Dungeon Hammer 9E Spells Compendium

by Killbodies0313

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Dungeon Hammer 9E

Holy

Divine Craft

Must have any of the following Kewords, < DEMON HUNTER > or Crusader


Divine Aim (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

Pick a friendly < IMPERIUM > unit within 18" of the caster. Until your next magic phase, the unit you picked is able to target enemy units that are not visible to them but they suffer a - 1 to hit rolls, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover.


Righteous Repugnance (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 12"

Effect:

Pick a friendly Imperium unit within 12" of the caster. You can re-roll all failed hit rolls and wound rolls made for the unit's Melee weapons until the start of your next magic phase.


Inner Fire (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 6"

Effect:

Select one enemy unit within 6" of this caster and roll a number of spell attacks equal to the result of the magic test. For each roll of 1 this caster suffers 1 mortal damage, and for each hit that enemy unit suffers 1 mortal damage.


Gate of infinity (Spell Power)

--

Type: Enchantment

Casting cost: 9

Range: 6"

Effect:

Pick a friendly < IMPERIUM > unit within 12" of the caster. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model.


Hammerhand (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 12"

Effect:

Pick a friendly < IMPERIUM > unit within 12" of the caster. Add 1 to any wound rolls you make for that unit's Melee weapon until the start of your next magic phase.


Purge Soul (Spell Power)

--

Type: Attack

Casting cost: 6

Range: 12"

Effect:

Pick a visible enemy unit within 12" of the caster. Both controlling players roll a dice and add their respective unit's highest Leadership value. If the target's total is equal to or greater than the caster's total, nothing happens. If the caster's total is greater than the target's total, the target unit suffers a number of mortal wounds equal to the difference.


Sanctuary (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 12"

Effect:

Pick a friendly < IMPERIUM > unit within 12" of the caster. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.


Divine Wrath (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 12"

Effect:

Godly energy shines down on visible enemy < Demon > unit within 12" of the caster. That model's unit, and every other Demon units within 3" of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is cast with a magic test of 12+.


Halo of Vengence (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 12"

Effect:

Pick a friendly < IMPERIUM > Character wholly within 12" of the caster that is visible to them. Until the start of your next magic phase, each time you make an unmodified save roll of 6 for that unit, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Tech

Techomancy Discipline

Must have any of the following keywords


Blessing of the Machine God (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 12"

Effect:

Select one friendly VEHICLE or CONSTRUCT model within 12" of this caster (you can only select a TITANIC model if the result of the magic test to cast this power was 10 or more). Until the start of your next magic phase, when resolving an attack made by that model, add 1 to the hit roll.


Objuration Mechanicum (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 8

Range: 18"

Effect:

Select one enemy unit within 18" of and visible to this caster. Until the start of your next magic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack


Reforge (Spell Power)

--

Type: Enchantment

Casting cost: 7

Range: self

Effect:

Select one friendly VEHICLE or CONSTRUCT model within 3" of and visible to this caster (you cannot select a model that has already regained lost wounds this turn). That model regains up to D6 lost wounds.


Fury of the Forge (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 18"

Effect:

If cast, select one enemy model within 18" of and visible to this caster. Draw the shortest possible imaginary straight line, 1mm wide, between this caster’s base and that model’s base. Roll one D6 for the selected model’s unit and each other enemy unit that this line passes across, adding 2 to the result if the unit being rolled for is a VEHICLE. On a 4-5 the unit being rolled for suffers 1 mortal wound; on a 6+ the unit being rolled for suffers D3 mortal wounds


Harden Armour (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 12"

Effect:

Select one friendly VEHICLE or CONSTRUCT unit within 12" of this caster. Until the start of your next Magic phase, when resolving an attack made against that unit, add 1 to the saving throw.


Shrapnel Burst (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 18"

Effect:

Select one point on the battlefield within 18" of and visible to this caster. Roll 2d3 spell attacks with the below profile for each enemy unit within 3" of that point.

Range Type S AP D Weapon Abilities
Spell Spell 2d3 5 -1 1 Blast

Machine Flense (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 18"

Effect:

Select one enemy VEHICLE or CONSTRUCT unit that is within 18" of and visible to this caster. That unit suffers 1d6 mortal wounds. You can then select 1d3 other enemy VEHICLE or CONSTRUCT units that are within 6" of and visible to that target unit when this power was cast. Roll one D6 for each mortal wound that VEHICLE or construct unit suffered; for each 4+ the other selected unit suffers 1 mortal wound

Elemental Disciplines

Pyromancy Discipline


Fireball (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 24"

Effect:

Select one point on the battlefield within 24" of and visible to this caster. Roll 1d6 spell attacks with the below profile for each enemy unit within 3" of that point.

Range Type S AP D Weapon Abilities
Spell Spell D6 5 -1 1 Blast, Engulf, deals fire damage

Fire Cloak (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

If cast, select one friendly unit within 18" of this caster. Until the start of your next magic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 2 from the result. Furthermore at the start of your fight phase, roll one spell attack for each enemy model within Engagement range on a hit that unit suffers 1 fire damage, if a unit that was not within engagement range on you turn ends there turn within engagement range roll a spell attack on a hit that unit suffers 1 fire damage.


Flaming weapon (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

Select one friendly Character within range, then until the start of your next magic phase, when that unit resolving an attack made with a melee weapon by the chosen unit, cause 1 fire damage in addition to normal damage.

Cryomancy Discipline


Icicle Burst (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 24"

Effect:

If cast, select one point on the battlefield within 24" of and visible to this caster, make a Spell attack with the below profile to each enemy unit within 3" of that point.

Range Type S AP D Weapon Abilities
Spell Spell D6 4 -1 1 Blast, deals Cryo damage

Blizzard (Spell Power)

--

Type: Attack (Concentration)

Casting cost: 8

Range: 24"

Effect:

Pick a location on the battlefield within range. Place a marker on that location, then roll a D6 with the scatter die if it is a hit the marker stays in place, if it is not move the marker a number of inches equal to the number rolled on the D6, in the direction of the scatter die. Any units, friend or foe within 3" of the center of the marker will get hit with the below profile. At the start of each of the caster magic phases if the spell is maintained with concentration you scatter the marker d6 inches and deal damage again to any appropriate Units, if a unit that did not start its turn within 3" of the marker moves within 3" of the marker on its turn will be hit with the below profile, If the result of the magic test was more then 13+ the Orb deals 2d6 spell attacks. Note the orb can have a character attempt to counterspell it after the first round, if this is done the Caster rolls a new magic Test, this becomes the new score to beat when trying to counterspell.

