Source: Warhammer Fantasy: 4th Edition
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Sorcerer's Curse
Affected model must roll under S on 2D6 at the start of every turn or be unable to do anything.
Remains in play.
Shadows of Hashut
A mighty shadow bull rushes away from the caster in a straight line up to 18" long. Any model the bull touches suffers 1 $4 hit causing 1 wound. Any unit that sustains casualties must take a Panic test.
Magma Pool
The Sorcerer may move himself anywhere on the battlefield. If he moves into hand-to-hand combat, he counts as charging.
Lava Storm
Hits first unit in its path, up to 18" away. Causes 2D6 hits, each hit causes a wound on 4+. No armour saving throws allowed.
Flaming Hide
May be cast on the Sorcerer himself or any model within 6". Any wound suffered will be negated on 4+. In hand-to-hand combat, any model that hits the Hide suffers 1 automatic hit for each hit scored.
Remains in play.
Flames of Azgorh
Use teardrop-shaped flame template. Any models under template are hit on 4+ for 1 $4 hit. No armour saving throws allowed.
Fist of Fire
Wizard automatically causes D3 wounds on any close combat opponents he hits.
Remains in play.
Eruption
Use 3" diameter template to indicate area of effect. Models beneath the template must roll equal to or less than their I or be killed. War machines, chariots etc are instantly consumed (though their crew may attempt to escape). Buildings collapse on 4+.
Doomroar
Enemy units in hand-to-hand combat must take a Panic test immediately. If they fail they are broken and must flee. Fleeing friendly units immediately rally.
Ash Cloud
Target unit's M, WS, BS, I and A halved (rounding up) until the beginning of next magic phase. Does not affect Undead or Daemons.