MAGIC OF THE GORRUM EMPIRE

Warhammer: The Gorrum Empire
Contact The Old Sage

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.
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.
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.
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

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.
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

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.
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.
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.

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

 

 

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

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.
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

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.
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

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

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.
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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