Magi spend many countless hours over a period that can stretch into
decades studying and training for their craft at the Colleges of Magic that are situated
in the major cities of the Empire. The largest of these is situated in Karabad,
capital of the Empire, and covers hundreds of acres behind its ornate walls and towers.
In these universities the aspiring Magi apprentices train in magecraft, alchemy,
and astrology. They are taught the formulas needed in the making of magic potions
and the incantations and symbolisms needed for the casting of spells. They are also
given a classical education in history, theology, statecraft, oration, and rhetoric.
They are taught to keep journals and notes on everything they do, and everything
they observe, for from these observations they can better understand the world about them
and how their craft is affected by that world and how that world affects them and their
craft. The more powerful Magi are those who have the natural talent and have the
dedication to spend the many grueling hours that it takes to master their craft. It
is said amongst the Magi that only time can bring wisdom.
If you do not wish to make up cards for this deck, you may roll a D10 and
consult the chart below:
The Bolt of Parjanya
Power 1
Range 24"
With a crack of thunder a bolt of searing lightning leaps up to
24" from the caster's palm and strikes the first model in its path. The target
sustains a S6 hit causing not 1 but D3 wounds. Chariots, war machines, and other
comparable structures suffer D3 S10 hits. No armour saving throws are allowed. |
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Savatri's Healing
Power 1
Range 12"
This spell can be cast upon the Magi himself, or upon a friendly
model within 12" that has suffered 1 or more wounds. The model immediately
recovers 1 wound. |
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Savatri's Bridge
Power 2
This spell enables the Magi to transport a friendly unit up to
18" across the table. Affected troops are swathed in magic and carried into the
air. Troops may be moved right over intervening models, buildings, rivers, or any
other scenery. Troops may be moved onto a castle wall, rocky pinnacle or other
elevation. Savatri's Bridge can be used to move friendly troops into hand to hand
combat, in which case they count as charging in the first turn of combat. |
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Parjanya's Swords
Power 3 Range 24"
The air around the Magi takes on a fiery glow as six flaming swords
materialise and float before him. Once cast the swords can be dispatched in each
hand to hand combat phase, and can be used to attack any single enemy model within
24" of the Magi. The swords attack before other fighting, striking 6 blows with
a WS of 6 and S4 before returning to their master. The swords may move over
intervening troops and any obstacles to reach their target.
Remains in play |
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Resurrection of Parjanya
Power 3
The Magi may resurrect any one model that was slain in the last
turn or the present turn. The model comes back to life fully healed with 1D3 wounds. |
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Protection of Parjanya
Power 3 Range 24"
This spell can be cast upon a friendly unit within 24".
The unit recieves a special save of 4+ against each wound suffered.
Remains in play |
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Blast of Kari
Power 2
Range 24"
The sorcerous blast hits the first enemy model in its path
inflicting either D6 S5 or D3 S10 hits, no saves allowed. |
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Destruction of Kari
Power 2+ Range 18"
Destruction of Kari can be cast against an enemy up to 18"
away from the caster. The unit suffers 2D6 S4 hits, no armour saves allowed. |
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The Bane of Yahama
Power 2
Range 12"
Each Undead or Daemon model within 12" of the Magi suffers D6
wounds on a 4+*. Dark Magic, Necromantic Magic or Chaos spells in play within
12" are dispelled on a roll of 4+. |
*In the case of The Bane of Yahama all models within its
range are affected as described and character models with units cannot use the 'Look Out
Sir' rule to avoid being affected. |
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Parjanya's Magic Storm
Power 3 Range 48"
A lurid storm rages across the battlefield, extending 48" from
the Magi in all directions. All enemy units within the tempest must pass a Ld test
on 2D6 before they can move. Flying movement is impossible and flying creatures are
forced to the ground. All missile fire is at -2 to hit. War engines and
buildings suffer D6 S7 hits each magic phase the storm lasts.
Remains in play |
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