Warhammer Quest

The Tome of Magic

by Ng Kai Teck

 

COPYRIGHT NOTICE

This is the 1st edition by Ng Kai Teck. Note that the Warhammer World is copyright Games Workshop. Their use here does not constitute a legal challenge to its status. Original material in this tome is copyright 1997 by Ng Kai Teck, though it may be freely distributed in unaltered form, so long as no fees are charged for its use.

 

HOW TO USE TOME OF MAGIC

Included in this volume is a vastly expended spells list for use in Warhammer Quest. It also has a new magic system for the Game Master. One way to use this resource is to simply replace certain spells from the random spell generator of your chosen magic user with new spells introduced here.

Another is to use the new system. This is mainly for those Game Masters who desires greater control over his monsters. This allows you to specialise your characters with his own selection of spells to wreak havoc on the adventurers. It also gives you control over when you cast which spell, using the vast powers of your magic user to their full advantage.

If you intend to use the counter spells listed in this supplement, it may be wise to allow access of those spells to spell-casting Warriors as well, who will be subject to the same rules as the Monsters.

 

WIZARDS

In Warhammer Quest, all spellcasting creatures are referred to as wizards. Be they human wizards, Goblin or Orc Shamans, Skaven Seers, or Chaos Sorcerers, the term wizard stands for all. Bizarrely enough, some Daemons can also cast spells, and in this respect they are also 'wizards' in terms of the game rules. Some magic items endow an otherwise ordinary character with the abilities of a wizard, in which case he is also considered to be a wizard for our purposes. Familiars and such creatures are not considered Wizards for our purpose.

Four classes of Wizards

For convenience sake we divide all Wizards into four groups. These four groups represents a spectrum of Wizardly achievement that is measured by levels, ranging from 1 to 10. These are generally divided as follows.

Level 1 Wizard
Level 2-4 Wizard Champion
Level 5-8 Master Wizard
Level 9-10 Wizard Lord

These titles are quite arbitrary, and an individual character might be known by a much grander and more individual title in real life. Amongst some races wizards are called Mages, Shamans or Sorcerers, and in these cases we refer to them as Shaman Champions, Master Shamans and Shaman Lords, but other than the change in title there is no difference between these individuals and other Wizards.

Spells

Wizards are assumed to know hundreds of spells, from complicated time-consuming rituals to party tricks, charms and minor alchemies. However when it comes to a fight, only a limited selection of magic is of any value. In addition, it takes quite a bit of mental energy for the Wizard to hold many of these aggressive and dangerous spells in his head at once. Consequently, the number of spells a wizard can take into combat is limited to his level plus 2.

 

CASTING SPELLS

In order to cast a spell the player must expend magical power. The amount of power available to the player will therefore place a limit on how many spells he can cast that turn.

A wizard's power comes from the swirling magical energies that blow over the Warhammer World. Because of the way these energies ebb and flow, they are referred to as the Winds of Magic. This energy is represented by the dice rolled on the Power Phase. As Wizards get more experienced, he is better able to tap into this natural magic source. The amount of power available to a Wizard is simply the power dice plus the level of the Wizard.

This pool of power is available to the Wizard for the turn. Any unused power is lost at the end of turn, and the next Power Phase determines the amount of power available next turn.

All spells have a power value, which indicates the amount of power needed to cast it. When a Wizard casts a spell, deduct the spell's power value from the amount of power available to him. When his pool of power is exhausted, he cannot cast any more spells.

Note that wizards can cast more than one spell a turn, but may only cast each spell once. During the next turn, he may cast the same spell again.

Note also that spells that remain in play (such as Curse or Bless) may not be cast on the same Warrior twice, unless the first one was dispelled.

 

Maintenance

Some spells remain in play after the Wizard has cast the spell. But most of them require the Wizard to fuel its effects but supplying it with power. They have a maintenance cost which is subtracted from the Wizard's power pool right after the Power Phase.

 

Undoing spells

Some spells remain in play until the Wizard is slain. The Wizard may voluntarily undo the spell by simply not paying the maintainance. Some spells do not require maintenance and cannot be undone unless specifically stated otherwise.

 

When can you cast spells?

A monster Wizard follows the same rule as Warrior Wizards and may cast spell at any time, except for attack spells.

 

FAMILIARS

Many Wizards keep a familiar, a small creature that follows the Wizard. They develop a special bond and the familiar often aids the Wizard in some way. Familiars can be something as mundane as a cat or as fantastic as a devious imp. Relationships between the Wizard and his familiar comes in as many forms. Some treat each other as friends, some are in a master-slave relationship, some cooporated to further their own similiar goals and others are bonded by fate or some magical force.

Familiars may stand on the same square as the Wizard or in a square by its own. They may wonder around but usually do not leave the Wizard for long. They generally have the following characteristics but may vary.

Wounds

6

Move 

4

Weapon Skil       l

3

Ballistic Skill

3

Strength 

2

Toughness

3

Initiative 

4

Attacks 

1

Gold (each)

500

Damage

1D6

There are several types of aid, listed below are some possible ones. Choose one for your familiar. They are static and do not change. This is intended as a guide, feel free to tweak them to give the right amount of power to your Wizard.

 

Spell Store

The familiar knows a spell and allows the Wizard to cast it. It must be of a spell list avaliable to the Wizard. The familiar must be on the same square or an adjacent square for the Wizard to be able to cast the spell.

 

Spell Aid

The familiar helps the Wizard focus the magic energies, allowing him to reroll any one dice involved in a spell (to hit or for damage or whatever). The familiar may do this once a turn.

 

Power Store

The familiar can store an amount of power which the Wizard can tap into. For each adventure, the familiar can store about (6 + the Wizard's level) power, which the Wizard can use.

 

Power Focus

The familiar helps the Wizard to focus the magical energies from the Winds of Magic. This allows the familiar to generate more energy for the Wizard each turn. Each turn during the Power Phase, add 1 or 2 to the power avaliable to the Wizard.

 

SPELL LISTS

The general basic magic is referred to as Generic Magic. This is essentially the rudimentary magic taught to the Humans by the Elves. Some of the races of the Warhammer World have their own kind of magic, different from Generic Magic, which they use instead of, or as well as, conventional Generic Magic. The Chart below summarises these kinds of magic and explains which races can use which spells.

