
Good Medicine ... power 2
Range 24"
The Shaman can cast this spell upon a friendly unit within 24". Whilst the unit remains affected by the spell it enjoys a +1 bonus on all its shooting and hand-to-hand hit rolls. For example, an archer with a BS of 3 requires a basic score of 3+ rather than 4+.
Remains in Play
Smoke Passage ... power 2
Move 18"
This spell causes a single unit of Amarinds of which the Shaman is a part to disappear in a cloud of smoke and reappear anywhere within 18" of the Shaman's original position.
The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of fighting.
Hunting Spear ... power 2
Range 24"
The Shaman plucks a glowing spear out of the air and casts it at a single unit within 24". The Spear streaks towards its target, bending and twisting around obstacles in its path. If the target is a single model it hits automatically and inflicts a S6 hit inflicting not 1 but D3 wounds. If the target is a unit of troops the spear attacks like a bolt thrower - if it kills the first model it strikes a model behind it at S5, if it kills this second model, it strikes a model behind at S4, and so on. No armour saving throw is permitted for normal armor but armor saves from magic armor are allowed.
The Binding Wood ... power 2
Range 24"
This spell is cast on any one Forest terrain piece. Any models currently within or moving into this forest piece are trapped there. The models cannot move, shoot, or strike blows in hand to hand combat. If engaged in hand to hand fighting, the models will not strike blows, but they may defend themselves and so receive blows as normal. Remains in Play
Hawk's Mystic Talons ... power 2
Choose D3 of your opponent's Winds of Magic cards at random and place them in your own hand.
Thunderbird Strike ... power 3
Range 36"
The Thunderbird Strike calls down several bolts of lightning onto the field, striking out at different targets. When the spell is cast, roll a D6. This is the number of target models which may be hit with the Thunderbird Strike. Each target model hit suffers a S6 hit which inflicts D3 wounds, no Armor Save.