Range Type S AP D Weapon Abilities
Spell Spell d6 6 0 1 Engulf, deals Cryo damage

Ice Armor (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

Select one friendly unit within 18" of this caster. Until the start of your next magic phase, that unit gains a +1 to all armor saves made. In addition, it gains +1 to the Toughness Score. Furthermore at the start of your fight phase, roll one spell attack for each enemy model within Engagement range on a hit that unit suffers 1 Cryo damage, if a unit that was not within engagement range on you turn ends there turn within engagement range roll a spell attack on a hit that unit suffers 1 cryo damage.


Iceing weapon (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

Select one friendly Character within range, until the start of your next magic phase when that unit is resolving an attack made with a melee weapon that has no damage type, that units weapons deal Cryo damage instead of normal.

Electromancy Discipline


Chain Lightning (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 24"

Effect:

Pick enemy unit within 24" of the caster that is visible to them, roll 1d6 spell attacks, with the below profile. If that unit is destroyed as a result, the closest enemy unit within 18" of the last model from that unit to be removed will the receive d6 spell attacks, and so on until a unit is not destroyed or there is no enemy unit within 12" of the last model in the destroyed unit.

Range Type S AP D Weapon Abilities
Spell Spell 5 0 1 blast, deals lightning damage

Lightning Blast (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 24"

Effect:

Select one point on the battlefield within 24" of and visible to this caster. Roll 1d6 spell attacks with the below profile for each enemy unit within 3" of that point.

Range Type S AP D Weapon Abilities
Spell Spell D6 5 0 1 Blast, deals lightning damage

Electro Cloak (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: self

Effect:

Until the start of the next magic phase you gain +1 to saves made and at the start of your fight phase, roll one spell attack for each enemy model within Engagement range on a hit that unit suffers 1 lightning damage, if a unit that was not within engagement range on you turn ends there turn within engagement range roll a a spell attack on a hit that unit suffers 1 lightning damage.


Lightning Orb (Spell Power)

--

Type: Attack, (Concentration)

Casting cost: 8

Range: 18"

Effect:

Pick a location on the battlefield within range. Place a marker on that location, then roll a D6 with the scatter die if it is a hit the marker stays in place, if it is not move the marker a number of inches equal to the number rolled on the D6, in the direction of the scatter die. Any units, friend or foe within 3" of the center of the marker will get hit with the below profile. At the start of each of the caster magic phases if the spell is maintained with concentration you scatter the marker d6 inches and deal damage again to any appropriate Units, if a unit that did not start its turn within 3" of the marker moves within 3" of the marker on its turn will be hit with the below profile, If the result of the magic test was more then 13+ the Orb deals 2d6 spell attacks. Note the orb can have a character attempt to counterspell it after the first round, if this is done the Caster rolls a new magic Test, this becomes the new score to beat when trying to counterspell.


Lightning Pulse (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 18"

Effect:

The closest enemy unit within 18" of the caster suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1D3 mortal wounds.

Terramancy Discipline


Earthly Resilience (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 12"

Effect:

Select one friendly unit within 12" of this caster. Until the start of your next magic phase, when resolving an attack that targets that unit, subtract 1 from the wound roll.


Tectonic Purge (Spell Power)

--

Type: Enchantment, Hex (Concentration)

Casting cost: 6

Range: 12"

Effect:

Until the start of your next magic phase, when a charge roll is made for an enemy unit within 12" of this caster, subtract 2 from the result.


Wrack and Ruin (Spell Power)

--

Type: Enchantment, Hex, Attack (Aura) (Concentration)

Casting cost: 9

Range: 18"

Effect:

Select one unit within 18" of and visible to this caster, or select one enemy unit that is wholly within or on a terrain feature and is within 18" of and visible to this caster. Roll 10 D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound.


Fortify (Spell Power)

--

Type: Enchantment

Casting cost: 5

Range: 12"

Effect:

If cast, select one Building or structure within 12" of the caster; that structure regains up to D6 lost wounds.


Aspects of Stone (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: self

Effect:

Then until the start of your next magic phase, add 2 to this caster’s Strength or Toughness characteristics or you gain a 5+ ignore wounds or +1 to an already existing Ignore wounds ability.


Chasm (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 18"

Effect:

Select one enemy unit that cannot FLY and is within 18" of and visible to this caster. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds.

Hydromancy Discipline


Steed of Tides (Spell Power)

--

Type: Enchantment

Casting cost: 6

Range: 6"

Effect:

Pick a friendly CHARACTER that is not a MONSTER and that is within 6" of the caster and visible to them. Remove that model from the battlefield, and then set it up again within 24"of its previous location and more than 9" from any enemy models. This counts as the model’s move in your following movement phase.


Tide of Fear (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 6

Range: 18"

Effect:

Pick an enemy unit within 12" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for that unit and subtract 2 from that unit’s Leadership characteristic.


Tsunami of Terror (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 8

Range: 12"

Effect:

Pick up to D6 enemy units within 12" of the caster and visible to them. Until your next command phase, subtract 1 from hit rolls for attacks made by those units, and subtract 2 from the leadership characteristic of those units.


Cloying Sea Mists (Spell Power)

--

Type: Enchantment/Attack

Casting cost: 8

Range: 12"

Effect:

Pick 1 friendly unit, or 1 enemy unit, within 12" of the caster and visible to them. If you picked a friendly unit, heal up to D3 wounds allocated to that unit. If you picked an enemy unit, that unit suffers D3 mortal wounds.


Rolling Fog (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 12"

Effect:

Pick a spot within range all creatures within 6" of that point are considered Obscured and creatures making melee attacks within 6" of that point have -1 to hit rolls. this last until the start of you next turn, if this spell is concentrated, on you may move the fog in a straight line up to 12" in any direction you choose.

Galeamancy Discipline


Heavy Gale (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 18"

Effect:

Select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 (typically, this will mean one D6 is rolled instead of 2D6).