 

Wizard Type of Magic

Empire Wizard *  Generic Magic, Counter Magic
High Elves  Generic Magic, High Magic, Counter Magic
Wood Elves  Generic Magic, High Magic (Wizard Lords only), Counter Magic
Undead  Generic Magic, Dark Magic, Necromancy, Counter Magic
Dark Elves  Generic Magic, Dark Magic, Counter Magic

Orcs and Goblins ic

Waaagh! Magic, Counter Mag
Skaven  Skaven Magic, Generic Magic (Grey Seers only), Counter Magic
Chaos Dwarfs  Chaos Dwarf Magic, Counter Magic
Chaos  Generic Magic, Dark Magic, Chaos Magic +, Counter Magic
Lizardmen Generic Magic, High Magic, Counter Magic

* Empire Wizard refers to Empire trained wizards, which would include Bretonnian wizards and most Human wizards in the Old World. Human wizards from other lands like Cathay and Nippon would likely have different spells.
+ Chaos Wizards are limited to the Chaos Magic of their God, for example, a Tzeentch Sorcerer can only use the Tzeentch Chaos spells. Of course they may also use Generic and Dark Magic, as indicated above. Beastmen Shaman however are not so restricted and may have spells from two or all of the Gods.

 

WAAAGH! MAGIC

The metabolism of Orcs and Goblins is completely unlike that of Humans, Elves, Dwarfs and most other races. This has profound effects on the way Orcs and Goblins react with the world of magic. Other creatures draw upon the raw power of the winds of magic, but Orcs and Goblins generate their own.

Every greenskin generates a weak magical field, perhaps as a reaction to the surrounding magical field of the Warhammer World. During the intense excitement of combat, this field becomes stronger and merges with the magical fields of all the Orcs and Goblins around him. This gives the greenskins a feeling of communal elation and invulnerability known as the Waaagh!

As the Orcs become more excited the energy of the Waaagh! grows stronger and stronger until it reaches a critical point when the pressure is so intense that it has to discharge itself or burst. The Waaagh always discharges through the most receptive minds, that of an Orc or Goblin Shaman.

Fortunately Shamans learn at an early age that the only way to avoid extreme pain is to allow their minds to release the energies in the form of a spell. In immature Orcs this takes the form of random explosions and unconsciously generated poltergeist activity in which objects mysteriously fly about the room and smash against walls. A mature Shaman learns how to control these powers and turn them to his advantage in the form of energy blasts and radiant spells of destruction.

 

Gork and Mork

Orc and Goblin Shamans are identified at an early age. Whenever his mates brawl or argue his head starts to hurt, lights flash in front of his eyes, and nearby objects explode and fly about. The young Shaman is easily spotted. He's the one with the sparks flying about his head, glowing red eyes, and noxious green smoke pouring from his mouth.

Shamans are dangerous to be around and other greenskins tend to steer clear of them. Sometimes they are obliged to wear distinctive costumes so they can be easily recognised (and avoided), whilst some are sent out beyond the confines of the camp to commune alone with the gods. All greenskins believe that Shamans are possessed by Gork or Mork, the most powerful Orc gods, and should therefore be respected and honoured ... but preferably from a distance.

On the outskirts of every greenskin settlement, no matter how rough or temporary, can be found a collection of huts inhabited by the tribe's Shamans. In some places the Shamans live in nearby caves surrounded by skulls on stakes, fetish poles and similar paraphernalia. Amongst the forest-living tribes of Goblins and Orcs Shamans often live in sturdy tree houses perched high above the village huts.

The other greenskins bring the Shaman tributes of food, traditionally mushrooms as these fungi are supposed to help him communicate with the gods. In fact, a constant diet of hallucinogenic mushrooms tend to give the Shamans colourful visions in which Gork and Mork instruct him how to call upon them in battle and how to cast spells of destruction.

Shamans spend a lot of their time watching the colourful hallucinations dance around their minds and talking to Gork and Mork. It is hardly surprising that they tend to be a little vague when it comes to discussing the real world and everyday things. They are convinced that Gork and Mork are real as, after all, they have not only seen them but are on speaking terms. They believe they can call upon Gork and Mork and use the Waaagh to perform great deeds of magic.

 

Waaagh energy

Instead being dependent on the power phase dice, Shamans draw power from the Waaagh energies generated by his fellow greenskins. For every Orc in Combat, he gets 2 power, for every Goblin in combat, he gets 1 power and for every Snotling in combat, he gets 1/2 power (lit'l greenskin generate less Waaagh! power that their big cousins). This is calculated in the start of the Monster's Phase. Greenskins using missile weapons are not counted, only those engaged in melee. The Shaman is not counted in the above calculation. They generate more Waaagh energy than normal greenskins and are treated differently. The amount of power generated is equal to their level. That is a level 4 Shaman generates 4 power. They generate the energy regardless of whether they are in combat or not.

Waaagh Test

The Shaman must make a test to see if he can control the raw Waaagh power flowing through their bodies. Make the test immediately at the start of the Monster's Phase. If you have combined the monster's phase and the player's phase, then test at the start of the combined phase. Proceed as follows:

1     Roll 2D6 for every Shaman if there are greenskins present and in combat.
2 If testing for an Orc Shaman add his level value to the dice score, so a level 1 Shaman adds 1, a level 2 adds 2 and so on. Gobbo Shamans don't add this modifier because they are weaker than Orc Shamans.
3 If the dice score is greater than the number of greenskins in combat * the Shaman has passed the test. If however his score is greater, he fails the test and must roll on the 'Eadbangerz Chart.

* Snotlings count as 1/2. Models touching the Shaman counts as 2 (except Snotling, which count as 1).

 

Eadbangerz Chart

6    

 "Yuuurgh!" 
The Shaman struggles to keep control. Weird lights flash around his head. Bubbles of magic leak from his mouth and ears. Reduce the amount of power available to him by 2. Otherwise, the Shaman is unharmed and can cast spells normally.
5 "Fzzzzzzap!"  
Bolts of escaping energy rocket out of the Shaman's ears, nose and mouth. Reduce the amount of power available to him by 3. Otherwise, the Shaman is unharmed and can cast spells normally.

4  

"Me 'ead 'urts!"  
Flashing lights pound around the Shaman's skull making him dizzy and disoriented. The Shaman can't cast any spells this turn.

