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  • 8/18/2019 CWC Spell Cards

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    Creates a circle of darknessaround the spell caster with aradius of 3 inches per magic pointspent.

    Magical light will negatedarkness or magical darkness,restoring natural lightingconditions where the fieldsoverlap.

    Creates a circle of light aroundthe spell caster with a radius of 3inches per magic point spent.

    Magical darkness will negate

    light or magical light restoringnatural lighting condition wherethe fields overlap.

    The target’s normal movementrate is increased by +1 inch forevery magic point spent on thespell.

    The target unit or creature isgiven a chance to rally. Roll 1D6.If the roll is less than or equal tothe strength of the spell, the

    target rallies and may be usednormally.

    If failed, the unit flees again atfull speed, in the same direction itwas facing.

    Further Rally attempts still maybe made in Event VI.

    MAGICAL LIGHT ENHANCED MOBILITY RALLY

    MAGICAL ARMOR COURAGE DARK VISION

    ENCHANTED WEAPONS GENTLE FALL MAGICAL DARKNESS

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    Increases the target’s ArmorValue by +1 for every 2 full magicpoints spent on the spell, to amaximum of +2 Armor.

    The target gains a +1 modifierto its Morale Checks for every 1magic point spent.

    Allows target to see in the dark.Target will be immune to the -1modifier for Darkness.

    Cost is 1 magic point.

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    Common MagicGeneral Spells

    The target receives a +1Modifier to Ranged and Melee dierolls, for every 2 full magic pointsspent.

    The weapons count asEnchanted Weapons while thespell is active.

    Maximum Modifier of +2.

    The target may safely fall from aheight such as a cliff, theparalyzed spell, or a killed aerialmount.

    Cost is 1 magic point.

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    1 - 2 63 - 4 5+5+ 4+

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    13 14 1

    16 17 1

    Common MagicOffensive Spells

    Common MagicOffensive Spells

    Common MagicOffensive Spells

    HELLFIRE

    MYSTIC ARROWS PARALYZE

    CONFUSE FEAR

    Causes the target to take animmediate Morale Check (9:3) asif attacked by magic.

    Cost is 3 Magic Points.

    Elemental MagicGeneral Spells

    Elemental MagicGeneral Spells

    Elemental MagicGeneral Spells

    Common MagicOffensive Spells

    Common MagicOffensive Spells

    UNIVERSAL BALANCE

    DETERIORATE TRANSFORMATION

    Unlimited Range. Choose oneTarget.

    For every point of damage thetarget causes on an opponentduring this turn, immediately rolla D6.

    On the result of a 4+, the targetsuffers one point of damage.Armor does not modify this result.

    Multiple castings of this spellduring the same turn have noeffect.

    Cost is 5 Magic Points.

    The opponent’s Armor beginsto rust, rot, and crumble away.

    The target’s Armor Value isreduced by 1, for every 3 Magic

    Points used on the spell.

    Unit is transformed into nearmonstrous were-creatures.

    They gain +2 Movement, a +1Melee Combat modifier, and the

    special rule Fearsome for the turn.May only be cast on Infantry

    Troops.No non-were Characters may

    join the unit this turn.Cost is 4 magic points.

    The caster rolls 1 die perstrength of the spell. Each resultof 5+ causes damage against thetarget. Armor does not modifythe roll.

    For each 3 full points ofstrength in the spell, the targetsuffers 1 attack as if it had beentargeted in Event III by a full-strength archer unit (withcommon bows).

    Causes target to remain in place,unable to fight, for a turn.

    Airborne targets will crash to theground, suffering 2d6 hits.

    This spell has a variable cost:1 magic point for every:

    1 cavalry (or)2 infantry (or)1 vitality point.

    If the spell’s strength is insufficent toaffect the entire unit or individual, the

    spell will reduce the target’s movementby 1 inch per magic point and the targetsuffers a total -1 modifier to MeleeCombat and Ranged Attack die rolls.

    Common MagicOffensive Spells

    If the spell is successful, thetarget is forced to turn against itsown side. The spell caster thencontrols the target until the startof the next turn’s Event II. Whenspells activate, roll a D6 to see ifthe target was confused.

    SpellStrength

    D6 ResultNeeded

    May only be cast on friendly Troops. Thetarget unit gains one of the followingspecial rules: Aquatic, Amphibious, orFlight. The Caster chooses which.

    If the spell ends and the unit is flying, or

    in the middle of impassable water terrain,it will use all of its movement in thefollowing turn to land safely or swim to thenearest shore.

    The spell remains in effect until anopponent uses a total of 6 points ofcountermagic to end the spell, or thecaster attempts to cast the spell again.Cost is 6 magic points.

    MAGICAL EVOLUTION

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    Illusory MagicOffensive Spells

    Illusory MagicOffensive Spells

    Illusory MagicOffensive Spells

    Illusory MagicGeneral Spells

    Illusory MagicGeneral Spells

    Illusory MagicGeneral Spells

    Illusory MagicGeneral Spells

    SHROUD ENERGY BLAST

    Friendly target vanishes and reappearsanywhere within spell range of the caster,but not into Melee. May not voluntarilyenter Melee Combat in the same turn. Cost is 1 magic point for every 2 troops(or) 1 Vitality.

