Source: Warhammer Fantasy: 4th Edition

Celestial
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Celestial Magic contains a good mix of offensive, defensive and enhancement-type spells, so is a good choice if you want a wizard who can do a bit of everything.

Azure BladesPower: 1

Razor-like shards whirl round the wizard. Any close combat opponents take a S4 hit immediately (normal armour saves apply), and in each subsequent combat phase before they strike a blow.

Remains in play.

A shield of energy forms on the wizard's left arm. The shield automatically negates any hand-to-hand combat or shooting hit that only causes 1 wound. Any blow that causes more than 1 wound is negated if the wizard can roll more than the number of wounds caused on a D6. If the shield fails to save it is instantly dispelled. If the wizard is attacked by a spell or a magic weapon that either causes wounds or kills him outright, the shield will save him on 4+, in which case it is dispelled, whether the wizard saves or not. The shield stays in play until dispelled or the caster suffers 1 wound.

Remains in play.

Crystal CharioteerPower: 1Range: 24"

A gigantic bubble imprisons a single model within 24", and carries its prisoner 2D6" in a direction nominated by the caster. As long as the spell lasts, the prisoner is carried another 2D6" in the same direction at the start of his own turn. The prisoner may do nothing except try to break free by rolling under his Strength on a D6 after each time he is moved.

Remains in play.

FortunePower: 3

Until the beginning of the next magic phase one model or unit may re-roll any failed dice rolls.

Remains in play.

LightningPower: 1Range: 24"

A bolt of blue lightning leaps from the wizard to strike the first model in its path. The victim suffers a S6 hit for 1D3 wounds. Chariots, war machines, etc suffer D3 510 hits. No armour saves allowed.

PortentPower: 1

Both players roll a D6, and the difference between the scores is the amount by which the wizard can adjust any single dice roll in the coming turn.

Remains in play.

Storm of ShemtekPower: 3Range: 24"

2D6 lightning bolts fly from the caster's body, each with a range of 24". Each bolt strikes the first model in its path for a S6 hit causing D3 wounds. After the last bolt has struck the caster collapses unconscious, and will only regain consciousness at the start of his turn on 4+. No armour saves apply.

SwiftwingPower: 1

The wizard can move anywhere on the battlefield. He may move straight into close combat, in which case he counts as having charged.

The Sapphire ArchPower: 2Range: 24"

Place the Sapphire Arch template on the table to show the area affected by the spell. The magical Arch remains in pace until the end of the wizard's next movement phase. Models that move into the Arch disappear, and may reappear in any subsequent movement phase after the wizard has cast the Arch to a new location.

Wind BlastPower: 2Range: 4D6"

A howling blast of wind shoots out from the wizard in a straight line 4D6" long. Any units or models crossed by the wind must roll equal to or under their Strength on 2D6 or be blown off their feet and be unable to do anything while the blasts lasts (make just one roll for units). Use the Wind Blast marker to show the end point of the wind blast.

Remains in play.