Source: Warhammer Fantasy: 4th Edition

Amethyst
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Amethyst Magic is predominantly offensive, with some potent hand-to-hand combat spells, so Amethyst wizards can be very effective in close combat.

AmaranthPower: 1Range: 6"

This spell may be cast on the wizard himself, or any one model within 6". The target's T is doubled (max. T10).

Remains in play.

The wizard may attempt to crush a single hand-to-hand opponent. The wizard rolls D6 and adds his Strength. For every point by which he beats the target's Toughness he inflicts 1 wound. No armour saves allowed.

Manacle of CaloePower: 1Range: 24"

A heavy manacle of energy forms around any unit or model within 24". The Manacle may restrain a model/models up to a total Strength of 3D6. The target/s may not move until the Manacle is dispelled.

Remains in play.

Purple Sun of XereusPower: 3Range: 4D6"

The caster creates a ball of burning darkness. Use the Orb template to indicate its path. The Purple Sun moves 4D6" immediately, and continues to move 4D6" in the same direction at the start of each subsequent magic phase. Any models touched by the template are killed on 3+. Not even magic armour may save. Any unit that suffers casualties must take an immediate Panic test.

Remains in play.

Speed of LykosPower: 1Range: 6"

This spell may be cast on the wizard himself, or any model within 6" The target may immediately move anywhere on the tabletop, directly into hand-to-hand combat if desired, in which case it counts as charging.

The Caress of LaniphPower: 2Range: 24"

The spell engulfs a single model within 24". The target suffers hits equal to 2D6 minus his own Strength.

The Choking FoePower: 2Range: 18"

Purple energy attacks a single model within 18". If the victim fails a Ld test it is killed. Creatures subject to stupidity must roll a Ld test on 3D6. No armour saves allowed.

The Fate of BjunaPower: 2Range: 18"

May be cast at a single model or unit within 18". The target sustains 2D6 hits with a Strength equal to its own. No armour save allowed.

The wizard conjures a glowing scythe. The weapon replaces the wizard's normal attack in hand-to-hand combat, and automatically inflicts D3 S5 hits on every foe in base contact with the wizard in the magic phase. Normal armour saves apply.

Remains in play.

The wizard summons 2 protective shadow-beasts. If the wizard is within 2" of an enemy during the close combat phase each shadow may make 3 attacks on one enemy model (WS5, S5).

Remains in play.