3

  "I've forgot!"  
The Shaman suffers a momentary brainstorm and forgets one of his spells for the rest of the combat. Pick one of the spells available to him. The Shaman may not cast the spell for the rest of the combat.
2   "I fink I'm gonna....."  
The Shaman vomits out an explosive blast of magic and collapses in an unconscious heap. The heads of any greenskins in base contact will explode unless they can roll equal to or under their Toughness on a D6. Head explosions kill outright regardless of wounds and armour. The Shaman cannot do anything at all until he wakes up at the start of the next power phase.
1 'Eadbang!  
The Shaman's head explodes with the force of raw power inside. Obviously this is an exceptionally fatal experience and the Shaman is removed from the game. The burst of energy causes the heads of any greenskins in base contact to explode unless they can roll equal to or under their Toughness on a D6.

 

Shamans

Night Goblins Shamans, Forest Goblin Shamans, and Savage Orc Shamans have further special rules.

A Night Goblin Shaman is able to consume magic mushrooms at the start of his magic phase in order to generate an extra D6 power. However, should he fail his Waaagh test, he must add +1 to his roll on the 'Eadbangerz Chart.

Forest Goblins allow poisoned spiders to bite them, addling their minds but also imbuing them with great magical power. To represent this the Shaman always adds +1 to his score when testing on the 'Eadbangerz chart, and suffers no effects on a roll of a 6.

Savage Orc Shamans are adorned with magical tattoos which enable them to draw extra Waaagh power from Savage Orcs nearby. If there are other savage orcs present, he gains an additional 1/2 power from each Savage Orc in Combat. Also when a Savage Orc Shaman is present, both his and other Savage Orc's tattoos are boosted from 6+ to 5+.

 

SKAVEN MAGIC

The Skaven worship their own dark god the Horned Rat, the manifestation of their evil schemes to consume the world. Skaven magic draws upon the dark power of evil magic. The Skaven supplement this power with warpstone - concentrated pieces of dark energy blown into the world by howling winds of magic during the collapse of the warp gate. These small chunks of stone radiate malign power, causing the mutation and corruption of mortal flesh.

Only a Skaven can touch warpstone without immediately suffering from its mutating effects, and even they eventually become twisted and warped by its energy. A Skaven sorcerer can consume small lumps of warpstone during the battle and feed upon its power to fuel his spells.

There are two kinds of Skaven sorcerers. The most powerful are the Grey Seers, the lords and masters of the Skaven races, second in power to the Great council of the Thirteen Lords of Decay. The lesser kind of sorcerers are the Warlocks who belong to the Clan Skryre.

 

Skaven Sorcerers

Skaven sorcerers can supplement their magical energy by consuming lumps of warpstone. Before the game, determine how much warpstone he has. One way to do this is to roll a D3, and use the following chart.

Skaven sorcerer Amount of Warpstone
Warlock Engineer  D3-2
Warlock Champion  D3-1
Warlock Master D3
Grey Seer  D3+1

When a Skaven sorcerer consumes a piece of warpstone, he can add D6 power to his pool. When the Sorcerer consumes a piece of warpstone, he must immediately make a Warp test. This determines whether the sorcerer survives eating the warpstone or whether he is overwhelmed by its power and turned into a monstrous mutant Chaos Spawn.

 

Warp test

Roll a D6. If the result is more than the number of warpstone consumed the test is passed and the sorcerer is unharmed. If the score is the same as or less, than the test is failed and the energy of the warpstone mutates the Skaven sorcerer into a Chaos Spawn.

The Spawn is a foul blob-like creature that sprouts tentacles, horns, pincers, eye-stalks and extra heads and limbs in a random manner. The Spawn is insane and almost mindless, and hauls its twisted body about in confusion, destroying anything it touches. For rules regarding Chaos Spawn, look at the (forthcoming) Tome of Chaos.

 

NECROMANCY SPELLS

In the case of some Undead wizards the number of spells they have is not the same as their magic level. This is shown on the chart below.
Magic  no. of  Wizard  level  Spells
Liche  8 level  

Necromancer Lord 

9-10 level  + 2
Master Necromancer  5-8 level  + 2
Necromancer Champion     2-4  level  + 2
Necromancer  1 level  + 2
Vampire Lord  4-7 level  
Vampire Count  1-3 level  

Recasting spells

A Liche, Necromancer or Vampire with necromancy spells is allowed to cast the same spell more than once in a turn. This is a special ability of the Undead magic and only applies to Necromancy spells. However, the same spell may not be cast at the same target (successfully) twice.

 

CHAOS MAGIC

Chaos Sorcerers are evil beings that have pursued unholy magic and prayed to dark Gods for power. Most start out as noble Empire Wizards but later find their willpower tested as demons wisper secret words of power in their sleep. Eventualy those lacking in character soon find themselves lulled into Chaos and make the long trek North, sealing their fate. Some Sorcerers delibratley seek out Chaos Gods for favour, using their body and soul as bargaining chips. They quickly find that Chaos Gods always come to collect.

Only the most exceptional of these individuals rise to be Chaos Sorcerers. Not many survive being embraced by Chaos. Those that do emerge as powerful individuals, and are greatly prized as Champions of thier Gods. They are often called to War in the Chaos realms and many have found merciless destruction from the hand of a Khornate Champion, whose disdane for Wizards matches that of his Master.

In addition to Sorcerers and Beastman Shamans, Chaos Daemons have the ability to cast spells. Chaos magic is split into three types, each belonging to one of the three major powers (of course Khorne has no Wizards). As such, daemons of one god may not use the spells of another god. The following table indicates the level of the daemon, number of spells available to the Daemon and the spell list it may draw them from. Note that daemons do not have access to Generic Magic and Dark Magic like other followers of Chaos. Also, only the Greater Daemons have access to Counter Magic.

 

Magic no. of 

Spell Daemon level   

Spells Lists

Keeper of Secrets 

10 *  Chaos-Slaanesh*

Great Unclean One

 10 *  Chaos-Nurgle *
Lord of Change  11 *  Chaos-Tzeentch*
Daemonettes  1 per model level  Chaos-Slaanesh

Plaguebearer

 1 per model level  Chaos-Nurgle
Pink Horror  1 per model + level  Chaos-Tzeentch

* Greater Daemons such as the Keeper of Secrets have access to all the spells of his god. Note also that Greater Daemons have access to Counter Magic, while minor Daemons do not.
+ Note that to determine magic level, only Pink Horrors count. Blue ones do not.

 

COUNTER MAGIC

Spells of this group (except Total Power) are special in that extra power can be used to increase/decrease the chances of success. The power value is the minimum that the caster must spend. All spells have a base chance of success. Take for example Dispel Spell, if you roll 4 or above, the target spell is dispelled. The caster may increase the result of his dice by one for every point of power spent. The caster of the target spell may decrease the result of the dice by one for every point of power.

