MAGIC

There are two magic decks used in Under the Sea; Sea Magic and Black Water Magic. Both magic decks are shown below.

Sea Magic

Water Blast
Power: 2
Range: Flame Template

Water is Blasted out from the caster. Every model under it must pass an intitive test. If they fail they take a Str 4 hit with no save.

Typhoon
Power: 3
Range: 36" (Ocean Surface only)

A Typoon appears above the targeted unit. Every model under the template (use Black Horror) must pass a initive test. If they fail they all take 1 wound with no armour save. The Typoon will move 1d6" in a direction declared by the caster every turn after it is cast.

Swall
Power: 2
Range: 20" (Black Horror Template)

A Swall appers in the water. It stops all units under the template (use Black Horror) template. Will only be able to move on a roll of a 6 at the begin of the movement phase. The Swall will move 2d6" in a random direction every turn after it is cast.

Currents
Power: 2
Range: 36"

Currents move a unit anywere on the board and down one level. It is upto the caster which unit he moves and were to. They may not move through other units.

Tidal Wave
Power: 2
Range: 24"

A Tidal Wave is summond by the caster and hits one unit within 24". It hits on a 2+ at Str 3 with no armour save.

Weeeeeds!!
Power: 1
Range: Ocean Bed

Sea weeds begin to grow at great speed out of the ocean bed. Count sea weed as very difficult terrain. At any time the caster may declare the weeds dead and they will dissaper as quickly as they grew.

Crevasse
Power: 3
Range: 24"

The caster open a huge crevasse on the Ocean Bed within 24" of the caster. Place theCrevasse template over the area. Any model under the template must roll equal to or under it initive to get out of the way of the crevasse. If they fail then they are instantly killed.

Whirlpool
Power: 2
Range: 24" (Use Black Horror Template)

A whirpool will apper (place Black Horror template) above an enermy unit who are sucked down to the bottom of the Sea Bed and sufure from a Str 3 hit.

Teleport
Power: 1
Range: Table

The caster may teleport anywere on the battle field move the model to this new position.

Heal:
Power: 1
Range: 24"

The caster will heal anybody who has died and who he is in base to base contact with to full wounds.

Black Water Magic

The Black Water:
Power: 3
Range: 3" per turn

The caster summons the Blackwater. Any enemy touched by the Blackwater will be killed unless they can roll under their strength on a D6. It will travel out from the caster 3" per turn. i.e. first turn cast every unit within 3" of caster are effected, second turn cast every unit in 6" of the caster effected and so on.

Chaos Fish
Power: 2
Range: 12

A Swarm of Chaos fish appear infront of the caster and swim towards there enemy. Use fish swarm states but fish are frenzied.

Transformation
Power: 3
Range: Caster

You turn in to a Kraken or Leviathan. When you are in this form you may dispel magic but not cast any more spells. You must have the appropriate model.

Black Bolt
Power: 2
Range: 12"

A bolt burst from the casters hands and hit’s the first model in it’s path. The hit causes D6 S5 hits. Warmachines and Dwarf Subs etc. suffer from D6 S10 hits.

Ard’ Nuts
Power: 2
Range: 36"
The caster may cast this on a single unit within 36". The unit gains +1 Toughness and will always hit first. Place this card next to the affected unit.

Right Ard’
Power: 2
Range: 36"
The caster may cast this on a single unit within 36". The unit gains +1 Weapon Skill. Place this card next to the affected unit.

Power Flood
Power: 1
Range: -

The Winds of Magic will increase by 1d6 from now on.

Power Drain
Power: 1
Range: -
The Winds of Magic will decrease by 1d6 from now on.

Black Hand
Power: 1
Range: 24"

A giant hand rises out of the Ocean and grabs a single figer. To escape from it’s grasp the figer must roll 2d6 under it’s strength. If it escapes it suffers 1 S3 hit.

Cloak of Darkness
Power: 1
Range: Caster

A black clock covers the caster. He will save any attacks against him on a 4,5 or 6.

Aquatic Magic

Kraken's Call:
Power: 3
Range: 36"

The ground starts to rupture, as huge sucker covered tentacles rise out of the ground. The target affected by the Kraken's Call can not move, fire or cast spells until the spell is dispelled.

Phantom Pirates
Power: 2
Range: 12"

A regiment of 2D6 Skeletons is created. They can be placed anywhere within 12" of the caster even into combta. If the unit is defeated in combat or Drain Magic is played then the unit is destroyed.

Flying Dutchman:
Power: 3

The affected nit is put in to a Time Loop, and disappears. At the start of each turn roll a D6; on a 5+ the unit appears where is disappeared and may act as normal. The effect stops if the spell is dispelled. You may only have one time loop in play at any one time.

Wave Blast
Power: 1
Range: 12"

A torrent of waves appears from the sorcerors finger tips, striking the first unit in its path. The spell causes D6 S4 Hits, and pushes the unit directly back D6".

Tsunami:
Power: 2
Range: 18"

The spell can be directed at any unit in range, and will cause D6 S6 Hits. It also will disperse the unit which it impacts. This will make any non-skirmishing units spend the next turn re-forming.

Drown
Power: 2
Range: 18"

The target begins to drown in the water. He suffer D3 wounds unless he can roll under his T value (for each wound roll D3 first). There is no save inclueding magic armour or special saves.

Siren's Song:
Power: 1

The affected unit hears the sound of beautiful voices singing. This has the effect of mesmerizing the unit. The unit must pass a leadership test before it can move or fire.

Etheral Sharks
Power: 2
Range: 18"

A unit of sharks large enough to fight the front rank of the target unit appear ans fight the unit for one round of combat. They count as charging and may purse if they win. After the round of combat they vanish.

Water Weirds:
Power: 1

Playful water spirits dance around the fight, making all involved strangly calm. Play spell on a unit already in combat. While this spell lasts the combat will count as a draw regaurdless of the combat results.

Whirlpool
Power: 2
Range: 12"

Place a Whirlpool any enermy within 12" of the wirlpool are drawn 2D6" towards it. If they reach the center they are killed automatically wil no save possible.

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