WARHAMMER ARMIES - ARABY

The Arabian Magic Deck

The following is the Arabian Spell Deck.

Sandstorm - Power 2 - Range 24"
This spell may be cast at a single model or a unit. The Wizard summons up a powerful sandstorm that swirls around the target, preventing it from moving or shooting until the spell is dispelled or the wizard takes it back into his hand.

Summon Whirlwind - Power 2
This spell enables the Wizard to create a mighty whirlwind which prevents any models flying high. Models which are already high are forced to the ground and take D6 Strength 7 hits from their uncontrolled crash landing.

Hypnotism - Power 1
The Wizard stares deep into the eyes of one of his Hand to Hand opponents. The victim must make a leadership roll or will be under the Wizards power unit the next magic phase.

Flying Jambiya - Power 2 - Range 24"
The wizard summons a powerful wind of glittering Jambiya which sweep across the battlefield to slash and stab at the foe. The Jambiya fly in a straight line up to a maximum distance of 24" hitting the first unit in its path. The wind causes 3D6 hits minus the targets weapons skill. Each hit causes a wound of a D6 score of 4+.Armour saves are taken against wounds as normal.

Summon Sand Lion - Power 2
Using this spell the wizard causes the very sand around him to form into a lion. The Sand Lion will fight alongside the wizard until it is destroyed or diapelled. It has the following profile

Profile M WS BS S T W I A Ld
Sand Lion 6 5 5 4 4 2 7 3 8

Sand Blast - Power 3 - Range 24"
A blasting sandstorm erupts from the wizards mouth and strikes the first unit in its path upto a range of 24". This blast of sand will strip the flesh from the body of its victims in an instant. The unit suffers 2D6 S5 hits with no saving throw possible for armour.

Oasis - Power 3 - Range 24"
The wizard creates an Oasis within 24" of himself. Place a suitable terrain item, about 6" in diameter to represent this feature. Any enemy units within 24" of the Oasis must make a leadership test at -2 at the beginning of each turn. If they pass the test they may move normally, otherwise they must move as fast as possible towards the Oasis. Once in contact with the Oasis they stop moving but the penalty on leadership tests increases to -4 to regain control. The Oasis lasts until it is dispelled or it is ended by the wizard.

Hand of God - Power 1 - Range 3"
The wizard summons a small Djinn to transport either himself or another model within 3" anywhere on the battle field. The model may be placed in base to base contact with enemy models and counts as charging for the purpose of hand to hand combat.

Curse of the Desert - Power 1
The wizard reaches out with his hand and attempts to drain all the moisture out of a single hand-to-hand opponent. Roll to hit a single opponent who is in base to base contact. If the attack hits the wizard drains all of the water out of the victim killing them instantly. Armour Saves may be made as normal.

Sun Stoke - Power 2 - Range 24"
This spell may be cast at any model or unit within 24". A miniature sun appears over them and causes them to suffer from sunstroke. The unit becomes subject to the rules for Stupidity. The spell lasts until it is dispelled, the wizard ends it, or he is killed