Spells of this group (except Total Power) are also special in that they may be used as many times as needed, as long as the Wizard has power left.

 

SPELLS LISTS

GENERIC MAGIC

Fireball Power 5 Range 24
Pick any 2x2 square area. All models in that square suffers 1D6 + (caster's level) Wounds.

Fear Power 5
The Sorcerer gains the Fear ability at n equal to (4 + caster's level)

Blast Power 7 Range 24
Pick any enemy model up to 24 squares away and role (caster's level)D6. For every dice that is a 4 or more, the target suffers that many Wounds, not modified by anything.

Shield Power 6 Range 18
Pick any model on the board up to 18 squares away. For this turn the model is immune to all attacks except those made with a natural 6 or magical in nature.

Heal Power 4 Range 12
Heal 1D6 Wounds on any model.

Hold Fast Power 8 Range 24
The spell targets a model up to 24 squares away. The target model must roll a dice and add it to his Initiative. If the result is equal or less than 7, he is held in tendrils of power and may not do anything. Each turn, the target may attempt to break out of the spell by trying to roll under his Strength on a D6. If he does, he breaks free and the spell is nullified. The spell remains in play until the caster is slain but requires 2 power to maintain.

Teleport Self Power 5
Allows the Sorcerer to teleport himself (ignoring pining) to anywhere on the board.

Curse Power 4 Range 24
Pick any model on the board up to 24 squares away. The model is at -1 to hit in both hand-to-hand combat and shooting. The spell remain in play until the sorcerer is slain but requires 1 power to maintain.

Bless Power 4 Range 24
Pick any model on the board up to 24 squares away. The model is at +1 to hit in both hand-to-hand combat and shooting. The spell remain in play until the sorcerer is slain but requires 1 power to maintain.

Protect Power 6 Range 24
This spell targets one model, reducing all damage by 2. The spell remains in play until the caster is slain but requires 2 power to maintain.

 

WAAAGH MAGIC

Brain Bursta Power 9 Range 24
A bolt of power erupts from the Shaman's head. This spell affects one model up to 24 squares away. Roll 2D6, if the score is greater than the target's battle-level he is hit - roll 1D6:
1 The Warrior's head explodes, killing him instantly
2-5  The Warrior suffers (2 x the caster's level) Wounds, no modifiers for toughness or armour.
The Warrior suffers 1D6 Wounds, no modifiers for Toughness or armour.

Da Krunch Power 11 Range 24
Models under a 2x2 square (within 24 squares from the caster) is crushed by the mighty foot of Gork and suffers a Strength 10 hit each.

Eadbutt Power 7 Range 36
The Shaman magically 'Eadbutts one of the Warrior spellcasters. If there are no spellcaster, the Shaman my 'Eadbutt any other model. Roll (1D6 + Shaman's level) for the Shaman, and (1D6 + Battle-level) for the target. If the Shaman wins or the dice are equal, add the two dice together and the target takes that many Wounds, with no modifiers for Toughness or armour, and cannot cast any magic next turn. If the Warrior wins the spell has not effect.

'Ere We Go! Power 6 Range 36
The Shaman floods his allies with power. All Orcs and Goblins within a 36 square radius gets +1 Attack this turn and +1 Toughness next turn.

Fist of Gork Power 8
The Shaman may inflict D6 Strength 6 hits on his close combat opponents. If he rolls a 6, roll an extra 6. He can carry on doing so until he fails to roll a 6!

Gaze of Mork Power 6 Range 24
The Shaman sends out a beam of destructive energy in a straight line. Anything on the path suffers a Strength 6 hit.

Help Dem Power 5 Range 36
All allies within a 36 squares gets an extra Attack this turn.

Konfuse Power 6 Range 24
One model must roll under his Willpower on a D6 or he forgets what he is doing and may not move or fight during the next Warrior's Phase.

Mork Save Uz! Power 4 Range 24
Roll 1D6 for each spellcasting Warrior within a 24 squares radius. On a score of 4, 5, or 6 all of that Warrior's remaining points of power are lost this turn. This does not affect any innate stored Power.

Mork Wants Ya! Power 7 Range 24
A giant hand lifts a single model into the air and crushes him. Every turn during the power phase, it inflicts one strength 4 hit. The target may do nothing except try to free himself. During the warrior's phase, the victim must roll equal to or under his strength on a D6. This spell remains in play until the Shaman is slain but requires 2 power to maintain.

Smack 'em Power 4 Range 12
A blast of Waaagh energy smacks one Warrior between the eyes, causing a strength 4 hit.

The Hand of Gork Power 6 Range 18
The Shaman may move up to 1D6 allied models to anywhere up to 18 squares away, including himself.

Waaaaaagh! Power 6 Range 36
Roll 2D6 for each Warrior spellcaster within a 36 square radius. If the score is equal to or greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during which he may do nothing. All Orcs and Goblins on the board may add 1 to their Weapon Skill for this turn.

 

HIGH MAGIC

Coruscation of Finreir Power 11 Range 5
A pillar of white fire raises one model high into the air. That model may only be shot at or attacked in had-to-hand combat by flying models. While on the pillar he has a bonus +4 to his armour. Any spells cast at the aloft model is automatically dispelled. When used indoors, will cause one model to crash upon the ceiling, inflicting a Strength 10 hit, modified as usual for Toughness and armour. The target may attempt to jump out of the way by rolling under his Initiative on a D6. If he fails, every turn afterwards, the squeezing causes a strength 5 hit. The blazing white fire causes an addition 1D6 Wounds, not modified by Toughness and armour. The Warrior may attempt to squeeze out by rolling under his Strength on a D6. This spell remains in play until the Wizard is slain but requires 3 power to maintain.

Deadlock Power 6 Range 12
The Wizard may nullify one enemy-held magic item within 12 squares. He may release the item and deadlock another whenever he pleases. This spell remains in play until the Wizard is slain but requires 2 power to maintain.

Banishment Power 8 Range 12
Roll a dice for each Undead or Daemon model within 12 squares of the Wizard. If the score is a 4 or above, the model suffers (caster's level) D6 Wounds. In addition, any Dark Magic, Necromantic Magic, or Chaos spells in play within 12 squares are dispelled on a roll (on a D6) or 4 or more.

