Source: Warhammer Fantasy: 4th Edition

Printable Cards: Amber
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The Writhing Worm

Power: 1, Range: 24"

A worm of magic energy attacks a single enemy model within 24". Unless the victim can roll equal to to less than their Strength on 2D6 it is cocooned and may do nothing.

Remains in play.

Amber

The Vengeful Hood

Power: 1

The magic hood will negate any wound suffered by the caster on 4+. In hand-to-hand combat, any wound saved by the hood is rebounded against the attacker.

Remains in play.

Amber

The Savage Beast of Horros

Power: 1

The wizard transforms into a vicious wild beast. In hand-to-hand combat he has 3 attacks at WS6 and S6. He also causes fear in his foes.
While in beast form the wizard may not cast spells, but may use dispels normally.

Remains in play.

Amber

The Flying Bower

Power: 1

The caster is transported anywhere on the battlefield. He may move straight into hand-to-hand combat, in which case he counts as charging in the first round of combat.

Amber

The Flock of Doom

Power: 2, Range: 24"

Thousands of birds attack a single model or unit within 24" of the caster. The target suffers 3D6 S3 hits.

Amber

The Curse of Anraheir

Power: 3, Range: 24"

The Curse affects a single model or unit within 24". The target can only hit its enemies on a roll of 6, and must re-roll any successful armour saving throws it makes. The target's move is halved, and mounted targets must take a Panic test at the start of each turn.

Remains in play.

Amber

The Amber Trance

Power: 1, Range: 18"

The spell can be cast at a single model within 18". The target rolls 1D6 and adds its Ld. The caster rolls 3D6, and if he equals or beats the target's score the victim falls into a deep trance and his body turns into amber. While transformed into amber, a model cannot be harmed or moved. A successful dispel will turn the victim back to flesh.

Remains in play.

Amber

Tangling Thorn

Power: 3, Range: 24"

May be cast at any unit or model within 24". While entangled by the writhing thorns and branches, the target may do nothing. If a Fireball is cast at the thorns it frees D6 victims.

Remains in play.

Amber

Hunting Spear

Power: 2, Range: 24"

The wizard casts a magical spear at a single model or unit within 24" If the target is a single model, it is hit automatically and suffers a S6 hit for D3 wounds. If the target is a unit, the spear attacks like a bolt thrower, going through the ranks. Only magic armour may save.

Amber

Awakening of the Wood

Power: 2

A storm of leaves and branches flies from a single wood on the tabletop, and attacks the nearest enemy unit within 18", causing 2D6 S4 hits. Normal armour saving throws apply.

Amber