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Spells in Warmaster
Each of the armies in Warmaster has four spells (except
Dwarfs, who have no spellcasters). All spellcasters have access to all four spells
available to their army. One spell may be cast per turn in the shooting phase,
chosen from the spellcaster's army's list. This is done by rolling a D6 and scoring
equal to or higher than the difficulty of the spell.
For convenience purposes, all spellcasters are referred to
with the term Wizard below, regardless of their actual game title (Sorceror, Shaman, Mage,
etc.).
HIGH ELF SPELLS
All High Elf spells are offensive spells, mostly centering on
the use of missile fire or non-assault damage. Using these spells to compliment the
High Elves' Archers can be a devastating blow against an opposing army.
Storm of Stone
This can be a very useful spell if your wizard is close to
many enemy units. It is not that devastating against each individual unit, but it
can be enough to weaken a battle line for an assault.
Light of Battle
This spell can be very effective in throwing an assault your
way! This spell can be used in an offensive and defensive manner - it can be used to
help a unit break through the opposing army's lines, or to help a unit fight off an enemy
unit assaulting it.
Heavens's Fire
This can be quite devastating with a High Elf army. Use
this spell to weaken a part of the enemy's line before an assault, or to force back an
enemy unit that is trying to assault your line.
Hail of Destruction
This can be a very deadly offensive spell, and can be quite
useful if combined with shots from a missile fire unit. |
UNDEAD SPELLS
The Undead spells are almost all offensive-based spells.
They also give the Undead army a little more "firepower", in the form of
the Death Bolt spell. Two of the spells are assault-based, reflecting the Undead
army's tendency toward assaulting an enemy line.
Raise Dead
This spell can be extremely useful, helping you save a combat
that is going badly, or utterly decimating an enemy unit that was either matched up with
or not as good as the Undead unit opposing it.
Touch of Death
A very useful spell to have in an assault. This can
also save your Wizard if his unit has been assaulted and may not win.
Doom and Dispair
This can be very useful for stopping a problem unit that has
been hurting your line, or could cause trouble for you.
Death Bolt
This can be a very deadly offensive spell, and can be quite
useful if combined with shots from a missile fire unit (such as Skeleton Bowmen). |
EMPIRE SPELLS
Ball of Flame
Basic offensive spell, useful when your armies are close
together, especially if you can hit multiple units.
Voice of Command
This can be useful either to get a unit closer to an enemy
unit or to move it away from an enemy unit.
Wierd Enchantment
This one is very useful right before a major assault,
especially against units with high numbers of attacks (such as Chaos).
Teleport
This can be very useful if you wish to have your Wizard move
to another location on the battlefield, where he can cast a spell that will aid the units
in that area. It can also be used to get your Wizard out of harm's way. |
CHAOS SPELLS
The Chaos army's spell are all centered on the army's
emphasis on assault and lack of missile fire. All of the spells are offensive-based
spells.
Boon of Chaos
This can be useful to either help the wizard's unit crush an
enemy unit it charged, or help the wizard's unit survive being assaulted by a more
powerful unit.
Anger of the Gods
This spell can really foil an army's day. It can be
very useful for disturbing part of an opposing army's line.
Rage of Chaos
This spell can make a unit fairly nasty in an assault.
Be careful, however - there is a fair chance you will end up hurting your own unit
instead!
Curse of Chaos
This spell is especially useful for the Chaos army, as it
gives them more valuable missile fire, something that is rather lacking in the army. |
ORC AND GOBLIN SPELLS
Orc and Goblin spells are all offensive spells, and can be
fairly potent if used at the right time against the right target.
Foot of Gork
This is a difficult spell to cast, but can be very
devastating to a unit if successful. Save it for when you really need it, though.
There are some other spells that can be much more useful if certain instances.
Gotcha!
Basic offensive spell, useful when your armies are close
together, especially if you can hit multiple units.
Gerroff!!!
This spell can be very useful in getting a harmful/annoying
unit out of the way, or pushing a bulge in the enemy lines which you can then exploit.
WAAAGH!
This spell can be very effective in throwing an assault your
way! This spell can be used in an offensive and defensive manner - it can be used to
help a unit break through the opposing army's lines, or to help a unit fight off an enemy
unit assaulting it. |
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