Ride the Winds (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 12"

Effect:

Select one friendly unit within 12" of this psyker. Until the start of your next Psychic phase, that unit has fly and when an Advance roll or charge roll is made for that unit, add 2 to the result.


Storm-wreathed (Spell Power)

--

Type: Enchantment, Attack (Concentration)

Casting cost: 8

Range: 12"

Effect:

Select one friendly unit within 12" of this psyker. Until the start of your next Psychic phase, enemy units cannot fire Overwatch at that unit, and after that unit finishes a charge move, for each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound.


Fear the Tempest (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 18"

Effect:

Select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit rolls.


Eye of the Storm (Spell Power)

--

Type: Attack, (Aura)

Casting cost: 6

Range: 8"

Effect:

Roll one D6 for each enemy unit within 8" of this psyker, adding 1 to the result if that unit can FLY; on a 4+ that unit suffers 1 mortal wound. If you concentrate on this spell it deals its damage again to creatures in range


Storm Cloud (Spell Power)

--

Type: Enchantment (Concentration, Aura)

Casting cost: 7

Range: 12"

Effect:

Until the start of your next Psychic phase, the psyker and any friendly units within 12" of him gain the Obscured Condition.


Tempest’s Wrath (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 6

Range: 24"

Effect:

Select a visible enemy unit within 24" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for that unit.


Murderous Hurricane (Spell Power)

--

Type: Attack

Casting cost: 6

Range: 12"

Effect:

Select a visible enemy unit within 18" of the caster. Roll one dice for each model in that unit, the unit suffers a mortal wound for each roll of 6.


Howling Gale (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 12"

Effect:

Pick 1 enemy unit within 12" of the caster that is visible to them. That unit cannot use or benefit from Stratagems, Orders and Aura abilities until your next Psychic phase.


Stormcaller (Spell Power)

--

Type: Attack

Casting cost: 9

Range: Special

Effect:

Roll a dice for each enemy unit on the battlefield. On a 5+ that unit suffers D3 mortal Damage.


Thunderclap (Spell Power)

--

Type: Hex

Casting cost: 6

Range: 18"

Effect:

Pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit and wound rolls for attacks made by that unit until your next psychic phase. Furthermore that unit may not apply any bonuses to any skill or stat test that requires hearing.


Thundershock (Spell Power)

--

Type: Hex (Aura)

Casting cost: 7

Range: 18"

Effect:

Roll a dice for each enemy unit within 6" of the caster that is visible to them. On a 4+ that unit suffers 1 mortal wound. In addition, subtract 1 from hit rolls for attacks made by that unit until your next Psychic phase.

Druidic Disciplines

Astromancy


Blazing Starlight (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 6

Range: 18"

Effect:

Pick 1 enemy unit within 18" of the caster and visible to them. Until the start of your next Psychic phase, subtract 1 from hit rolls for attacks made by that unit.


Control Fate (Spell Power)

--

Type: Enchantment or Curse (Concentration)

Casting cost: 7

Range: 18"

Effect:

Pick 1 unit within 18" of the caster and visible to them. If that unit is an enemy unit, until the start of your next Psychic phase, subtract 1 from save rolls for attacks that target that unit. If that unit is a friendly unit, until the start of your next Psychic phase, add 1 to save rolls against attacks that target that unit.


Hand of Glory (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 18"

Effect:

Pick 1 friendly unit wholly within 18" of the caster and visible to them. Until the start of your next Psychic phase, you can re-roll hit rolls of 1 for attacks made by that unit.


Extend Astromatrix (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 24"

Effect:

Pick 1 spot within a terrain feature wholly within 18" of the caster and visible to them. Until the start of your next Psychic Phase all units (Friend and Foe) can move freely through that terrain as long as the are within 6" of the chosen point.


Solar Convocation (Spell Power)

--

Type: Attack, Hex (Concentration)

Casting cost: 7

Range: 24"

Effect:

Pick 1 enemy unit wholly within 18" of the caster and visible to them. that unit suffers 1 Mortal wound, at the start of that units controllers command phase. Roll a dice, on a 5+ that unit suffers 1 mortal wound.


Starfall (Spell Power)

--

Type: Attack

Casting cost: 9

Range: 36"

Effect:

Pick a point on the battlefield within 36" of the caster that is visible to them. Roll a dice for each enemy unit within 3" of that point. On a 4+ that unit suffers D3 mortal wound.

Floramancy Discipline


Entangling Vines (Spell Power)

--

Type: Enchantment, Attack, Hex (Concentration)

Casting cost: 7

Range: 18"

Effect:

Select a point within 18" of and visible to this psyker. When this is first cast and at the start of each Psychic phase after concetration is maintained, the psyker may as a free action cause one enemy within 8" of the chosen point, will have to reduced all movement, advances and charges by half rounded up to a minimum of 1".


Rampant Growth (Spell Power)

--

Type: Enchantment, (Concentration)

Casting cost: 6

Range: 18"

Effect:

Select a point within 18" of and visible to this Caster. You may create a patch of difficult ground that covers 6" in all directions of the point, this terrain counts as area Terrain with the Dense cover, Breachable, Defensible and Difficult ground traits.


Poison Spray (Spell Power)

--

Type: Enchantment, (Concentration)

Casting cost: 5

Range: self

Effect:

The caster gains the following weapon until the start of your next Psychic phase

Poison Spray

Range Type S AP D Grip
8" Pistol D6 1 -2 1 2H

Abilities

Engulf, Deals Deadly poison damage.


Spore Maws (Spell Power)

--

Type: Attack

Casting cost: 8

Range: D6"

Effect:

Each enemy unit within D6" of this model suffers D3 mortal wounds.


Throne of Vines (Spell Power)

--

Type: Enchantment, (Concentration)

Casting cost: 5

Range: self

Effect:

Add 2 to casting rolls for the caster until the caster makes a move or is set up in a different location.


Treesong (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 16"

Effect:

Pick 1 friendly unit within 16" of the caster that has the FAUNA Keyword, that unit may re-roll hit and wound rolls of 1 for attacks made until the start of your next psychic Phase


Verdurous Harmony (Spell Power)

--

Type: Enchantment

Casting cost: 7

Range: 16"

Effect:

If cast, pick 1 friendly unit with the FAUNA keyword that is wholly within 18" of the caster and visible to them. You can return 1D3 slain model to that unit. If you picked a Character unit, you may heal D3 wounds from that unit.


