WARHAMMER MAGIC -
BATTLE MAGIC

There are 20 cards in the deck:
2 Fear,
2 Heal,
2 Bless,
2 Net,
2 Fireball,
2 Protect,
2 Destruction,
1 Blast,
1 Shield,
1 Hold Fast,
1 Teleport Self,
1 Curse,
1 Move Unit.

Fireball (Power 1)
The wizard can cast 1 fireball per magic level. Each fireball strikes the first model in its path up to 24" away. A model hit by a fireball suffers 1 S4 hit. No armour saves allowed.
Line of Sight

Destruction (Power 2+)
Can be cast against an enemy unit up to 18" from the caster. The unit suffers 2D6 S4 hits, no armour saves allowed.

Fear (Power 2)
This spell can be directed at an enemy unit within 24". The target unit must take a Fear test immediately. If it fails, the unit flees.

Blast (Power 2)
The sorcerous blasts hits the first enemy model in its path within 24" inflicting either D6 S5 or D3 S10 hits, no armour saves allowed.

Shield (Power 2)
Can be cast on a friendly unit within 18". All enemy shots must roll to penetrate the magical shield before rolling to hit. Roll a D6 for each shot: on a 4+ the shots bounces off and is discounted.
Remains in Play

Heal (Power 1)
This spell can be cast upon the wizard himself, or upon a friendly model within 12" that has suffered 1 or more wounds. The model immediately recovers 1 wound.

Hold Fast (Power 3)
Affects an enemy unit within 24" of the wizard. The unit can do nothing while the spell is in play.
Remains in Play

Teleport Self (Power 1)
The wizard may transport himself anywhere on the battlefield. If he moves straight into close combat, he counts as charging.

Curse (Power 2)
Can be cast at enemy unit within 24". The affected unit suffers -1 shooting/to hit.
Remains in Play

Net (Power 2)
An enemy unit within 12" is entangled in a magic net, and can do nothing while the spell lasts.
Remains in Play

Move Unit (Power 2)
The wizard can transport himself and a friendly unit up to 18" across the battlefield. The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of combat.

Bless (Power 2)
This spell can be cast upon a friendly unit within 24". The blessed unit receives +1 shooting/to hit.
Remains in Play

Protect (Power 3)
This spell can be cast upon a friendly unit within 24". The unit receives a special save of 4+ against each wound suffered.
Remains in Play