Turn structure
Spells are cast during the Magic Phase by spending Magic Points (MP).
Wizards cast spells during the Magic Phase of their turn. Each spell has a Magic Points (MP) cost that must be paid to cast it. The caster's Magic Level (ML) may also determine how many or which spells can be cast (e.g., Fireball allows one fireball per ML). Unless a spell specifically states otherwise, its effects take place during the Magic Phase.
Special
Some spells allow the target a Magic Save to resist the spell's effect.
Spells marked with 'SAVE: YES' in their profile grant the target a Magic Save roll to resist the effect. If the save is successful, the spell has no effect on that target. Spells marked 'SAVE: -' do not allow a Magic Save.
Special
Immunity from Poison (Battle Level 1, MP 2, Range 3") grants complete immunity to poisons and poisonous gases for the rest of the game.
Immunity from Poison may be cast on the caster or any single model within 3". It takes effect immediately and gives the bearer complete immunity from the effects of poisons and poisonous gases for the remainder of the game. No Magic Save is allowed. Cost: 2 MP.
Special
Part Water (Battle Level 1, MP 3, Range 12") parts any stream or river within 12", creating a 4" wide gap.
Part Water may be cast on any stream or river within 12". It drives the waters apart, creating a 4" wide gap. The effect lasts until the caster moves or casts another spell. It may be dispelled at any time. The exposed river bed counts as difficult ground. No Magic Save is allowed. Cost: 3 MP.
Special
Strength of Combat (Battle Level 1, MP 4, Personal) increases one of the caster's characteristics by +1 for the rest of the battle.
Strength of Combat is a personal spell (affects caster only). It allows the caster to increase any one of the following characteristics by +1: WS, BS, S, T, W, I, or A. The effect lasts for the remainder of the battle. If cast a second or subsequent time, the older version of the spell is instantly dispelled before the new one takes effect. No Magic Save is allowed. Cost: 4 MP.
Special
Steal Mind (Battle Level 1, MP 4, Range 12") renders a single target mindless for D6 of the target's turns; target allows a Magic Save.
Steal Mind may be cast on any single model within 12". The target gets a Magic Save. If affected, the target becomes utterly mindless — unable to do anything but sit on the ground, gibber, and eat grass. The effect lasts D6 of the target's turns. While affected, the target cannot defend itself and suffers a free hack. The target may be dragged at half pace. If the target is riding, fellow unit members may move it at normal pace. Cost: 4 MP.
Special
Cause Animosity (Battle Level 1, MP 4, Range 24") makes an enemy unit subject to Animosity against a nominated friendly unit; Magic Save allowed.
Cause Animosity is cast against any enemy unit within 24", making it subject to Animosity against one friendly unit nominated by the caster. The nominated friendly unit must also be within 24" of the caster. The target gets a Magic Save. Animosity Test: The affected unit must take an Animosity test at the start of each turn if the nominated friendly unit is within 12", UNLESS there are enemy troops within 12" or charge reach, there are Hated enemies in sight, or the unit is already in close combat because of Animosity. To take the test, roll D6 and subtract the leader's Ld bonus, then apply modifiers: +1 if the target unit is in front of and within charge reach of the nominated unit; +1 if no enemies are in sight; +1 if the target unit is a different race. Result of 5 or less = PASS (no effect). Result of 6 = FAIL (fire any missile weapons, no charge, no close combat, but move as close as possible to nominated unit). Result of 7+ = DISASTER (charge nominated unit if within range, otherwise move as close as possible and fire missiles). Cost: 4 MP.
Special
Dispirit (Battle Level 1, MP 2, Range 24") reduces an enemy unit's Leadership by -1 for the rest of the battle; Magic Save allowed.
Dispirit is cast against any enemy unit within 24". The affected unit suffers -1 Ld for the remainder of the battle. This spell does not affect character models associated with the unit. This spell can be cast only once per unit. The target gets a Magic Save. Cost: 2 MP.