Awaken Shrub (Summoning Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Summon a unit of 2D3 Awakened Shrubs. the unit must be placed anywhere within range that is more then 9" away from any enemy units. The summoned unit may shoot or charge in the proceding Phases. Furthermore before manifesting this power the caster may increase the warp charge value of this power, if this is done for every 2 warp charges increased, add a D3 shrubs to the unit. Use the profile below For the Wolves.

-


M WS BS S T W A LD SV
5" +4 - 4 3 1 2 7 6+

Constrict

Range Type S AP D Weapon Abilities
Melee Melee User - 1 -

Wargear Options

Vines/limbs, Natural armor

Abilities / Upgrades

Ethereal

Unit receive a - 1 to hit rolls made against this unit. In addition this unit get 5+ Invulnerable Save.

Spirit Resiliance

Roll a D6 each time this model loses a wound, On a roll of a 6 that wound is ignored and has no effect.

Keywords

Faction Divine, Lesser summons, Rebirth

Fuanamancy Discipline


Tide of Serpents (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 12"

Effect:

Pick 1 enemy unit within 12" of the caster and roll a number of dice equal to the number of models in that unit. For each 5+, that unit suffers 1 mortal wound.


Unleash Swarm of Critters (Spell Power)

--

Type: Enchantment, Attack, Hex (Concentration)

Casting cost: 7

Range: 9"

Effect:

Roll a number of dice equal to the casting roll for each enemy unit within 9" of the caster. For each 6, that enemy unit suffers 1 mortal wound. when casting this spell you may increase the warp charge value by 1 to make it so it deals mortal wounds on each roll of a 6+, Furthermore you may in creases the warpcharge value by 2 and it will deal mortal wounds on a 4+.


Fangs of the Wolf Spirit (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: self

Effect:

The caster gains the following weapon for D3 rounds.

Twin Fangs

Range Type S AP D Grip
Melee Melee 5 -3 1 2H

Abilities

After the caster makes his close combat attacks with these weapons, you can attack with Freki and Geri. Make 6 additional attacks, using this weapon profile


Jaws of the World Wolf (Spell Power)

--

Type: Attack

Casting cost: 8

Range: 18"

Effect:

Select an enemy unit within 18" of the psyker. Roll 2D6 and subtract the target’s Move characteristic – the target unit suffers a number of mortal wounds equal to the result, if the target is a vehicle roll 3d6 instead.


Wolf Spirit (Summoning Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 18"

Effect:

Summon a unit of 2D3 Wolves. the unit must be placed anywhere within range that is more then 9" away from any enemy units. The summoned unit may shoot or charge in the proceding Phases. Furthermore before manifesting this power the caster may increase the warp charge value of this power, if this is done for every 2 warp charges increased, add a D3 Wolves to the unit. Use the profile below For the Wolves.

Wolf


M WS BS S T W A LD SV
8" +4 - 3 3 1 2 7 7+

Bite

Range Type S AP D Weapon Abilities
Melee Melee User -1 1 -

Wargear Options

Teeth, Natural armor

Abilities / Upgrades

Ethereal

Unit receive a - 1 to hit rolls made against this unit. In addition this unit get 5+ Invulnerable Save.

Spirit Resiliance

Roll a D6 each time this model loses a wound, On a roll of a 6 that wound is ignored and has no effect.

Keywords

Faction Divine, Lesser summons, Rebirth


Dire Wolf Spirit (Summoning Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Summon a unit of 1D3 Spirit wolves. the unit must be placed anywhere within range that is more then 9" away from any enemy units. The summoned unit may shoot or charge in the proceding Phases. Furthermore before manifesting this power the caster may increase the warp charge value of this power, if this is done for every 2 warp charges increased, add 1 hound to the unit. Use the profile below For the Hounds.


M WS BS S T W A LD SV
8" +4 - 4 4 3 D3 7 6+

Savage Bite

Range Type S AP D Weapon Abilities
Melee Melee User -2 2 -

Wargear Options

Savage bite, Natural armor

Abilities / Upgrades

Ethereal

Unit recive a - 1 to hit rolls made against this unit. In addition this unit get 5+ Invulnerable Save.

Spirit Resiliance

Roll a D6 each time this model loses a wound, On a roll of a 6 that wound is ignored and has no effect.

Keywords

Faction Divine, Lesser summons, Rebirth,

Dracomancy


Drakeskin (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 12"

Effect:

select one friendly unit within 12" of this caster. Until the start of your next magic phase, add D3 to the Toughness characteristic of models in that unit.


Fury of the dragon (Spell Power)

--

Type: Attack

Casting cost: 10

Range: 12"

Effect:

Select one enemy unit within 12" of and visible to this caster. Roll 1D6; if the result is a 6 or greater than the highest Toughness characteristic of models in that unit, that unit suffers 2D3 mortal wounds if it is less then that unit suffers 1D3 Mortal wounds.


Draconic Fear (Spell Power)

--

Type: Enchantment (Aura, Concentration)

Casting cost: 9

Range: 12"

Effect:

Until the start of your next magic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12" of this caster.

Death Disciplines

Necromancy Discipline


Unholy Resilience (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Pick a friendly unit within 18" of the psyker. Until your next Psychic phase, the unit you picked gains a + 2 To there Toughness Characteristic and when this unit take a wound roll a dice for each wound you receive on a roll or a 6 that wound is ignored, or gain a +1 to a roll for a like ability (e.g. Feel no pain).


False Life (Spell Power)

--

Type: Enchantment, (Concentration)

Casting cost: 8

Range: self

Effect:

You gain 3 Temporary wounds until the start of your next Psychic phase, If the result of the psychic test to cast this spell is 11 or higher you gain 3+D3.


life Steal (Spell Power)

--

Type: Attack, Enchantment

Casting cost: 7

Range: 9"

Effect:

Pick one enemy unit thats not a BUILDING, VEHICLE or CONSTRUCT within range, that unit suffers 1D3 Mortal wounds and you may heal an equal amount.


