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The Lore of Ice

To randomly generate a spell from the Lore of Ice, roll a d6 and consult the chart below. If you roll the same spell twice, roll again. Any Ice Mage can automatically swap one spell for Freeze Water if you wish.
D6 Spell Difficulty


1 Freeze Water
5+
2 Shield of Cold
5+
3 Ice Shard
9+
4 Snow Blizzard
10+
5 Chill Blast
11+
6 Death Frost
11+

Freeze Water Cast on 5+

This spell may be used to freeze over an entire body of water anywhere on the battlefield, for example a river, lake or a marsh. Frozen bodies of water may be moved over at a normal rate of speed, but Marching is not permitted. Once frozen, a body of water remains frozen for the duration of the game. The spell does not remain in play and may be cast again on a different body of water in the Ice Mage's next magic phase. A dispel or drain magic will not unfreeze the water.
Any spell from the Lores of Light and Fire that cause damage may be used to break up or melt the ice. In addition, any flame attacks may also be used to melt the ice. Roll the strength of the attack against Toughness 4, and mark an area the size of the blast template as unfrozen.


Shield of Cold Cast on 5+

This spell is cast upon the Ice Mage herself and will remain in play. She is surrounded by a shield of intense chill that disrupts the path of missiles as they hit the frigid air pocket. The Ice Mage and any unit she is with can only be hit by a missile weapon on a d6 roll of 4+. Roll missile that wishes to strike the target separately. Those that pass may then follow the normal 'to hit' procedures. This is not a saving throw, and the shield will protect against missile attacks (and flame based attacks) that would normally not permit a saving throw, such as a war machine.

The Shield of Cold does not protect against magical missile attacks (fired by magical weapons or spells). The spell remains in play until dispelled by the caster, the caster is slain, or if the caster (or the unit she is with) goes into close combat.
Ice Shards Cast on 9+
Sharp icicles fly out of the caster's hand as a magic missile attack with a range of 18", causing 2d6 hits at Strength 4 against the target unit. Saving throws apply as normal.


Snow Blizzard Cast on 10+

A raging snow blizzard envelops any single unit within 18" of the Ice Mage. The driving ice-laden winds encumber the target unit, and any other additional units (friend and foe) that may be participating in the close combat with the target. The models in the unit cannot move (unless broken in close combat), cannot shoot, cannot fight in close combat, cannot cast spells, nor maintain spells that are all ready in play. If they are attacked in close combat the opponent will automatically hit them. The frozen unit is not subject to any psychology tests (other than the break test) while they are frozen in place. The spell lasts until the caster's next magic phase, or if the opposing player dispels it during his own magic phase.


Chill Blast Cast on 11+

An icy blast erupts from the outstretched hand of the Ice Mage inflicting a magic missile attack on a target up to 24" away. The target unit is chilled to the bone causing limbs to snap and weapons to break. The Chill Blast inflicts 2d6 Strength 5 hits on the target unit, with no armor saving throws allowed.


Death Frost
Cast on 11+

The Ice Mage may cast this spell against any one opponent in close combat with the caster. Parts of the opponent turn to ice, and are frozen solid, causing limbs to lop off, and even affecting the target's ability to breathe! Roll 2d6 to determine the amount of damage caused. The difference in the two dice scores is the number of Strength 10 hits sustained by the target. If you roll doubles, simply add the two numbers together for the total number of Strength 10 hits caused. Work out wounds and saving throws as normal.

 

 
 

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