    If the spell is reduced below the requiredamount, the caster chooses whether tocomplete the spell or not. If they end thespell, the magic points are lost.

    If the spell continues, the unit suffersdamage/losses until its size or remaining

    Vitality becomes appropriate for the spellto work.

    May only be cast on anotherSpell Caster. The target castergains an increased range to allspells, equal to +1” for everyMagic Point of this spell.

    Maximum augmented distancemay never be more than doublethe caster’s usual spell range.

    LURE

    Illusory MagicGeneral Spells

    This spell effects Troops andCreatures/Characters differently.

    A target unit of Troops roll twodice when attacking in meleecombat during Event IV. Thehigher of the two dice rolls is usedas the unit’s melee result. Thisspell has no effect on Berserkers. A target Creature/Characterrolls 3 additional dice in meleecombat.

    Cost is 3 magic points.

    The unit may make animmediate move at the end ofEvent II, moving 1” for everyMagic Point used on the spell.

    RIGHTEOUS FURY BLINDING SPEED

    MASSIVE ILLUSION

    BLADEMASTRY

    TELEPORT POWER BOOST

    The unit may attack to its flanksor rear during this turn’s Event V,and gains a +1 Melee Combatmodifier.

    Cost is 4 magic points.

    Range is 24”. If the enemy unit wishesto make a ranged attack, or engage a unitin combat, it must attack the caster or theunit that the caster is attached to.

    If the caster (or attached unit) are

    outside of the Target’s Movement orRange Distance, the spell has no effect. Magic cost determined by target: Peasants: 4 Magic Points. Yeomen: 5 Magic Points. Knights: 6 Magic Points. Creatures/War Machines:

    3 M.P. +1 per target's Vitality.

    Place a large Creature on the boardwithin half the caster’s Spell Range.

    This creature may move, but may notmake any attacks. Neither enemy, norfriendly forces may move through theillusion. The Creature’s base should be nolarger than 3”x3”. It blocks line of sightand hinders enemy movement.

    It will disappear at the beginning of thenext turn’s Event I. This spell may onlysuccessfully cast once per game, by eachside.

    Cost is 6 Magic Points.

    All ranged/magical rangedattacks directed at the targetsuffer a -1 modifier to all damageor hit rolls.

    Cost is 3 magic points.

    The closest enemy unit to the castermust be the main target.

    Roll 3 dice. Results of 5+ cause damage.This roll is modified by target’s ArmorValue, just as if a Character were making a

    Ranged Attack against the unit.For all other unengaged enemy units

    within range of the spell and line of sight,roll a single D6 for each. A result of 6 willcause damage. This is also modified byArmor Values.

    The caster itself suffers 1 point ofdamage on the D6 roll of a 6. Cost is 4 Magic Points.

    Illusory MagicOffensive Spells

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    Peasants -2Foot Yeomen -4Foot Knights -10

    Mounted Yeomen -6Mounted Knights -8

    43 44 4

    Clerical Prayers

    The target suffers a Melee Combatattack, as if it were targeting itself.

    This attack gains no bonuses forcharging, or 1st turn of combat. All

    other modifiers apply.Magic Point cost determined by the

    target:Troops: Make 1 attack for 6Magic Points. Individuals/Creatures:Make 1 attack for each MagicPoint spent.

    Clerical Prayers

    RESTORE UNDEADOR DEMONS

    Necromancy / Demonology

    Illusory MagicOffensive Spells

    HEAL THE WALKINGWOUNDED

    HEALING AURA WORDS OF POWER

    Clerical Prayers Clerical Prayers

    Creates a full unit of Wraith Troops atthe cost of lowering the caster’s magicrating for the rest of the game. See(21:2.1) for details.

    Costs to raise a unit of Wraiths:Magic Rating

    Reduction

    SELF-INFLICTED DAMAGE RESTORE HEALTH

    Only Priests may cast this spell.

    Restores 2 Infantry figures or 1cavalry figure for every 2 strengthpoints in the spell.

    The Caster must be in physicalcontact with the unit to cast thisspell. This spell can not restore theUndead or Demons.

    Only Priests may cast this spell.

    Restores health from a distance.Choose one friendly unit.

    Restores 2 Infantry figures, 1cavalry figure, or 1 vitality pointfor every 4 strength points in thespell.

    This spell can not restore theUndead or Demons.

    Only Priests may cast this spell.

    Causes the target (even if aCharacter, Undead, or Demon) totake an immediate morale checkas if attacked by a magic spell.See (9:3)

    Costs 6 Magic Points.

    EXORCISM

    Target unit of Demons orUndead suffers 1 attack as if ithad been attacked in Event III by afull-strength archer unit (commonbows).

    May be cast into a combat thatthe Cleric is engaged in.

    Cost is 6 Magic Points.

    May only be used against theUndead or Demons.