Touch of Death (Spell Power)

--

Type: Attack

Casting cost: 9

Range: 1"

Effect:

Pick one enemy Character thats not a BUILDING VEHICLE or CONSTRUCT within range, that unit must roll 2d6, if that roll is equal to or less then the targets leadership that unit suffers 1D3 Mortal wounds and if the result is greater than the targets leadership that unit suffers 2d3 Mortal wounds.


Death Hex (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 8

Range: 12"

Effect:

select a visible enemy unit within 12" of the Caster. Until the start of your next Psychic phase, that unit has -1 to all saves rolls, this includes invulnerable.


Overwhelming Dread (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 5

Range: 18"

Effect:

pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit.


Fading Vigour (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 6

Range: 18"

Effect:

pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from the Attacks characteristic of that unit (to a minimum of 1) until the start of your next Psychic phase.


Decrepify (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 18"

Effect:

pick 1 enemy unit within 18" of the caster that is visible to them. Until the start of your next psychic phase, subtract 1 from wound rolls made for that model and subtract 1 from the Damage characteristics of that model’s melee weapons (to a minimum of 1)


Prison of Grief (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 6

Range: 12"

Effect:

pick 1 enemy unit within 12" of the caster that is visible to them. Until the end of your next Psychic phase, roll a dice each time that unit attempts to move. On a 4+, that unit cannot move in that phase. The same unit cannot be affected by this spell more than once per turn.


Soul Harvest (Spell Power)

--

Type: Attack, Enchantment

Casting cost: 8

Range: 3"

Effect:

each enemy unit thats not a BUILDING, VEHICLE or CONSTRUCT within 3" of the caster suffers D3 mortal wounds. In addition, for each mortal wound inflicted by this spell and not negated, roll a dice. For each 5+, you can heal 1 wound allocated to the caster


Spectral Grasp (Spell Power)

--

Type: Attack, Enchantment (Concentration)

Casting cost: 6

Range: 18"

Effect:

pick 1 enemy unit within 18", that unit has all Movement and charges halved (Round down, Minimum 1) until the start of your next Psychic phase. when this spell is cast and at the start of each pschic phase that this spell was concentrated on, roll a dice on a 4+ that unit suffers 1 Mortal wound.


Vanhel's Danse Macabret (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

pick 1 friendly UNDEAD unit within 18" of the caster. Until the start of your next psychic phase, that unit gains + 1D3 Attacks at the start of each of there fight Phases.


Summon Zombie (Summoning Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Summon a unit of 3D3 Zombies. the unit must be placed anywhere within range that is more then 9" away from any enemy units. The summoned unit may shoot or charge in the proceding Phases. Furthermore before manifesting this power the caster may increase the warp charge value of this power, if this is done for every 1 warp charges increased, D3 zombies to the unit. Use the profile below For the Zombies.

Zombie

M WS BS S T W A LD SV
5" +5 - 3 4 1 1 7 6+

Decaying Hands and teeth

Range Type S AP D Weapon Abilities
Melee Melee User 0 1 Poison 5+

Wargear Options

Savage bite, Natural armor

Abilities / Upgrades

Undead Resilience

Roll a D6 each time this model loses a wound, On a roll of a 6 that wound is ignored and has no effect.

Keywords

Faction Divine, Lesser summons, Undead,

Umbramancy Discipline


Umbral Form (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: self

Effect:

Umbral Form has a warp charge value of 7. If manifested, until the start of your next Psychic phase this psyker has a 4+ invulnerable save


Enveloping Darkness (Spell Power)

--

Type: Hex (Concentration)

Casting cost: 8

Range: 18"

Effect:

Enveloping Darkness has a warp charge value of 8. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll.


Shadow Blade (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: self

Effect:

Shadow Blade has a warp charge value of 6. If manifested, Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by this unit that weapon has an Armour Penetration characteristic of -4 for that attack.


Shadowstep (Spell Power)

--

Type: Enchantment

Casting cost: 7

Range: 12"

Effect:

Shadowstep has a warp charge value of 7. If manifested, select one friendly CHARACTER unit from your army within 3" of this psyker. Remove that unit and the Psyker from the battlefield and set it up anywhere on the battlefield no more then 18" from where they where removed and not within engagement range any enemy models. if the result of the psychic test made to cast is 11 of higher you may travel 36" rather that 18.


The Abyss (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 18"

Effect:

The Abyss has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll three D6; for each roll of 4+ that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of this psychic power, subtract 2 from the Leadership characteristic of models in that unit until the end of this turn


Shadow Tendrils (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 18" Aura

Effect:

The Dark Tendrils has a warp charge value of 6. If manifested, select a point on the battlefield within 18" of this psyker. Roll 1d3 for each unit within 3" of that point, then roll a number of d6 for each unit equal to the D3 roll, on a roll of a 4+ that unit suffers 1 mortal wound, adding 1 to the result of that roll if the result of the Psychic test was more than 10;


Rolling Shadow (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 18"

Effect:

Until start of the casters next Psychic phase one visible friendly unit within range gains the Obscured condition.


Clock of Darkness (Spell Power)

--

Type: Enchantment

Casting cost: 6

Range: 12"

Effect:

For 1 Hour a friendly unit within range gets +5 to all Covert Skill checks.


Abyssal Darkness (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 12"

Effect:

until your next psychic phase, you and any units are treated as being in Obscured while they are wholly within 9" of the caster.


Bridge of Shadows (Spell Power)

--

Type: Enchantment, (Concentration)

Casting cost: 7

Range: self

Effect:

If manifested, The caster immediately Moves up double its movement characteristic and it can fly. This last until the start of your next Psychic phase.

Sangromancy

Must have the Blood cursed Keyword


Shield of Sangunius (Spell Power)

--

Type: Attack, Enchantment, Hex (Concentration)

Casting cost: 7

Range: 12"

Effect:

Select a friendly BLOOD CURSED unit within 12" of the caster. Until the start of your next Psychic phase, that unit has a 4+ invulnerable save.


Wings of Sanguinius (Spell Power)

--

Type: Enchantment

Casting cost: 6

Range: self

Effect:

If manifested, the caster can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase In addition, whilst this power is in effect, you can re-roll failed charge rolls for the caster. you can shoot even if you Fall Back in your Movement phase, but hit rolls are made with a -1).


