Bright Magic spells are archetypal battle magic spells - fiery and destructive, ideally suited to blasting your foes apart.
Source: Warhammer Fantasy: 4th Edition
Bright MagicURL Copied!
A blast of red-hot energy flies up to 24" in a straight line from the caster. The first model in its path is hit for D6 S5 hits.
A burning fireball appears in the sky. Place a Conflagration of Doom marker on the target point. Roll a D6 at the start of each subsequent magic phase. On 1-4, place another marker on the first. On 5-6 the fireball strikes the ground, destroying everything with a radius of inches equal to the number of markers. Until the fireball strikes the ground, models within the potential area of destruction must take Panic test at the beginning of their own turn. A successful dispel removes 1 marker.
Remains in play.
This spell may be cast at a single enemy model or unit within 24". The victim is trapped in bands of glowing magic, and may not move, shoot weapons, or fight in close combat. An entrapped wizard may not cast spells, but may still use magic cards.
Remains in play.
The caster sends balls of fire off in a straight line, up to 24" long. One fireball is produced for each power point spent. The first model in a fireball's path suffers 1 S4 hit. No armour saves allowed.
A flaming inferno appears on the battlefield. Place the Flamestorm template within 24" of the caster. Each model more than half under the template takes a S4 hit. A unit or model attacked by the flamestorm is immediately moved 4" away from the blaze. May be left in place, in which case it blocks movement.
May remain in play
Arrows of orange flame fly a max. distance of 18", striking the first unit in their path, causing 2D6 hits. Each hit causes 1 wound on a D6 score of 4+. No armour saves allowed.
Six swords materialise around the caster. In each subsequent combat phase a single model within 24" of the caster may be nominated as a target for the swords. Each sword makes 1 attack with WS6 and S4.
Remains in play.
Wizard may attack any hand-to-hand opponent in the magic phase, automatically causing D3 S5 hits.
Remains in play.
A flaming head burns a trail of destruction along a line 18" long, stretching from the caster. Every model crossed by the line suffers 1 $4 hit causing 1 wound. Any unit suffering casualties must make a Panic test.
The wizard may fly to another part of the battlefield on wings of fire. He may fly into close combat, and counts as charging if he does so.
If a wizard mounted on a steed, monster, or riding in a chariot casts Wings of Fire (or any similar spell from a different College of Magic such as the
Crucible, Swiftwing, etc), his mount/chariot is transported with him.