This is a spell that can be cast at either a friendly or enemy unit, even in close combat, without line of sight or forward arc. It has the same effect, no matter what you cast it on. I wrote one for each of the 8 lores of battle magic.
For the sake of simplicity, each of the following has a range of 24" and lasts until caster's next magic phase.
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Fire (replaces Flaming Sword of Rhuin): Flames of Rhuin (8+): The target gains +1 to wound in shooting and close combat, magical attacks, the Flaming Attacks special rule, and the Flammable special rule.
Beasts (replaces Flock of Doom): Bestial Wrath (6+): The target gains +1 attack and -2 leadership.
Metal (replaces Plague of Rust): Armor of Rust (8+): The target gains a 4+ armor save that replaces its current total armor save. This new armor save is modified by the strength of the attack as normal.
Light (replaces Light of Battle): Sanctuary (11+): Grants a 2+ ward save against all wounds taken by or caused by the target in shooting and close combat.
Life (replaces Flesh to Stone): Flesh to Stone (8+): The target gains +2 toughness and -2 movement.
Heavens (replaces Curse of the Midnight Wind): Levitation (9+): The target gains the Fly special rule but may not use any shooting attacks.
Shadow (replaces Okkam's Mindrazor): Razor (13+): The target may reroll all failed rolls to hit and wound in both shooting and close combat, but must reroll all successful saves of any kind in both shooting and close combat.
Death (replaces Soulblight): Spirit Link (9+): For each unsaved wound caused in close combat by the target, roll a d6. On a 4-6, add a power die or dispel die to the caster's pool at the beginning of the following magic phase.
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What do you think?
New spell type: hex/augment
New spell type: hex/augment
[url=http://www.ulthuan.net/forum/viewtopic.php?f=51&t=61399]my MSU army list/battle reports[/url]
[quote="Nyeave"]Omg it's a parrot chariot - a parriot... :D[/quote]
[quote="Nyeave"]Omg it's a parrot chariot - a parriot... :D[/quote]