Armies of Arcana - 4th Printing Spells
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Spell Notes
Meld Spells
- Any wizard who has access to Meld spells may cast the spell only on himself as a level 1 spell.If the wizard or unit reappear in contact with an enemy, the enemy gets a unit save. If the save is made, the unit is trapped and dies.
If the spell is countered based on LOS to where it was cast, the unit never melds. If it is dispelled based on where it reappears, the unit is trapped and dies. The caster should give the opponent a chance to decide if he wants to counter before declaring where the unit will reappear. If he waits to find out where the unit will reappear, he must base counterspelling LOS on the emergence point.
Wizards may not cast spells while merged, but they do focus power as normal. Units may not use missile weapons on the turn they reappear, but they do fight in melee normally.
Summoning spells - If the summoned creatures appear in contact with an enemy, the enemy may take a unit save to counter the spell. Summoned creatures cannot form units unless otherwise stated in the spell's description. Summoned creatures cannot be dispelled.
Scatter damage spells - Some spells which cause multiple dice worth of hits (d6, 3d3, etc) will have those hits halved when attacking skirmished units, and some won't, as described in the spell's decription. Those that do will also do half damage to units engaged with the targeted unit, unless those units are already being affected by the spell (template spells).
General Spells -
These are available to all spell casters.Dispel
- Level 1, Range: Line of Sight, Instant, No SaveAttempts to remove one persistent spell. The dispeller rolls a d6 and adds the power expended on the spell and the controller of the target spell rolls a d6 and adds the level of the spell. If the dispeller rolls equal to or higher than the targeted spell's controller, the spell is dispelled and removed from play.
Enchant Weapons - Level 2, Range: 12", Persistent, No Save
Models in targeted unit have one of their melee attacks made magical, chosen at the time of casting.
Bind Wounds - Level 2, Range: 6", Instant, No Save
One model has d3 wounds healed. Caster may heal an additional d3 wounds for each extra point of power used when casting.
Enchant Missiles - Level 3, Range: 12", Persistent, No Save
Models in targeted unit have one of their missile attacks made magical, chosen at the time of casting.
Life Spells
Heal -
Level 1, Range: 6", Instant, No Save or Individual SaveOne model has d3 wounds healed, or one undead creature suffers d3 wounds. The target may not be healed above its starting total of wounds. The caster may roll an additional d3 for each additional point of power spent.
Holy Armor - Level 1, Range: 12", Persistent, No Save
One unit gains the ability Armor 2 Fixed.
Magic Shield - Level 1, Range: 12", Persistent, No Save
One unit’s Magic Resistance is increased to 4.
Rally Cry - Level 2, Range 12", Instant, No Save
The target unit is instantly rallied - remove its Broken counter. It may not fire missile weapons this turn, but it may fight in melee combat should a unit be moved into it during the magic phase.
Courage - Level 2, Range: 12", Persistent, No Save
One unit gains +2 morale
Resurrect - Level 3, Range: 6", Summoning, No Save
One unit of non-elite troops recovers 3d3 wounds worth of models, or one character or monster or unit of elite troops recover 2d3 wounds worth of models that have been killed. A model must have all of its wounds healed to be placed back on the table. The target must be selected prior to determining the number of wounds affected. Undead troops may not be Resurrected. Completely destroyed or routed units may not be resurrected.
Bless - Level 3, Range: 12", Persistent, No Save
Each model in the unit gains +1 skill to one of its melee or missile attacks, and that attack becomes magical.
Guardian Spirit - Level 3, Range: 12", Persistent, No Save
One unit gains the ability Evasion (1).
Death Spells
Life Siphon
- Level 1, Range: 6", Instant, Individual SavesTargeted model suffers d3 eldritch hits. Each wound inflicted may be used to give an immediate regeneration roll to a model within 6" of the target or caster.
Cloak of Fear - Level 1, Persistent, Range: 12", No Save
Target unit becomes Fearsome
Invoke Terror - Level 1, Persistent, Range: 12", Unit Save
Target unit loses 2 from its morale, and loses the ability Fearless if it had it.
Raise Dead - Level 1, Summoning, Range: 12", No Save or Unit Save
Creates 3 skeleton warriors. Extra power may be used to summon 3 skeleton warriors per point used. They may form their own unit, or may be used to replaced destroyed skeletons in a unit, in which case they use whatever weapons the unit uses.