Unleash Rage (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: 12"

Effect:

Select a friendly BLOOD CURSED unit within 12" of the caster. Until the start of your next Psychic phase, add 1D3 to the Attacks characteristics of that unit.


Blood Quickening (Spell Power)

--

Type: Enchantment (Concentration)

Casting cost: 6

Range: self

Effect:

You can add 3 to Advance and charge rolls you make for the caster, and make D3 additional attacks with them in your Fight phase, this lasts until the start of your next Psychic phase.


Blood Boil (Spell Power)

--

Type: Attack

Casting cost: 7

Range: 18"

Effect:

Select a visible enemy unit within 18" of the caster and roll 2D6. If the total exceeds the highest Toughness characteristic in the target unit, the unit suffers D3 mortal wounds; if the total rolled is more than double that of the highest Toughness characteristic, the unit suffers 3 mortal wounds instead.


Blood Lance (Spell Power)

--

Type: Attack

Casting cost: 6

Range: 12"

Effect:

Select a visible enemy model within 12" and draw a line between them and the caster. Roll a D6 for each model the center of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound.

Chaos Magic

Ruinous craft


Diabolic Strength (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 12"

Effect:

Select a < CHAOS > model within 12" of the caster. Until the start of your next Psychic phase, add 2 to the model's Strength characteristic and 1 to its Attacks characteristic.


Gift of Chaos (Psychic Power)

--

Type: Attack

Casting cost: 8

Range: 6"

Effect:

Select an enemy unit that is within 6" of the caster and visible to him and roll a D6. If the result is greater than the enemy's Toughness or a 6, it suffers 1D6 mortal wounds. If a Character is destroyed by this power, you can add a Chaos Spawn to your army replacing the character after they are removed as a casualty.


Infernal Gaze (Psychic Power)

--

Type: Attack

Casting cost: 5

Range: 18"

Effect:

Select a visible enemy unit within 12" of the caster and roll 3 dice. The target suffers one mortal wound for each roll of 4+.


Demonic Sight (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Select a Faction: < CHAOS > unit within 18" of the caster. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.


Warptime (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 3"

Effect:

Pick a Faction: < CHAOS > unit (excluding AIRCRAFT) within 3" of the caster. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on the same unit more than once in each Psychic phase.


Cursed Earth (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 18"

Effect:

Pick a point within range, until the start of your next Psychic phase, the invulnerable save of friendly DAEMON units is improved by 1 (to a maximum of 3+) whilst they are within 6" of this point.


Incursion (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 9

Range: self

Effect:

The caster can immediately summon a unit of DAEMONS to the battlefield using the Daemonic Ritual ability as if it were the Movement phase. When doing so, roll up to 4 dice instead of up to 3. The caster will not suffer any mortal wounds as a result of doubles or triples being rolled for this Daemonic Ritual.


Infernal Power (Psychic Power)

--

Type: Enchantment (Concentration, Aura)

Casting cost: 6

Range: self

Effect:

Then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly < CHAOS > units whilst they are within 6" of this psyker.


Mutated Invigoration (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

Select a friendly CHAOS SPAWN, POSSESSED, or < CULT OF DESTRUCTION > unit within 18" of the psyker. Until the start of your next Psychic phase, that unit will gain a bonus depending on what unit it is, as below:

  • You can re-roll the dice when rolling for that Chaos Spawn's Mutated Beyond Reason ability.
  • You can re-roll the dice when rolling for the Attacks characteristic of that unit of Possessed due to its Writhing Tentacles ability.
  • You can re-roll one of the dice when rolling for the Strength, AP and Damage characteristics of that Cult of Destruction unit's weapons due to its Fleshmetal Guns or Fleshmetal Weapons ability.

Infectcious Possession (Psychic Power)

--

Type: Attack, Enchantment (Concentration)

Casting cost: 5

Range: self"

Effect:

Then until the start of your next Psychic phase, the Armour Penetration characteristic of the psyker's melee weapon is improved by 2 (e.g. an AP of -1 becomes -3). Furthermore, until the start of your next Psychic phase, each time the psyker destroys an enemy INFANTRY CHARACTER in the Fight phase, you can add a Chaos Spawn model to your army. If the destroyed model was ASTARTES, you can instead add a Greater Possessed model to your army. If a new model is added to your army, set it up in replace of the enemy models after it was removed.


Sacrifice (Psychic Power)

--

Type: Attack, Enchantment

Casting cost: 5

Range: 2"

Effect:

Choose any model within 2" of the psyker; that model suffers D3 mortal wounds. Then, choose a friendly < CHAOS > model within 18" of the psyker. That model regains D3 lost wounds. If that < CHAOS > model is a DAEMON ENGINE or DEMON that unit regains 3 lost wounds instead.


Binding Damnation (Psychic Power)

--

Type: Hex (Concentration)

Casting cost: 8

Range: 12"

Effect:

Pick 1 enemy unit within 18" of the caster and visible to them. Until the start of your next Psychic phase, that unit has its attack characteristic reduced by D3 (to a minimum of 1).


Call to Glory (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 12"

Effect:

Pick 1 friendly < CHAOS > Character or Monster within 12" of the caster and visible to them. You can re-roll hit and wound rolls for attacks made by that unit. until the start of your next Psychic phase.


Daemonic Power (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 8

Range: 12"

Effect:

Pick 1 friendly non DEAMON < CHAOS > unit wholly within 12" of the caster and visible to them. That unit gains +1 to its strength and Toughness Characteristics and gains a 5+ invulnerable save or a +1 to current invulnerable save until the start of your next psychic phase. if the psychic test to cast this was greater then 12 the target gains D3 temporary wounds as well.


Mask of Darkness (Psychic Power)

--

Type: Attack, Enchantment, Hex (Concentration)

Casting cost: 7

Range: 12"

Effect:

Pick 1 friendly < CHAOS > unit within 12" of the caster and visible to them. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units. That unit cannot move in the following movement phase.


Ruinous Vigour (Psychic Power)

--

Type: Attack, Enchantment, Hex (Concentration)

Casting cost: 5

Range: 12"

Effect:

Pick 1 friendly Chaos within 12" of the caster and visible to them. Until the start of your next psychic phase, gain D3 Temporary wounds. this becomes a D6 if the test to cast this was a 10+


Whispers of Chaos (Psychic Power)

--

Type: Attack, Hex

Casting cost: 7

Range: 18"

Effect:

Pick 1 enemy unit within 12" of the caster and visible to them. Roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. If any models from that unit are slain by this spell, that unit cannot move until the start of your next psychic phase.