Glamour of Teclis Power 6 Range 36
Glamour may be cast on any model up to 36 squares away. Each time the target wishes to move the model, it must roll a dice. Add the score to the target's Willpower. If the result is more than 7, than it may move as normal. If it is equal or lower than 7, the caster may move the model instead.

Apotheosis Power 10 Range 6
A single friendly model slain may be returned to play. The returned model has the fear ability with n=(4+caster's level).

Fiery Convocation Power 12 Range 48
Any 3x3 square radius up to 48 squares away burst into flames. Any model within that area suffers a Strength 4 hit, no modified by armour. Each subsequent turn, the Strength of the attack increases by 1. This spell remains in play until the cater is slain but requires 3 power to maintain.

Hand of Glory Power 4 Range 12
All friendly models within 12 squares of the caster gains +1 Attacks for this turn.

 

SKAVEN MAGIC

Warp Power Power 6
The Skaven uses to power of the warp to heal himself, curing 2D6 of his wounds, up to a maximum of his starting wounds.

Warp Lightning Power 7 Range 24
A bolt of warp lightning strikes a Warrior causing (2D6 + caster's level) with no modifiers for armour.

Cracks Call Power 8 Range 18
A crack in the ground staring at the caster runs in a straight line. Any model on the line must roll equal or less than their Initiative on a D6 to leap out of the way (6 always fail). If they fail, they fall into the crevasse and misses the next turn. After that they climb out suffering 6D6 wounds not modified by armour. (Or you may have them appear in the next Deep)

Scorch Power 8 Range 24
Warp fire leap forth to engulf a Warrior (up to 24 squares away) causing 4D6 wounds with no modifiers for Toughness or armour.

Poison Wind Power 7 Range 24
All models under a 3x3 square (within a 24 square radius) is covered in poison wind. All affected models must roll 1D6 and add their Toughness to it. If the result is less than 6, they suffers (caster's level) D6 wounds with no modifiers for Toughness and Armour.

Skitterleap Power 6 Range 3
This allows the Skaven to move any one allied model within 3 squares (including himself) through the Warp to anywhere on the board, ignoring pining.

Plague Power 6 Range 18
This spell affects all Warriors within a 18 square radius. Every Warrior suffers 2D6 minus his Toughness number of Wounds, not modified by armour. They must roll every turn until they get a result of zero or less, then they have beaten the plague. They may add 1 to their Toughness for this roll for each turn after the first (cumulative).

Pestilent Breath Power (level) Range 12
The Skaven beltch forth a noxious cloud of fumes. This spell targets every Warrior on a straight line from the caster for 12 squares. Roll 1D6 roll each Warrior and add his Toughness to the score. If the result is greater than 7, he is not affected. If the result is equal to 7 or less, he suffers (1D6 x caster's level) Wounds, not modified by armour and Toughness.

Vermintide Power 5 Range 12
The Skaven sorcerer summons a swarm of rodents and vermin. The spell targets any group of models within 12 squares from the caster. A group is defined as any (but not necessary all) models that are on adjacent to each other. All warriors suffers a Strength 3 hit with no modifiers for armour. In addition, the Warriors must roll under their Initiative with 1D6 or they may not do anything next turn.

Wither Power 4
The Skaven exudes an aura of disease and posion, causing the Warriors to withier. All adjacent Warriors suffers (1D6 + caster's level) wounds, not modified by armour and Toughness.

Putrefy Power 6 Range 24
Magical energies surges through the Warrior's body, hardening muscles and locking bones in place. Roll 1D6 for each Warrior within 24 squares. On a score of 5 or 6 that Warrior is unaffected by the spell. On a score of 1, 2, 3 or 4, that Warrior may do nothing at all in the next Warriors' Phase.

Madness Power 8 Range 24 Grey Seers only
The Gret Seer fills the Warrior's brain with wild maddness, attempting to gain control of his thoughts. This spell targets one model up to 24 squares away. Both the Games Master and the player roll a dice. If the Games Master rolls a higher dice, he assumes control of the player's character and may control it as if it was a monster. During the Power Phase of each turn, roll again. The Player retains control of his character when he rolls higher than the Games Master or if the Grey Seer is killed. This spell require 2 power for maintenance for each turn it is in effect.

Death Frenzy Power 10 Range 6
Grey Seers only
The Grey Seer covers a 3x3 square (within 6 squares) with warpstone gas. The Skavens in that square moves at double rate, and has double attacks. They must move into close combat as soon as possible, if they are not already. They also suffers 1D3 Wounds from over exertion during the end of every Monster's Phase. This spell remains in play even if the Grey Seer is slain, does not require maintenance but may not be automatically undone.

Curse of the Horned One Power 12 Range 12
Grey Seers only
The Grey Seer targets one Warrior within 12 squares. The Games Master rolls 2D6 and the player rolls 1D6 and adds his Toughness to the score. If the Games Master's score is higher, the Warrior is turned into a Skaven under the control of the Games Master. To avoid this fate, the Warrior may expend all his Luck counters (minimum of 2).

 

DARK MAGIC

Arnizipal's Black Horror Power (level+3) Range 4D6

A dark cloud fills an area 2x2 squares wide. Roll 1D6 for each model, adding its Strength to his score. If the total is 7 or more, he suffers no ill effects. If the score is 6 or less, he suffers (caster's level) D6 Wounds with no modifiers for armour.

Blade Wind Power 6 Range 24

One Warrior up to 24 squares away is attacked by a storm of slashing blades. That Warrior suffers (caster's level) D6 Wounds minus the Target's Weapon Skill and modified for Toughness and armour as usual.

Dark Hand of Destruction Power 3

The Wizard makes a single attack on any adajacent Warrior. If it hits, multiply any Wounds by 1D3.

Death Spasm Power 10 Range 18
One Warrior is hit with a bolt of pure Dark Magic, inflicting (caster's level) D6 Wounds. Every model in base contact with the Target suffers an attack from the Target as he flails about in agony. The Target may not do anything for the next turn.

Doombolt Power 5 Range 18
A bolt of black fire hits one of the Warriors within 18 squares. The Doombolt inflicts (2 x Caster's level) Wounds, with no modifications for Toughness or armour.

Malediction of Nagash Power 10 Range 36

The Wizard causes cuts to open up on the body of one of the Warriors (up to 36 squares away). That Warrior may not move or fire missile weapons and is at -2 on all his to hit rolls. At the start of each subsequent turns, the Warrior loses (caster's level) Wounds, with no modifiers for Toughness or armour, until the Wizard is dead. This spell remains in play until the Wizard is slain but requires 3 power to maintain.

