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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.
Roll a D10 and consult the chart below:
D10 Roll |
Spell |
Casting Value |
1 |
The Bolt of Parjanya |
8+ |
2 |
Savatri's Bridge |
7+ |
3 |
Parjanya's Swords |
9+ |
4 |
Savatri's Healing |
5+ |
5 |
Resurrection of Parjanya |
11+ |
6 |
Protection of Parjanya |
6+ |
7 |
Blast of Kari |
11+ |
8 |
Destruction of Kari |
7+ |
9 |
The Bane of Yahama |
9+ |
10 |
Paranya's Magic Storm |
13+ |
THE BOLT OF PARJANYA |
Cast on 8+ |
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 |
Cast on 5+ |
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 |
Cast on 7+ |
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 |
Cast on 9+ |
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 |
Cast on 11+ |
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 |
Cast on 6+ |
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 |
Cast on 11+ |
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 |
Cast on 7+ |
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 |
Cast on 9+ |
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 |
Cast on 13+ |
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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GORRBA SHAMAN SPELLS
Gorrba Shamans are said to be born with the Spirit Wind, and are
able to speak with the spirits of Nature and to commune with those spirits who serve their
gods and from these spirits they learn to use spells and to make healing potions,
fertility potions, and other strange things. Gorrba Shamans are looked on with both
respect and fear by the average Gorrba. They wear wild costumes, and decorate their
hair and bodies with bits of bone, and bird feathers. They wear jewelry made from
animal bones and precious metals. Some also wear wild tattoos, and paint their
faces. In all the Gorrba Shaman is a fearsome site to the rest of the Gorrba
population, and many of the other races of the Gorrum Empire as well.
Roll a D8 and consult the chart below:
D8 Roll |
Spell |
Casting Value |
1 |
Aspect of the Bear |
9+ |
2 |
Hunting Spear |
9+ |
3 |
The Clinging Vines |
11+ |
4 |
The Living Woods |
8+ |
5 |
Spirit Wind |
6+ |
6 |
Savatri's Radiance |
5+ |
7 |
Heal |
5+ |
8 |
Fear |
5+ |
ASPECT OF THE BEAR |
Cast on 9+ |
The Shaman's eyes blaze with power and
with a bestial roar he takes on the aspect of a mighty bear-like creature with rippling
muscles and clashing fangs. In hand to hand combat the Shaman now has 3 Attacks,
WS6 and S6. In addition, the terrifying aspect of the beast's form causes fear
in its foes. The spell remains in play once cast. Once in beast form the
Shaman may cast no further spells, though he can dispel and otherwise function as a Shaman
in the usual way.
Remains in play |
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HUNTING SPEAR |
Cast on 9+ |
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 acts like a bolt thrower - if it kills the first
model it strikes a model behind 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 armour but
armour saves from magic armour are allowed. |
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THE CLINGING VINES |
Cast on 11+ |
A mass of dense growth erupts from the ground and
overwhelms those trapped within it. The spell can be cast at a unit within
24". It remains in play once cast and the target can do nothing whilst the
spell lasts. The target cannot be fought in hand to hand combat, but can be shot at
as normal counting soft cover (-1 to hit) from the dense vines. Remains
in play |
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THE LIVING WOODS |
Cast on 8+ |
The caster arouses the energies of living things,
waking the trees themselves into consciousness. Powerful winds blow through any one
wood on the battlefield, hurling a storm of branches and leaves at the nearest enemy unit
within 18" of the wood's edge. The storm causes 2D6 S4 hits. Normal
armour saving throws apply. The storm subsides immediately and the trees fall back
into their slumber. |
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SPIRIT WIND |
Cast on 6+ |
The air is driven into a howling gale
which extends in a straight line 4D6" from the caster. Any units which lie in
the path of the Spirit Wind must roll equal to or under their Strength on 2D6 or they are
knocked off their feet and can do nothing whilst they remain in the path of the
spell. While the spell remains in play no models may move or shoot missiles across
its path, or cast magical missiles such as fireballs. Also, while the spell is in
play the Shaman who has cast it cannot move - he remains fixed in place and marks the
beginning of the Spirit Wind. Its end may be indicated with a suitable marker.
Remains in play |
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SAVATRI'S RADIANCE |
Cast on 5+ |
A unit within 36" of the Shaman
begings to glow with a powerful inner light, becoming so bright that it is impossible to
look upon. While the radiance lasts it is impossible for anyone to shoot at the
model. The radiance remains in play once cast, but is automatically dispelled as
soon as the model enters hand to hand combat.
Remains in play |
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HEAL |
Cast on 5+ |
This spell can be cast upon the Shaman 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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FEAR |
Cast on 5+ |
This spell can be directed at an enemy unit within
24". The target unit must take a Fear test immediately. If it fails, the
unit flees. |
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