Putracology

Must have The Faction: < NURGLE > Keyword


Fleshy Abundance (Psychic Power)

--

Type: Enchantment

Casting cost: 7

Range: 14"

Effect:

Select a friendly < NURGLE > unit within 18" of the psyker. One model in that unit regains 3 wounds lost wounds.


Miasma of Pestilence (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 21"

Effect:

Select a friendly < NURGLE > unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.


Nurgle's Rot (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 7"

Effect:

Roll a D6 for every unit (excluding NURGLE units) within 7" of the psyker. On a 4+ the unit being rolled for suffers D3 mortal wounds.


Shriveling Pox (Psychic Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 12"

Effect:

Select an enemy unit that is within 18" of the psyker and visible to it. Until the start of your next Psychic phase, subtract 1 from the target unit's Toughness characteristic.


Stream of Corruption (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 7"

Effect:

The closest enemy unit within 7" if the psyker and visible to it suffers D3 mortal wounds if it has fewer than 10 models, or D6 mortal wounds if it has 10 models or more.


Virulent Blessing (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 21"

Effect:

Select a friendly < NURGLE > unit within 18" of the psyker. Add 1 to wound rolls made by that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage.


Blades of Putrefaction (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 21"

Effect:

Select a visible friendly < NURGLE > unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to all wound rolls made by that unit in the Fight phase. Furthermore, any wound rolls of 7+ made for that unit in the Fight phase with a melee weapon inflict a mortal wound on the target in addition to any other damage.


Curse of the Leper (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 21"

Effect:

Roll 7 dice. select one enemy unit within 21" of the Caster, that unit suffers a mortal damage for each roll that exceeds its Toughness characteristic.


Gift of Contagion (Psychic Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 21"

Effect:

If manifested, select a visible enemy unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic penalty all models in that unit suffer until the start of your next Psychic phase (this cannot reduce a characteristic to less than 1).

d3 Penalty
1 Flyblown Palsy: - 1 Attack Characteristic
2 Muscular Atrophy: - 1 Strength Characteristic
3 Liquefying Ague: - 1 Toughness Characteristic

Plague Wind (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 21"

Effect:

Select a visible enemy unit within 21" of the psyker. Roll one dice for each model in that unit - the unit suffers a mortal wound for each roll of 5.


Plague Squall (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: "

Effect:

Roll 7 dice. For each roll of 6, you can pick an enemy unit that is visible to the caster. That unit suffers D3 mortal wounds. If you roll more than one 6, you must pick a different enemy unit to suffer each set of mortal wounds.


Putrescent Vitality (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: 14"

Effect:

Select a visible friendly < Nurgel > unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's Strength and Toughness characteristics.


Cloying Quagmire (Psychic Power)

--

Type: Attack, Hex (Concentration)

Casting cost: 7

Range: 14"

Effect:

Select an enemy unit within 14" of the caster that is visible to them. Then roll a dice, and compare it to the enemy unit’s majority Save characteristic. If the roll is equal to or higher than the Save characteristic, the unit suffers D6 mortal wounds and the units movement advances and charges are halved round down to a minimum of 1"


Magnificent Buboes (Psychic Power)

--

Type: Attack, Hex (Concentration)

Casting cost: 7

Range: 21"

Effect:

Pick an enemy Character within 21" of the caster that is visible to them. The character suffers D3 mortal wounds. In addition, subtract 1 from their hit rolls, casting rolls, Nullify and deny the witch rolls until the start of your next psychic phase.


Rancid Wave (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 7"

Effect:

IAll enemy units within 7" of the caster must roll a dice for each model from the unit that is within 7" of the caster, on a 6+ that unit suffers 1 Mortal wound.


Plague Bolt (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 14"

Effect:

Pick an enemy unit that is within 14" of the caster and visible to them. That unit suffers 3 mortal wounds.

Volupromacy

Must have The Faction: < SLAANESH > Keyword


Cacophonic Choir (Psychic Power)

--

Type: Attack

Casting cost: 8

Range: 18"

Effect:

Roll 2D6 (adding 2 to the result if the Psychic test result to cast this was more than 10). pick 1 enemy unit that is within 18" of the psyker and visible to it, that unit suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.


Delightful Agonies (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 5

Range: 18"

Effect:

Select a single friendly < Crusilia > unit within 18" of the Caster. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound, on a 6+ that model does not lose a wound or they gain a +1 to a like ability.


Hysterical Frenzy (Psychic Power)

--

Type: Enchantment, Hex (Concentration)

Casting cost: 8

Range: 18"

Effect:

Select a single friendly < Crusilia > unit within 18" of the psyker that is within engagement of an enemy unit. That unit gains D3 attacks during there Fight phase


Pavane of Crusilia (Psychic Power)

--

Type: Attack

Casting cost: 7

Range: 6"

Effect:

If manifested, Pick 1 enemy character within 6" of the caster that is visible to them, and roll a number of dice equal to that Character's Move characteristic. For each 5+, that character suffers 1 mortal wound.


Phantasmagoria (Psychic Power)

--

Type: Enchantment (Concentration, Aura)

Casting cost: 7

Range: self

Effect:

Enemy units must subtract 2 from their Leadership characteristic until the start of your next Psychic phase whilst they are within 12" of the Caster.


Symphony of Pain (Psychic Power)

--

Type: Attack, Hex (Concentration)

Casting cost: 7

Range: self

Effect:

Select an enemy unit that is within 18" of the psyker and visible to it, it is struck by unbearable pain Your target takes 1 mortal wound and must subtract 1 from all hit rolls made by this unit until the start of your next Psychic Phase.


Battle Rapture (Psychic Power)

--

Type: Enchantment (Concentration)

Casting cost: 7

Range: self

Effect:

If manifested, Pick 1 friendly Mankind SLAANESH unit within 18" of the caster that is visible to them. that unit Dont take moral tests until the start of your next Psychic phase and they gain +1 attack characteristic.


