Judgement on High: When casting non-Bound Spells from this Path, all Magic Dice that result in ‘1’ must be rerolled.
Dice causing a Miscast cannot be rerolled. If a Caster Miscasts when casting a spell from this Path, add a +1 Miscast
Modifier.
| Casting | Type | Duration | ||
|---|---|---|---|---|
| 7++ | 
            Hex
                      Missile
                      Damage
           Range 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.
| Casting | Type | Duration | ||
|---|---|---|---|---|
| 6++ | 
            Hex
           Range 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.
| Casting | Type | Duration | ||
|---|---|---|---|---|
| 9++ | 
            Hex
           Range 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.
| Casting | Type | Duration | ||
|---|---|---|---|---|
| 10++ | 
            Hex
           Range 24"  | 
        One Turn | ||
The target suffers −1 to wound.
✠ : The target suffers −1 AP.
× : The target gains +1 AP
| Casting | Type | Duration | ||
|---|---|---|---|---|
| 11++ | 
            Damage
                      Universal
           Range 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.
| Casting | Type | Duration | ||
|---|---|---|---|---|
| 11++ | 
            Ground
           Range 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″.