WARHAMMER ARMIES -
NIPPION

The Nipponese Magic Deck:

The following is the Nipponese Spell Deck. Nipponese magic is based on the five elements, Fire, Wood, Water, Earth and Metal, and on contact with and control over the spirit realm. Nipponese spellcasters keep the people safe from Daemons and evil spirits through the use of charms and rituals of banishment. Most of their battlefield magic is concerned with one of the five elements, as anything but the weakest spirit contact takes too long to cast to be of any use.

Arrow's Eyes - Power 2 - Range 12"
The caster charms the arrows of a unit, so that they are more likely to hit for a short time. For the next shooting phase, the BS of the unit is increased by the caster's level. The spell remains in play until the unit shoots, and the caster *may* cast it again during the magic phase of the turn that the unit fires their blessed arrows.

Spell of Sizes - Power 2- Range 6"
Another Wood spell, this enchantment can be used to increase the size of a single target. A single model is doubled in size. The target's Strength and Toughness are also doubled (up a maximum of 10), Move also doubles, but Weapon Skill and Initiative *decrease* by 2 each (down to a minimum of 1). This spell does not affect war machines. This spell remains in play until dispelled, the caster dies, the target dies, or the caster decides to end it.

Encircling Mire - Power 1- Range 24"
This Water spell allows the caster to turn the ground of an area into mud. The caster places a 3" diameter template any where within 24", and the area under the template is changed to very difficult ground. Any terrain features already on the area remain, and may cause cumulative movement penalties, except difficult or very difficult ground is merely changed to very difficult ground with this spell. In other words, an area of "very very difficult ground" can't be created. This spell may be cast directly under a unit. The spell remains in play until dispelled, the caster dies, or the caster decides to end it.

Shield against Sorcery - Power 1
This Earth spell protects the caster from hostile magics. Roll a d6 when any spell is cast against the caster or the unit he is with while this spell is in play; on a roll of 4-6 the enemy spell is dispelled. This spell remains in play until it is dispelled or the caster dies.

Invisible Armour - Power 1
Another Earth spell. When cast this spell surrounds the wizard with an invisible aura of protective magic. This aura, though invisible, is enough to turn even the strongest blows. This spell gives the caster an armor save of 4-6, which is not modified by the Strength of the attacker. This armor save is also effective against attacks that normally do not allow an armor save, such as hits from war machines.

Kamikaze (The Divine Wind) - Power 3 - Range 24"
This Earth spell causes a small "typhoon" to spring into being. The area affected is represented by a 3" diameter template. Any model under the template sustains a Strength 3 hit from the force of the winds, Strength 4 for cavalry models (as their horses shy and they are thrown to the ground; when rolling saving throws for cavalry, discount bonuses due to barding or being mounted; they do not apply). In addition, affected models which wish to move must roll equal to or under their Strength on 2d6 (just roll once for each unit, using the lowest affected Strength in the unit). Units which have models affected by this spell may not move or shoot. If engaged in hand-to-hand, both sides are at -1 to hit due to heavy winds and flying debris.

Stone Death - Power 2 - Range 8"
This Metal spell allows the caster to turn one target to stone, similar to the gaze attack of a Cockatrice. The target of this spell is a single model, who may attempt to escape being turned to stone by rolling under his Initiative characteristic on a d6 (a roll of "6" always fails this test). If this roll is failed, the target is turned to stone and killed; remove the model.

Wings of Heaven - Power 1
This Fire spell causes the caster to be encircled in magical flame. These flames do not harm the wizard, but instead move him at incredible speeds. The caster maybe moved from his present location to anywhere on the battlefield (though this is not normal movement, it *is* considered flying for the purposes of such effects as the High Magic spell Tempest, which will keep the caster from moving). The caster may be moved into hand-to-hand combat, in which case he fights as normal from the next combat phase onwards and counts as charging for the first round of combat.

Flaming Doom - Power 3 - Range 18"
Another Fire spell, this spell brings down magical fire upon its victims. The spell may be cast at a unit or single model. The affected target suffers 3d6 hits, which wound on a 4-6 on a d6. No armor saving throw is allowed for this spell, except for magical armor, which saves as normal.

Spear against Spirits - Power 2 - Range 24"
This spell creates a spear of magical energy which is effective against spirits (Undead, Kami, and Daemons). The spear is hurled by the caster and hits the first spirit target in its path (it passes through material creatures with no affect, continuing on its path). The target receives a single Strength 7 hit, causing not one but d6 Wounds. Nipponese wizards are trained to sense the presence of spirits, and therefore a wizard using this spell may throw the spear at a spirit creature even if the line of sight is blocked by a unit of troops. However, a wizard may not hit a spirit that he cannot see if the LOS is blocked by a terrain feature (wall, hill, building, etc).

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