Source: Warhammer Fantasy: 4th Edition

Chaos Dwarf (Spells)
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Ash CloudPower: 2Range: 18"

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.

DoomroarPower: 2Range: 36"

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.

EruptionPower: 3

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+.

Fist of FirePower: 2

Wizard automatically causes D3 wounds on any close combat opponents he hits.

Remains in play.

Use teardrop-shaped flame template. Any models under template are hit on 4+ for 1 $4 hit. No armour saving throws allowed.

Flaming HidePower: 1Range: 6"

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.

Lava StormPower: 2Range: 18"

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.

Magma PoolPower: 1

The Sorcerer may move himself anywhere on the battlefield. If he moves into hand-to-hand combat, he counts as charging.

Shadows of HashutPower: 2Range: 18"

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.

Sorcerer's CursePower: 2Range: 24"

Affected model must roll under S on 2D6 at the start of every turn or be unable to do anything.

Remains in play.