Power of Chaos Power 2
Roll a dice.
1  Caster drawn into the realm of Chaos and is killed.

2-5

Caster gains 2D6 power.
6 Caster gains 4D6 power.

This spell may be cast as many times as wanted.

Soul Drain Power 10 Range 24
Roll 1D6 for each Warrior (within a 24 squares radius) adding his Toughness to the score. If the total is equal to or more than (caster's level) he suffers no ill effects. If the total is less, the Warrior suffers (caster's level + 1D6) Wounds and the Wizard gains half the amount of Wounds. If a Warrior is reduced to zero Wounds in this manner, he is automatically dead and may not be revived except for using spells or items that raise the dead.

The Transformation of Kadon
The Wizard may transform into any of the following, each requiring different power:-

Monster 

Power needed

Cockatrice 

6
Griffons 

6

Hippogriffs 

6

Wyvern 

9

Manticore 

11

Hydra 

12

Chimera 

14

Dragon  35*

*The Wizard does not gain the Treasure Hoard special ability.

The Wizard cannot cast spells while transformed. Wounds are carried over in transformations. The Wizard may revert back to his original form during any Power Phase. If you are using the gold system, the gold awarded would be the Wizard's original value or the monster's whichever is higher. This spell remains in play until the Wizard is slain and does not require maintenance.

Witch Flight Power 5
The Wizard may transport himself onto anywhere on the board, ignoring pinning.

 

NECROMANTIC MAGIC

Death Chill Power 6 Range 24
Reduce a single Warrior's Toughness by -2. If the Warrior's Toughness is reduced to zero or below, he is automatically killed and may not be revived except for using spells or items that raise the dead. If the Sorcerer is killed, the Warrior have the damage to his Toughness repaired.

Drain Life Power 6 Range 2D6
Roll 2D6 for radius of the spell. Any model within the radius takes a Strength 3 hit (no armour saves allowed). Wounds inflicted in this way may be used by the Sorcerer to restore any that he has lost during the game. This spell does not affect undead, daemons and material objects.

Gaze of Nagash Power 5 Range 18
The spell has a range of 18 squares and affects the first model it hits. The model suffers (1D6 + caster's level) Wounds not modified by armour and Toughness.

Hand of Dust Power 8
The Wizard may attack one hand-to-hand combatant. Both roll 1D6. Then double the Wizard's score. The difference is the number of D6 Wounds the target suffers. If a Warrior is killed by this spell, he is turned into a Wight (a Wraith if he is a spellcaster himself). The Warrior may expend 2 luck to avoid this fate (but is still slain).

The Dark Mist Power 7
The caster dissolves into a dark mist. His movement characteristic is changed to 24. He may move through solid objects. He cannot attack in close combat but may cast spells. He may only be harmed by magic weapons and spells. This spell remains in play until the caster is slain but requires 2 power to maintain.

Summon Ghouls Power 9
The Sorcerer summons 6 Ghouls. They are placed on the board immediately and may move and fight this turn.

Summon Mummies Power 10
The Sorcerer summons 1D6 Mummies. They are placed on the board immediately and may move and fight this turn.

Summon Skeletons Power 7
The Sorcerer summons 6 Skeletons. They are placed on the board immediately and may move and fight this turn.

Summon Zombies Power 6
The Sorcerer summons 6 Zombies. They are placed on the board immediately and may move and fight this turn.

The Curse of Years Power 12 Range 24
The Wizard may target any model within 24 squares. The spell rapidly hasten the target's aging. The affected model must roll 1D6 for each of his characteristics (except for Luck and Willpower). If the result is 5 or 6, the artificial aging caused it to decrease by one point. Long lived races like Dwarves and Elves only lose a point in characteristic if they roll a 6. Note that points lost are permanent but can the restored by magical healing available from most settlements, costing about 100 gold for each point restored. This spell remains in play until the Wizard is slain but requires 3 power to maintain it.

Vanhel's Danse Macabre Power 5 Range 36
This spell may target one of the following type of monster: Skeletons (including Tomb Guardians), Zombies, Mummies, Wights (including Wight Lords) or Wraiths. All monsters of that type within 36 squares may do one of the following: move, attack a Warrior in close combat or fire a missile weapon.

Wind of Death Power 8 Range 12
All non-undead models role 1D6. If the result is equal to 4 or more, the model suffers (caster's level) D6 Wounds with no modifiers for Toughness and armour.

 

CHAOS DWARF MAGIC

Ash Cloud Power 8 Range 18
The caster fills a 3x3 area up to 18 squares away with smoke and ash. All non-Chaos Dwarves have their Movement, Weapon Skill, Ballistic Skill, Initiative and Attacks halved, rounding fractions up. This spell remains in play until the Sorcerer is slain but requires 2 power to maintain.

Doomroar Power 6 Range 36
The Sorcere lets out a defening roar, few can stand unmoved. All Warriors within a 36 square radius roll a dice and add it to their Willpower. If the result is equal to or less than 8, the Warrior must immediately move its maximum movement allowance away from the caster. They must run until they are able to score above 8. This spell remains in play until the Sorcerer is slain but requires 2 power to maintain.

Eruption Power 8 Range 24
This spell has a range of 24 squares. The ground beneath one of the Warrior's feet erupt in a plume of magma. He suffers 5D6 Wounds, modified for Toughness and armour as usual.

Fist of Fire Power 5
The Sorcerer automatically inflicts 3D6 Wounds on any model adjacent to him, modified as usual for Toughness but not armour.

Flames of Azgoth Power 8 Range 12
The Sorcerer can target any 3x3 area within a 12 square radius. All models in that area suffers (2D6 + Caster's level) Wounds unmodified by Toughness or Armour.

Flaming Hide Power 5 Range 6
May be cast on any model within a 6 square radius. The model gains special protection reducing all damage by 2. In hand-to-hand combat, anyone that scores a hit on the model suffers 1D6 Wounds, not modified by armour or Toughness.

Lava Storm Power 6 Range 18
The Sorcerer generates 2D6 balls of molten lava. The Sorcerer may distribute them as he see fit (up to 18 squares away), each ball inflicting 2D6 Wounds, not modified by Toughness or armour.

Magma Pool Power 5
This spell allow the Sorcerer to transport himself (ignoring pining) to anywhere on the board.

