Jugement d'en haut : lorsque vous lancez un sort de cette Voie (qui n’est pas un Sort lié), tous les Dés de magie ayant donné un résultat de « 1 » doivent être relancés. Les dés provoquant un Fiasco ne peuvent être relancés. Si le Lanceur obtient un Fiasco en lançant un sort de cette Voie, ajoutez +1 au Modificateur de fiasco.
lancement | Type | Durée | ||
---|---|---|---|---|
7+ |
Hex
Missile
Damage
Portée 24" |
Instant |
The target suffers D6 hits with Str 4 5, AP 2, and Magical Attacks.
✠ : These hits are instead resolved with Str 7.
× : These hits are instead resolved with Str 3.
lancement | Type | Durée | ||
---|---|---|---|---|
6+ |
Hex
Portée 24" |
One Turn |
The target immediately suffers 2D6 hits with Str 2, AP 0, Magical Attacks, and Divine Attacks.
✠ : The target gains Minimise Flee rolls.
× : The target gains Maximised Flee rolls.
lancement | Type | Durée | ||
---|---|---|---|---|
9+ |
Hex
Portée 24" |
One Turn |
The target’s Agi is set to 1.
✠ : Enemy* units in the same combat† as the target has their Agi set to 1.
× : Friendly* units in the same combat† as the target has their Agi set to 1.
*From the perspective of the caster.
†At the time of casting the spell.
lancement | Type | Durée | ||
---|---|---|---|---|
10+ |
Hex
Portée 24" |
One Turn |
The target suffers −1 to wound.
✠ : The target suffers −1 AP.
× : The target gains +1 AP
lancement | Type | Durée | ||
---|---|---|---|---|
11+ |
Damage
Universal
Portée 24" |
Instant |
The target suffers D3+1 hits, and all units within 3″ of the target suffer 1 hit. These hits are resolved with Str 9, AP 4, Flaming Attacks and Magical Attacks.
✠ : Increase the number of hits each unit suffers from this Spell by 1.
× : Decrease the number of hits each unit suffers from this Spell by 1.
lancement | Type | Durée | ||
---|---|---|---|---|
11+ |
Ground
Portée 48" |
Permanent |
Place a marker on the target point. Instead of rolling for Divine Intervention when the spell is cast, do it at the start of each subsequent Magic Phase.
✠ : Each unit within 2D6″ from the center of the marker suffers 2D6 with Str 5, AP 2, and Magical Attacks. Then remove the marker.
× : The opponent may move the marker in any direction up to 3″.