Warp Lightning (Power 2)
Bolt of warp lighting strikes first unit in its path up to 24" away inflicting D6 S5 hits. No armour saves allowed.
Line of Sight
Cracks Call (Power 2)
A crack in the ground, starting at the caster, runs for 18" in a straight line. Any models in its path must roll equal or less than their Initiative to leap out of the way (6 always fail). If they fail they fall into the crevasse never to be seen again. War engines, chariots, ect. must roll 5 or 6 or be destroyed. Buildings affected suffer D6 damage points.
"Look out Sir" does apply
Scorch (Power 1)
Gout of flame strikes enemy unit within 24". Roll a D6 for each model in the unit: on a 6 it suffers 1 wound (saves apply normally). If the target is a flammable piece of terrain it will catch fire on a 3+. Units can't enter burning terrain, and any models in the burning terrain suffer 1 S3 hit at the start of their movement phase. Roll for every fire at the start of the Skaven turn: 1-2 fire goes out;3-4 fire continues; 5-6 fire will spread to another piece of flammable terrain within 6".
Poison Wind (Power 3)
May be cast at an enemy unit. Place the Poison Wind template to represent the area covered by the poison cloud. Roll a D6 for every model under the template. On a 5 or 6 they suffer D6 wounds. No armour saves allowed.
Skitterleap (Power 1)
The spell may be used on the caster himself, or a single model within 3". The target disappears and may reappear anywhere on the battlefield. The model may move directly into hand-to-hand combat if desired, and will count as charging.
Plague (Power 3)
May be cast on a single model within 18", the target suffers 2D6 minus its Toughness number of wounds. No armour saves allowed. If the victim dies, the plague can move on to the nearest model within 4". This process continues until a victim survives, or there are no more potential victims within 4".
Pestilaent Breath (Power 1)
The Skaven wizard exhales a foul, black vapour. Use the Pestilent Breath template to represent the area affected. Any models under the template suffer 1 wound on a roll of 4+. No armour saves allowed, except for magic armour.
Vermintide (Power 2)
The Skaven Sorcerer summons a heaving mass of rodents and vermin. Use the Vermintide template to represent them. It starts in contact with the Sorcerer, and moves off 3D6" in a straight line immediately. Any model passed over by the template suffers S3 hit with -1 armour save modifier. In each subsequent magic phase the template moves another 3D6" in the same direction. Vermintide is unaffected by weapons or magic.
Remains in Play
Wither (Power 1)
The Skaven inflicts D6 S6 hits upon enemy models in base contact. No armour saves allowed, except for magic armour.
Putrefy (Power 1)
May be cast against an enemy unit engaged in hand-to-hand combat within 24". The unit must pass an immediate Panic test or break and flee. If they pass the test they suffer -1 to hit in hand-to-hand combat while the spell lasts.
Lasts 1 Turn
Madness (Power 2)
Can be cast on a single enemy model within 24". Both players roll a D6. If the Skaven player rolls higher he can control the model next turn (if he takes control of a wizard he may not cast spells). If the roll is equal or lower the spell fails. In each subsequent magic phase roll again to see whether the Skaven player can control the model that turn.
Grey Seers only. Remains in Play
Death Frenzy (Power 3)
The Grey Seer wafts warpstone gas over a unit within 6". The target moves at double rate, and has double Attacks. It must charge into combat as soon as possible, and must always purse. In each subsequent magic phase the unit suffers D6 wounds from over exertion.
Grey Seers only. Remains in Play
Curse of the Horned One (Power 3)
The Grey seer can cast the spell against a single enemy unit within 12". The Skaven player rolls 2D6 for each model in the unit; the opposing player rolls a D6 and adds the victim's Toughness. If the Skaven player scores highest the victim is transformed into a skaven under control of the Skaven player.
Grey Seers only