Shadows of Hashut Power 4 Range 18
A mighty shadow bull charges in a straight line out from the caster for 18 squares. Any model the bull goes past suffers a Strength 4 hit.

Sorcerer's Curse Power 10 Range 24
A powerful curse is lain on the Warrior up to 24 squares away, as he feels his limbs harden and impossible to move. The Warrior must roll under his Strength on 2D6 or he may do nothing, not even defend himself, that is, Monsters hit unless they roll a 6 on their to hit roll. If he roll a double, he has strained a muscle and his Movement, Weapon Skill, Initiative and Attacks are halved, rounding fractions up. They remain halved until he is healed or has a chance to lay motionless for 1D6 turns in a non-combat situation. The spell remains in effect until the caster is slain but requires 3 power to maintain. (note that straining a muscle is a physical effect, not a magical one, so it cannot be dispelled, nor will it go away when the caster is slain)

 

CHAOS MAGIC - TZEENTCH

Blue Fire of Tzeentch Power 7 Range 18
A blue flame strikes one model up to 18 squares away. The target model suffers a strength 4 hit. If it is adjacent to another Warrior, the adjacent Warrior also suffers a Strength 4 hit. This can spread as far as needed until all adjacent Warriors are hit.

Bolt of Change Power 10 Range 12
The Bolt of Change hits any model up to 12 squares away. The model must roll under or equal to its Toughness. If the score is above, the excess is subtracted from his Toughness, Weapons Skill and Ballistic Skill as his body tries to come to grips with waves of mutation. For example, if the target's Toughness is 3, and he rolled 5, subtract 2 from his Toughness, Weapon Skill and Ballistic Skill. If his Toughness is reduced below 0, he is automatically killed. After the caster is slain, the target slowly regains his original form. Roll a dice during every Warrior's Phase, if the score is equal to or less than his current Toughness, he gains back one point of Toughness, Weapon Skill or Ballistic Skill. Continue doing this until the Warrior is back to his original characteristics.

Boon of Tzeentch Power 4
The caster gains 2D6 power. This may only be cast once, no matter what.

Touch of Tzeentch Power 5
May be cast on any model adjacent to the caster. Victim suffers (caster's level) D6 Wounds, not modified by armour (unless magical).

Glean Magic Power 7 Range 24
The Sorcerer steals a spell from an enemy Wizard up to 24 squares away. Determine randomly. The Sorcerer may cast the spell as if it was his own. If the spell is dispelled or the Sorcerer is slain, it returns to the owner. The Sorcerer may only hold 1 spell at a time in this fashion. This spell does not require maintenance.

Incandescent Assassin Power 7 Range 24
The Sorcerer conjures a creature of magical flames to descend on a Warrior up to 24 squares away. The caster rolls 1D6+6. The target rolls 1D6 + his Weapons Skill. If the Sorcerer's score is higher, the target suffers (the difference) D6 Wounds, not modified by armour.

Pink fire of Tzeentch Power 6 Range 6
A pink flame flies from the caster to strike any model up to 6 squares away. The target suffers (caster's level + 1) D6 Wounds.

Shield of Fire Power 8
The caster surrounds himself with a blazing shield of magical fire. Warriors must roll a natural 6 to hit. If the Warrior is using a magical weapon, a roll of 1 destroys it.

Gift of Chaos Power 4 Range 36
The caster may give any Chaos Champion with the Mark of Tzeentch a gift of Chaos. Refer to the (forthcoming) Unofficial Chaos Supplement for more information.

Tzeentch's Firestorm Power 10 Range 24
Scarlet flames blasts an 5x5 square area up to 24 squares away. All models (except models with the Mark of Tzeentch) under that area suffers a Strength 5 hit. Every 9 Wounds lost creates a Pink Horror.

 

CHAOS MAGIC - SLAANESH

Acquiescence Power 6
This spell affects one Warrior adjacent to the Sorcerer. The victim must roll under their Initiative on a D6 or be overwhelmed by waves of euphoria. An affected Warrior will have all his characteristics halved, rounding fractions up. He is also subject to the rules for Stupidity (if not attacked, roll D6, 1-2 do nothing, 3-5 attack an enemy, 6 attack an ally, if attacked will fight back). The spell will last until the Sorcerer is slain but requires 2 power to maintain.

Beam of Slaanesh Power 8 Range 24
The Sorcerer fires a beam that strikes the first model in its path within 24 squares. The victim must roll under their Willpower on a D6 or be overwhelmed by waves of euphoria. An affected Warrior will have all his characteristics halved, rounding fractions up. He is also subject to the rules for Stupidity (if not attacked, roll D6, 1-2 do nothing, 3-5 attack an enemy, 6 attack an ally, if attacked will fight back). The spell will last until the Sorcerer is slain but require 2 power to maintain.

Bondage of Slaanesh Power 8 Range 12
A target model within 12 squares must roll under his Initiative on a D6 or will be held in tendrils of power and may not do anything. The spell will last until the Sorcerer is slain but require 2 power to maintain.

Cacophonic Choir Power 4 Range D6
A hellish sound is conjured up by the Sorcerer, of such intensity in its wailing discord that it overloads the senses, burning out minds and shattering bones. All Warriors immediately suffer a Strength 5 hit, modified as normal by armour and Toughness.

Chaos Spawn Power 12 Range 24
This spell targets one Warrior. The player must role under his Warrior's Toughness on 2D6, or his Warrior turns into a Chaos Spawn. To avoid this fate, the Warrior may expend all his Luck counters (minimum of 2). For rules regarding Chaos Spawn, look at the (forthcoming) Tome of Chaos.

Cursed Caress Power 8
This spell affects one Warrior standing adjacent to the Sorcerer. The victim is overcome with waves of excited ecstasy, and quickly reaches such a state of overwrought passion that his heart explodes! The affected player rolls a D6 and adds the caster's level to it. If the role is equal to or greater than the number of Wound the Warrior has remaining, then the victim is dead. If the roll is less than the number of remaining Wounds, then no damage is caused. If a Warrior is slain in this manner, he is automatically dead and may not be revived except for using spells or items that raise the dead.

Lash of Slaanesh Power 4 Range 8
A quivering lash uncoils from the Sorcerer's outstretched hand and strikes his foes with a mighty crack. A Warrior up to 8 squares away is struck for a punishing 2D6 Wounds, but this may be modified as normal for armour and Toughness.