Dark Delusions (Psychic Power)

--

Type: Hex (Concentration)

Casting cost: 4

Range: 18"

Effect:

If manifested, Pick 1 enemy unit within 18" of the caster that is visible to them, and roll 2D6. If the roll is equal to or greater than that unit's leadership characteristic, add 1 to hit rolls for attacks that target that unit until the start of your next Psychic phase.


Judgement of Excess (Psychic Power)

--

Type: Attack

Casting cost: 5

Range: 12"

Effect:

Pick 1 enemy unit within 12" of the caster that is visible to them. That unit suffers 1 mortal wound for every 5 models in that unit. If that unit has fewer than 5 models but more than one, it suffers 1 mortal wound instead and if theres just one model in the unit is suffers 0 mortal wounds.


Reflection Eternal (Psychic Power)

--

Type: Attack, Enchantment, Hex (Concentration)

Casting cost: 6

Range: 12"

Effect:

Pick 1 enemy unit within 12" of the caster that is visible to them. Subtract 1 from wound rolls for attacks made by that unit in the following combat phase


Born of Damnation (Psychic Power)

--

Type: Attack, Enchantment, Hex (Concentration)

Casting cost: 7

Range: 6"

Effect:

Pick 1 friendly CRUSILIA Character within 6" of the caster that is visible to them. You can heal D3 wounds allocated to that Character. If the casting roll was 10+, you can heal up to D6 wounds allocated to that character instead.


Cutting Words (Psychic Power)

--

Type: Attack

Casting cost: 9

Range: 6"

Effect:

Pick 1 enemy unit within 6" of the caster that is visible to them, and roll 1 dice for each model in that unit. For each 6, that unit suffers D3 mortal wounds.


Slothful Stupor (Psychic Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 12"

Effect:

Pick 1 enemy unit within 12" of the caster that is visible to them, until the start of your next Psychic Phase that unit halves all movement, advances and charges (rounded Down, Minimum 1).


Incohearent Babble (Psychic Power)

--

Type: Hex (Concentration)

Casting cost: 7

Range: 18"

Effect:

Pick 1 enemy Character within 18" of the caster that is visible to them. Until the start of your next Psychic phase, That Character cannot issue or receive commands like, Orders, Aura upgrades, Prayers, canticles Ext...


Soulslice Shards (Psychic Power)

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Type: Attacks

Casting cost: 6

Range: 18"

Effect:

Pick 1 enemy unit within 18" of the caster that is visible to them, and roll 2D6. If the roll is higher than that unit's leadership characteristic, that unit suffers a number of mortal wounds equal to the difference between its leadership characteristic and the roll.

Warpcraft

Must have The Faction: < TZEENTCH > Keyword


Weaver of Fates (Psychic Power)

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Type: Enchantment (Concentration)

Casting cost: 5

Range: 18"

Effect:

Select a visible < TZEENTCH > unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.


Bolt of Change (Psychic Power)

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Type: Attack

Casting cost: 8

Range: 18"

Effect:

Select an enemy Character that is within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds. If the Character is slain by this power, you can add a Chaos Spawn to your army in replace of the character after they are removed as a casualty. if the result of the test to cast this was greater then 12, deal D6 Mortal wounds instead.


Boon of Change (Psychic Power)

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Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Select a visible friendly < TZEENTCH > unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase.

d3 Boon
1 Extra Limb: + 1 Attack Characteristic
2 Mistic Strength: + 1 Strength Characteristic
3 Iron Skin: + 1 Toughness Characteristic

Flickering Flames (Psychic Power)

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Type: Enchantment (Concentration)

Casting cost: 5

Range: 18"

Effect:

Pick a friendly < TZEENTCH > unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit's weapons.


Gaze of Fate (Psychic Power)

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Type: Enchantment

Casting cost: 6

Range: self

Effect:

You can re-roll a single dice roll between now and the start of your next psychic phase, if it is not used by the it is lost.


Warpfire Torrent (Psychic Power)

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Type: Attack

Casting cost: 8

Range: 12"

Effect:

If manifested, nominate a point on the battlefield that is within 12" of the psyker and visible to it, every unit (friend or foe) within 3" of that point, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.


Treason of Hayzidere (Psychic Power)

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Type: Hex

Casting cost: 8

Range: 18"

Effect:

If manifested, select a enemy CHARACTER that is within 18" of the caster and visible to it (excluding the opponent's Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of your turn treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.


Arcane Transformation (Psychic Power)

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Type: Enchantment (Concentration)

Casting cost: 7

Range: 18"

Effect:

Pick 1 friendly HAYZILDERE Character within 18" of the caster and visible to them. Until the start of your next Psychic phase, you can either add 1 to that Character’s Movement and Toughness characteristics or add 1 to the Attacks and Strength characteristic of that Character.


Bolt of Tzeentch (Psychic Power)

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Type: Attack

Casting cost: 9

Range: 24"

Effect:

Pick 1 enemy unit within 24" of the caster and visible to them. That unit suffers D6 mortal wounds. This spell cannot be cast more than once per turn.


Fold Reality (Psychic Power)

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Type: Enchantment

Casting cost: 7

Range: 18"

Effect:

Pick 1 friendly TZEENTCH DAEMON unit within 18" of the caster and visible to them, and roll a dice. On a 1, that unit is destroyed. On a 2+, you can return a number of slain models to that unit equal to that roll. Set up the models one at a time within 1" of a model from that unit that has not been returned in that phase. The models can only be set up within engagement range of an enemy unit if the friendly unit was within engagement range of that enemy unit before any models were returned.


Infernal Gateway (Psychic Power)

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Type: Enchantment (Concentration)

Casting cost: 8

Range: 18"

Effect:

Pick 1 friendly < CHAOS > unit wholly within 18" of the caster. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 1" from any enemy units.


Tzeentch's Firestorm (Psychic Power)

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Type: Attack

Casting cost: 9

Range: 9"

Effect:

Pick 1 enemy unit within 9" of the caster that is visible to them, and roll 9 dice. For each 6, that unit suffers D3 mortal wounds.


Unchecked Mutation (Psychic Power)

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Type: Attack

Casting cost: 7

Range: 18"

Effect:

Pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. If any models from that unit are slain by this spell, you can roll a dice. On a 3+, that unit suffers an additional D3 mortal wounds and this spell ends.