Source: Warhammer Fantasy: 4th Edition
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The Spiral Stair
A misty spiral staircase carries the wizard high into the sky. He can see over the entire battlefield, and cast spells without reduction in range.
Only airborne troops may engage him in hand-to-hand combat or shoot at him. While on the stair, the caster has an armour save of 2+. Spells cast against the wizard are automatically dispelled, though a dispel spell may be used against the stair. If the magic stair is dispelled, the wizard floats safely to the ground.
Remains in play.
The Mist of Duthandor
May be cast at any model or unit within 24" of the caster. The target is covered in green mist. No model may see from, into, or through the mist. Missiles may not be fired at or by the target. The affected model/s may move in a random direction at half rate, but the mist stays with them. If the target engages in close combat, the mist extends over all the combatants and the number of hits caused by both sides is halved, rounding up. A unit broken while covered by mist is destroyed.
Remains in play.
The Jade Casket
Any dead friendly model may be revived. Place the model within 6" of the caster. The revivified model is restored to full wounds: It loses all its magic weapons, armour, etc, and may no longer cast spells. The model may be returned to death by a successful dispel.
The Green Eye
The caster's eyes project an 18"-long straight beam of green energy. Any model in the path of the beam suffers D3 S4 hits (chariots, war machines and such D3 S10 hits).
The Emerald Pool
The caster turns to water and may reappear anywhere within 24", or within 24" of any body of water. He can use the spell to carry himself into close combat, and counts as charging.
The Cloak of Dain
Roll D6 at the start of the player's turn, the cloak will negate that many wounds between then and the start of the player's next turn. If attacked by a spell that causes wounds or kills outright the cloak will save its wearer on 4+, but is itself dispelled by doing so.
Remains in play.
Peace
May be cast on any model/unit within 24". Fleeing models will rally. If not fleeing, the affected model/s may neither move/fire missiles in the following turn unless it passes a Ld test first.
Flesh of Stone
May be cast on the wizard or any model within 6". The affected model turns to stone, and may fight normally. The model's T and S are doubled up to a maximum of 10, its M is halved, and it gains an unmodified armour save of 4+ against spells and damage (regardless of what it was before).
Remains in play.
Earth Blood
The wizard vanishes from the battlefield. He may reappear at the start of any subsequent magic phase anywhere on the table. While away, the wizard is restored to full wounds. During the magic phase in which he returns, he is dealt the first D6 magic cards available.
Drain Life
The caster may attempt to drain the life from a hand-to-hand combat opponent. Roll 2D6: for every point the score beats its Toughness by, the target suffers 1 wound. Only magic armour may save.