Pavane of Slaanesh Power 5 Range 24
This spell affects any one Warrior up to 24 squares away. Roll a D6, on a roll of 1-3, the Warrior overcomes the Pavane and it has no effects. On a roll of 4-6, the Warrior starts to dance and cavort with uncontrollable joy. An affected Warrior cannot shoot any missile weapons, or use any magic, and their movement is reduced to a single square. Hoverer they may still attack and defend normally in hand-to-hand combat. This spell last until the Sorcerer is slain but requires 1 power to maintain.

Slicing Shards of Slaanesh Power 6 Range 24
The Sorcerer conjures 2D6 shards which he directs towards the Warriors. They may be distributed as the Sorcerer wish, each inflicting a Strength 4 hit. Each has a range of 24 squares. If more than one shard is directed at a Warrior count it as only one attack of Strength (3 + number of shards).

Succour of Chaos Power 5 Range 12
When cast, the Succour of Chaos will invigorate all monsters currently in play. For the duration of the next Monster's phase, all Monsters within a 12 square radius gain a +1 to hit the Warriors.

 

CHAOS MAGIC - NURGLE

Cloud of Flies Power 5 Range 12
The target Warrior is surrounded by an impenetrable mass of flies. The victim can see nothing and can neither move nor shoot in the following Warriors' phase. They may, however, still fight as normal in hand-to-hand combat.

Fly Swarm Power 4
The Sorcerer is surrounded by a black mass of flies which absorb blows with the depth of their odorous and squashy bodies. The Sorcerer's Toughness is increased by one until the start of the next Monster's phase.

Miasma of Pestilence Power 9 Range 24
The caster is surrounded by a cloud of foul vapours. All models one the board have their characteristics halved. Chaos Champions, Chaos Sorcerers and Daemons of Nurgle are unaffected.

Pillar of Putrefaction Power 11 Range 5
A pillar raises one model high into the air. That model may only be shot at or attacked in had-to-hand combat by flying models. While on the pillar he has a bonus +4 to his armour. Any spells cast at the aloft model is automatically dispelled. When used indoors, will cause one model (up to 2 squares away) to crash upon the ceiling, inflicting a Strength 10 hit, modified as usual for Toughness and armour. The target may attempt to jump out of the way by rolling under his Initiative on a D6. If he fails, every turn afterwards, the squeezing causes a strength 5 hit. Every turn afterwards, the squeezing causes a strength 5 hit. The nauseous materials that make up the pillar causes an addition 1D6 Wounds, not modified by Toughness and armour. The Warrior may attempt to squeeze out by rolling under his Strength on a D6. This spell remains in play until the Sorcerer is slain but require 3 power to maintain.

Pit of Slime Power 6 Range 12
A pit of disgusting slime opens under one of the Warriors. Roll a D6, if the score was less than his Strength, he escapes and the spell is dispelled. If however, he roles equal to or more, he is stuck and may do nothing. Each turn, the Warrior may try to escape. Roll a D6, if it is less than his Strength, he escapes. If the score equals his Strength, he is still stuck. If the score is more than his strength, the is momentary engulfed by the poisonous slime and suffers 2D6 Wounds not modified by Toughness and armour, he is of course still stuck. This spell remains in play until the Sorcerer is slain, but requires 2 power to maintain.

Plague Wind Power 8 Range 24
A damp and foetid wind howls through the dungeon. This spell targets every thing one a straight line from the caster. Each Warrior suffers (caster's level) D6 Wounds, modified by Toughness but not by armour.

Rancid Visitation Power 10 Range 18
The target Warrior (up to 18 squares away) begins to rot and putrefy, fingers and toes fall off, skin blisters and decays, and eyes drop from their sockets. The Warrior suffers (2 x caster's level) D6 Wounds with no modifiers for Toughness or armour.

Shrivelling Pox Power 5
This spell affects one player adjacent to the Sorcerer. The Sorcerer rolls 2D6, and the player roles 1D6. If the Sorcerer's score is greater, the difference is the number of D6 Wounds the Warrior suffers.

Stench of Nurgle Power 6 Range 3
The body of the Sorcerer starts to decompose at an amazing rate, spewing forth all manner of foul pus at the same time. All Warriors within 3 squares are nauseated by this disgusting odour. All victims must lose 1 attack in the following Warriors' phase.

Stream of Corruption Power 4 Range 12
The Sorcerer vomits forth a jet of putrid blood, maggots, excremental slime and other indescribable foulness. It targets all Warriors in a straight line from the caster for 12 squares. The Warriors is overwhelmed by the revolting muck. Roll two dice and subtract the Warrior's Initiative as he tries to dodge out of the way of the disgusting stream. The Warrior suffers this many Wounds with no modifiers for Toughness or Armour.

 

COUNTER MAGIC

Please note that all spell of this category have no range. They can afect any spell cast at any where.

Dispel Magic Power 4
Roll a dice. If the result is 4 or more, the target spell is dispelled. This may be used on spells that are still in effect but was cast in a previous turn.

Destroy Spell Power 10
This spell has the same effect as Dispel Magic except that a force of negative magic follows the target spell back to its caster. If successful roll a second dice. If the result is a 5 or 6, the spell is destroyed from the Wizard's memory and the Wizard may not use it again for the rest of the adventure.

Drain Spell Power 6
This spell has the same effect as Dispel Magic except that it drains the power used to cast the original spell. If successful, roll a second dice. If the result is 4 or more, the power used to cast the target spell is added to the dispelling Wizard's power pool.

Drain Magic Power 10
This spell has the same effect as Dispel Magic except in addition, it creates a black hole of magical energy that sucks all magic power in the area. If successful, roll a second dice, if the result is 5 or 6, all Wizards on the board have zero power and may not cast any spells for the remainder of the turn. This does not affect the power tokens of the Warriors, however, if one of them attempts to cast a spell using power tokens, the spell automatically fails and the power tokens are used up.

Mental Duel Power 5
This spell has the same effecr as Dispel Magic except in addition, the dispelling and casting Wizard are drawn into a mental duel. Both Wizards add their score of 1D6 to their level. The highest scoring Wizard inflicts 1 Wound on his advesary for every point in difference. This is not modified by armour or Toughness.

Total Power Power 10
This is a special spell that ignores the special rules of Counter Magic. After a Wizard casts this spell, the next spell he cast cannot be dispelled or otherwise countered. It blasts away all attempts to undo it and even ignores special saves against magic offered by some magical items and natural protection of monsters.