Gorrum Magi Spells

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:

D10 Roll

Result

1

The Bolt of Paranja

2

Savatri's Bridge

3

Paranya's Swords

4

Savatri's Healing

5

Resurrection of Paranya

6

Protection of Paranya

7

Blast of Kari

8

Destruction of Kari

9

The Bane of Yahama

10

Paranya's Magic Storm

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.

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.

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.

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

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.

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

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.

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.

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.

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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Copyright (c) Thomas Setzer 1998.


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