FREEZE WATER |
Cast on 5+ |
This spell may be used to freeze over
an entire body of water anywhere on the battlefield, for example an entire river, a marsh,
or a lake. A frozen river, marsh, lake, etc., may be moved over at normal rate.
Once frozen a body of water remains frozen for the rest of the game - the spell
does not remain in play and may be cast again at a different body of water. A dispel
attempt of any kind will not unfreeze water once it has been frozen, but any Fire or Light
spells that cause damage that are cast on the water will automatically unfreeze it. |
ICE SHARDS |
Cast on 5+ |
Sharp icicles fly out from the
caster's hand and strike the first unit or model in their path at a range of up to
24". The Ice Shards cause D6 S4 hits on their target. Armour saving
throws apply as normal. |
CHILL BLAST |
Cast on 7+ |
An icy blast erupts from the caster
and strikes the first unit in its path and within its range of 24". The target
unit is chilled to the bone, causing limbs to snap and weapons to break. The Chill
Blast inflicts D6 S5 hits and no saving throws are allowed for armour. |
SHIELD OF COLD |
Cast on 6+ |
The caster may cast this spell onto
himself. It will surround the caster and any unit they are with with a shield of
intense coldness. Any missile weapon must roll a 4, 5 or 6 on a D6 to penetrate the
Shield of Cold. Roll to penetrate the Shield of Cold, and then roll again for hits
with any penetrating shots. Roll for each shot separately.
The Shield of Cold is automatically dispelled if the wizard or unit
he is with enters hand to hand combat, but otherwise remains in play for the remainder of
the battle or until it is dispelled. A reminder should be placed on the table beside
the caster to indicate that the spell is in effect, possibly a token of some kind.
The Shield of Cold does not protect against magical attacks of any kind but only against
ordinairy missile weapons. It does protect against shots from war machines. |
|
BRIDGE OF ICE |
Cast on 8+ |
This spell enables the caster to
transport a friendly or an enemy unit or a single model up to 18" across the table in
any direction. Affected troops are swept up upon a heaving bridge of ice and carried
to their new location. Troops may be moved over intervening models, buildings,
terrain and any other obstacles or scenery. Troops may be moved onto a castle wall,
rok\cky pinnacle or other elevation. The Bridge of Ice may be used to move friendly
troops into hand to hand combat, in which case they may fight from the following combat
round and count as charging in the first round. |
DEATH FROST |
Cast on 15+ |
This spell may be cast against any one
opponent in hand to hand combat with the caster. Parts of the opponent are frozen
solid and turn into ice, causing terrible wounds or killing him outright. To
determine the damage caused roll 2D6. The difference in dice scores indicates the
number of S10 hits inflicted. If you roll a double then add the dice together to
determine the number of S10 hits. Work out wounds and saving throws for each hit as
normal. |
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