Motivate Dead - Level 1, Persistent, Range: 12", No Save
Target undead unit may move an additional 4" immediately, and gains 4" to its normal movement in later turns. The immediate movement must obey all normal rules for movement if used, with all rules for maneuvers, formation changes, and charges obeyed.
Curse - Level 2, Persistent, Range: 12", Unit Save
Target Unit loses 1 from all melee and missile skills.
Death Howl - Level 2, Instantaneous, Range: 12", No Save
Target unit must take an immediate morale test, using all normal morale modifiers for casualties taken this turn and numbers if engaged. Fearless units may ignore this.
Energize Dead - Level 2, Persistent, Range: 12", No Save
Target undead unit gets one additional melee attack, identical to one it already has.
Unholy Channeling - Level 3, Persistent, Range: 18", Special Saves
Each model that dies in the target unit must make a unit save or become a skeleton warrior under control of the caster. This may not be cast on an Undead unit.
Vortex of Souls - Level 3, Persistent, Range: 12", Individual Saves
Summons a 3 base diameter vortex. Units contacted by the vortex suffer 3d3 eldritch, halved for skirmished units. Models killed by the vortex become skeleton warriors under the control of spell's caster. The vortex scatters 2d6" at the beginning of each magic phase. Template blocks Line of Sight.
Nature Spells
Tanglefoot
- Level 1, Range: 18", Persistent, Unit SaveAn enemy unit has its ground movement halved, and models in the unit lose any evasion bonuses they may have had. The unit may not make ramming attacks.
Strangling Thorns - Level 1, Range: Contact, Instant, No Save
One model suffers a Str(1) magical hit, doing d3 wounds.
Pathfinding - Level 1, Range: 12", Persistent, No Save
One unit gains the ability Forestwalking..
Call of the Wild - Level 1, Range: 6", Summoning, No Save or Unit Save
Summons a pack of 3 wolves. They operate as a separate unit for the rest of the game. A player may summon an additional 3 wolves for each point of magic spent on the spell.
Create Forest - Level 2, Range: 12", Persistent, No Save or Unit Save
Creates a section of forest no larger than 5" X 5", or 4" X 6". It is treated as difficult terrain, and blocks line of sight like other sections of forest. If it is raised in contact with an enemy unit, the unit may make a unit save to counter the spell.
Summon Swarm - Level 2, Range: 6", Persistent, No Save
A 3 base swarm template is summoned. It inflicts 2d3 str (0) hits to a unit it contacts in the magic phase. It moves 6" per turn towards the nearest enemy unit at the start of each magic phase.
Wood Meld - Level 2, Range: Self, Instant, No Save or Unit Save
The wizard and any unit with the wizard merge with a forest (or other overgrown area) they are in contact with and reappear in any forest within 36", no LOS required. The unit may remain melded and reappear at the start of any magic phase, with an additional 36" of range from its merge point (6' after a turn of melding, and so on). See the special rules for Meld spells in the Magic Section.
Strength - Level 2, Range: 12", Persistent, No Save
One unit gains +2 Strength to melee attacks, and + 2" of movement.
Gaia’s March - Level 3, Range: 18", Instant, Special Save
Up to a 5" x 5" area of forest may be moved up to 4". Any enemy model contacted by the moving forest suffers a skill 3 melee attack, Str (2), unless their unit makes a unit save.
Summon Treeman - Level 3, Range: 6", Summoning , No Save or Unit Save
Summons a Treeman. The Treeman operates as a separate unit for the rest of the game.
Chaos Spells
Enrage - Level 1, Range: 12", Persistent, No Save or Individual Save
One model must move to attack the closest model (determined by caster to resolve equidistant targets). It may make an immediate 3" move to do so, and must use its full movement each subsequent turn. The model leaves any unit it may have been with, counting as a casualty.
Confusion - Level 1, Range: 18", Persistent, Individual Save
Immediately, and at the beginning of each turn, the casting player and model’s owner roll one die; the low roller controls the model until the beginning of the next magic phase. If a tie results, the model stands in place and does nothing unless attacked, in which case it will attack back.
Mark of Chaos - Level 1, Range: 12", Persistent, No Save or Individual Save
One model is randomly affected upon casting and at the beginning of each turn, by the roll of a d6:
These bonuses are cumulative. Repeats of each are possible, except 6), of course. If the spell is dispelled, all benefits gained through the spell are lost.
