A bolt of Orky power speeds away from the shaman in a straight line, up to 24" across the battlefield. The first model touched by the bolt must roll equal to or less than its T on a D6 or its head explodes! Armour, even magical, is no protection.
The mighty foot of Gork squashes the Orcs' enemies! Place the special template over the target area and roll the scatter dice. If an arrow is rolled, move the template 4" in the indicated direction. Any models more than half under the template suffer a S10 hit unless they can roll under their I on Do to get out of the way.
The shaman smashes the head of an enemy wizard with a bolt of Orky magic. Both players roll a D6 and add the magic level of their shaman/wizard. If the enemy wizard loses he suffers 1 wound and can't cast any spells until the next magic phase.
This spell can be cast on a unit of Orcs or Goblins within 36" of the shaman. For the duration of the next turn the unit has +1T and always hits first in combat, even if it has been charged.
The shaman can inflict D6 S6 hits among his close combat opponents. If he rolls a 6, roll an extra D6 hits. He can carry on doing so until he fails to roll a 6!
The shaman sends a beam of destructive energy out in a straight line 24" long. Anything in the path of the beam suffers a S6 hit.
The spell affects one unit of Orcs or Goblins within 24" of the caster and stops any magic (including friendly magic) affecting them for the rest of the magic phase. It also automatically dispels any spells currently affecting them.
A giant magic hand lifts a single enemy model within 24" into the air. The victim may do nothing except try and escape at the beginning of each turn. To escape, the victim must roll equal to or less than its Strength on 2D6. If the victim is freed by any other means he falis to the ground and suffers 1 S4 hit.
Remains in play.
The shaman can transport a unit of Orcs or Goblins anywhere on the battlefield up to 18" away. The transported troops may be moved into hand-to-hand combat, in which case they count as charging.
All enemy wizards in range are knocked flat unless they can roll equal to or less than their magic level on a D6. If they fail they suffer 1 wound and can't cast any more spells this magic phase, though they can use magic cards to dispel. All Orc and Goblin units within 36" of the caster add +1 to their WS and can re-roll and Ld tests until the next magic phase.
Waaagh! Magic