Source: Warhammer Fantasy: 4th Edition

High Magic
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High Magic spells can be extremely potent, and mostly work by undoing or blocking an enemy's spells or troops.

If your army's wizards have at least one High Magic spell, after the magic cards have been dealt you may discard however many power cards you wish, and draw that many replacement cards from the magic deck.

ApotheosisPower: 1Range: 6"

A single friendly model slain during the game may be returned to life, and reappears within 6" of the wizard. The model returns with all its magic items, armour, equipment and steed (if it was mounted - though not monsters). The resurrected model causes fear in enemy models.

Remains in play.

Assault of StonePower: 3Range: 24"

The wizard may move a single hill within 24" up D6". Anything touched by the hill may be crushed. Individual models must roll lower than their I on a D6 or suffer D3 wounds. Units suffer 2D6 wounds automatically. Not even magic armour will save.

BanishmentPower: 2Range: 12"

Each Undead or Daemon model within 12" of the caster suffers D6 wounds on the roll of 4+. Dark Magic or Chaos spells within 12" are dispelled on a roll of 4+.

A pillar of white fire carries the Sorcerer into the air. He can see over the entire battlefield and cast spells as normal, without reduction for range. The Sorcerer may only be shot at or attacked in hand-to-hand combat by flying models. While on the pillar, he has an armour save of 2+. He may fly up to 24" like a flying creature. If the coruscation is dispelled, the wizard floats safely to the ground.

Remains in play.

DeadlockPower: 1Range: 12"

The wizard may nullify a magic item or spell within 12". The magic item is rendered powerless, or the spell unusable, for the duration of the spell.

Remains in play.

Drain MagicPower: 3

All magic power is drained from the battlefield, and spellcasting is ended for the turn. All players' magic cards are discarded. Any spells currently in play are dispelled. Drain Magic cannot be dispelled.

Fiery ConvocationPower: 2Range: 24"

Flames attack an enemy model or unit within 24" range. The target suffers 2D6 S4 hits immediately. In each subsequent magic phase the target suffers 2D6 hits with a Strength 1 point higher than the previous turn.

Remains in play.

Glamour of TeclisPower: 1Range: 36"

Glamour may be cast on a single model or unit within 36". Each time the target wishes to move it must pass a Ld test on 3D6. If it fails, the wizard may move the models instead.

Remains in play.

Hand of GloryPower: 2Range: 12"

Any fleeing friendly models or units within 12" of the caster instantly rally. They are also immune to fear and terror, and counts as having Ld 10 while the spell lasts.

Remains in play.

The TempestPower: 3Range: 48"

A lurid storm rages across the battlefield, extending 48" from the wizard in all directions. All enemy units must pass a Ld test on 2D6 before they can move or charge. Flying creatures are forced down to the ground and may not fly while the tempest lasts. All missile fire is at
-2 to hit. War engines and buildings suffer D6 S7 hits each subsequent magic phase.

Remains in play.

Flying high creatures are always affected by the Tempest, and don't count as being out of range if the spell is cast by a wizard on the ground. They are treated as if they had been driven off from hand-to-hand combat, so they must miss one turn before moving back onto the table from any point on their own table edge.