    Clerical Prayers

    SUMMON UNIT OFWRAITHS

    SUMMON WRAITH ORDEMONIC CHAMPION

    Restores 1 vitality point forevery 2 strength points in thespell.

    The caster must be in physicalcontact with the individual to castthis spell. This spell can not restore theUndead or Demons.

    Only Priests may cast this spell.

    Necromancy / Demonology Necromancy / Demonology

    Only Priests may cast this spell.

    Only a Necromancer or Demonologist maycast this spell.

    Restores 2 Undead or Demoninfantry figures, 1 cavalry figure,or 1 vitality point for every 2

    magic strength points in the spell.The Necromancer or

    Demonologist must be in physicalcontact with the target to cast thisspell.

    Troop Type

    Allows a caster to call forth an individualWraith or Demonic Champion.

    It has the characteristics of a normalUndead/Demonic personality plus the

    special abilities of a Wraith as noted in theSUMMON UNIT OF WRAITHS spell.

    The figure may not be restored using theRestore Undead/Demons spell. Thestrength of the spell required is equal tothe individual’s cost in fantasy points.

    Only a Necromancer or Demonologist maycast this spell.

    Only a Necromancer or Demonologist maycast this spell.

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    Troop Type Roll needed:Peasants 5+

    Foot Yeomen 10+Foot Knights 15+

    Mounted Yeomen 15+Mounted Knights 20+

    46 47 4

    49 50 5

    52 53 5

    Summon Djinn Summon Angel

    Summoning Spells

    Summoning Spells Summoning Spells

    Summon Fire Elemental

    Summon Air Elemental

    Movement: 15"Melee Prowess: 4 + ______*Range Prowess: 3Vitality: 1 + ______*Magic: 3Armor Value: 3Morale: as a CreatureImmune to Dragon Flame. Constantlybenefits from the "Magical Light" spell,with a radius equal to its Vitality.Ranged attack is Dragon Fire.Burn Terrain: See (19:6.2).

    Only Wizards, Necromancers, andDemonologists may cast this spell.

    Movement: 10"Melee Prowess: 3 + ______*Range Prowess: 2Vitality: 1 + ______*Magic: 1 + ______*Armor Value: 3Morale: as a Creature

    Aquatic.Create Water Feature: See (19.:6.2).

    Only Wizards, Necromancers, andDemonologists may cast this spell.

    Summoning Spells

    Summoning Spells Summoning Spells

    Only a Necromancer or Demonologist maycast this spell.

    Necromancy / Demonology

    SUBVERT CONTROL WREST CONTROL

    Necromancy / Demonology

    Only Wizards, Necromancers, andDemonologists may cast this spell.

    Movement: 10"Melee Prowess: 1 + ______*Range Prowess: 0Vitality: 1 + ______*

    Magic: 5 + ______*Armor Value: 3 + ______*Morale: as Mounted Knight

    Flight. Causes Morale Checks in theUndead and Demons. Constantly benefitsfrom the "Magical Light" spell, with aradius equal to its Vitality.

    Only Wizards and Priestsmay cast this spell.

    Movement: 10"Melee Prowess: 1 + ______*Range Prowess: 0Vitality: 1 + ______*

    Magic: 3 + ______*Armor Value: 2 + ______*Morale: as Foot Knight.

    Flight.Unaffected by Darkness.

    Only Wizards may cast this spell.

    Movement: 5"Melee Prowess: 5 + ______*Range Prowess: 3Vitality: 1 + ______*Magic: 4Armor Value: 4Morale: as a Creature

    Immune to Dragon Flame.Destroy/Create walls and barricades: See

    (19:6.2)

    Only Wizards, Necromancers, andDemonologists may cast this spell.

    Movement: 10"Melee Prowess: 1 + ______*Range Prowess: 0Vitality: 1 + ______*

    Magic: 5 + ______*Armor Value: 2 + ______*Morale: as Mounted KnightFlight.Fearsome.Constantly benefits from the "MagicalDarkness" spell, with a radius equal to itsVitality.

    Allows the caster to attempt to gaincontrol of an enemy Undead or Demonicunit. Caster rolls a number of dice equal tothe strength of the spell. Lasts 1 full turn.Full details on (21.2.5). This spell may nottarget a unit that has a Necromancer orDemonologist attached to it.

    Summoning Spells

    Summon Demon

    Summon Water Elemental Summon Earth Elemental

    Movement: 20"Melee Prowess: 2 + ______*Range Prowess: 2Vitality: 1 + ______*Magic: 3Armor Value: 3Morale: as a CreatureImmune to Ranged Attacks. May pick upand move 1 friendly unit up to 16" asflying. The number of troops in the unit orvitality of the character or creature maynot exceed the Vitality of the Elemental.

    Only Wizards, Necromancers, andDemonologists may cast this spell.

    Allows a Necromancer orDemonologist to gain control ofan enemy Undead or Demonicindividuals.

    Strength of the spell mustexceed the Target’s vitality inorder to gain control.

    Lasts 1 full turn.

    Only a Necromancer or Demonologist maycast this spell.