Steal Enchantment - Level 1, Range: 18", Instant, Special Save
The caster tries to steal one enemy persistent spell and transfer it to one of his own units. The caster rolls a d6, and the spell's owner rolls a d6 and adds the level of the spell to his roll. If the caster's total is equal to or higher than the spell's owner's total, the persistent spell can be transferred to any friendly unit within 6" and LOS of the caster (obeying normal spell limits). For each additional point of power spent at the time of casting, the caster may add one to his die roll.
Corrupt Armor - Level 2, Range: 18", Persistent, Unit Save
All models in the unit have their armor values reduced by 2, including fixed armors.
Warp Weapon - Level 2, Range: 18", Persistent, Unit Save
Each model in the unit has one of its attacks corrupted (caster's choice). If it is a missile attack, the attack is lost. If it is a melee attack, it becomes a skill 1 attack with no strength or other special abilities. This cannot be dispelled, and does not count against the spell limit on a unit.
Chaos Vortex - Level 2, Range: 12", Persistent, Special Save
A 3 base diameter template appears within 12" of caster. It scatters 2d6" at the end of each turn. Roll to determine the template’s effects when it is cast and after it moves to determine its effects on any unit(s) it contacts:
1 - 2) No effect; the vortex is too weak.
3 - 5) 5d3 eldritch hits are inflicted on each unit, halved againt skirmished units
6) 5d3 models in the unit must make a magic save or be destroyed, halved if skirmished. No model must save more than once per turn.
Template blocks Line of Sight.
Aura of Chaos - Level 2, Range: 12", Persistent, No Save or Unit Save
All models in one unit are affected by a random effect, immediately and at the beginning of each magic phase. Roll a d6:
1) +1 attacks from new limbs
These results are cumulative. Repeats are possible. If the spell is dispelled, all benefits gained through the spell are lost. Multiple Berserk results do nothing.
The Aura may be placed on enemy units, in which case they must make a unit save to counter the spell.
Mass Confusion - Level 3, Range: 18", Persistent, Unit Save
One unit is affected as confusion.
Berserk - Level 3, Range: 12", Persistent, No Save or Unit Save
One unit gains the ability Berserk. This also gives models in the unit +1 attacks, removes any evasion or shield bonuses, and adds d3 to the movement of the unit if an enemy is in sight. They must move towards the closest enemy they can see at full speed (unless they obviously cannot get to it - flying or on isolated terrain, for instance), though may ignore units which are already engaged. They must adopt a skirmish formation. They must pursue, and they must use ramming attacks if they have them.
Bererk may be cast on enemy units, in which case they must make a unit save to counter the spell.
Earth Spells
Petrify -
Level 1, Range: Contact, Instant, Individual SaveOne model must make its magical save or be turned to stone, killing the model. The caster must roll 2d3 equal to or greater than the target's current number of wounds to affect the target. He may add a d3 for each additional point of power used.
Earthbind - Level 1, Range: 18", Persistent, Individual
The affected model must roll a 1 on a d6 at the beginning of each turn or it may not move, loses any evasion bonus it may have had, and becomes a Slow target. Models with flying may only be affected when they start the movement phase on the ground. Models may not Ram while immobilized.
Geyser - Level 2, Range: 12", Instant, Unit Save
One unit suffers 3d3 Str (0) water hits, halved for skirmished units, and must adopt a skirmish formation if it was in RaF.
Tremors - Level 2, Range: 18", Persistent, Unit Save
One unit loses 1 from all of its missile and melee skills, and must make a unit save to move each turn.
Stone Armor - Level 2, Range: 12", Persistent, No Save
One unit gains the ability Armor (3) fixed.
Sinkhole - Level 3, Range: 18", Persistent, No Save or Unit Save
A 5 base diameter hole opens up in the ground. Each model in the area of the template or crossing it must make a saving roll based on their movement, or fall in and die:
4" or less = 1
5" to 8" = 2 or less
9" to 12" = 3 or less
13" to 16" = 4 or less
17" or higher = 5 or less
Models which can fly or burrow automatically escape death. All units affected by the template may make a unit save to counter the spell. Template does not block Line of Sight.
Mass Earth Meld - Level 3, Range: Contact, Instant, No Save
The wizard and the unit he is with may merge into the ground, reappearing immediately or at the beginning of any Magic Phase in any open ground within 24", plus 24" for each turn spent merged. If the wizard reappears immediately, it must be within LOS of his merge point. The unit may make no further moves the turn it re-emerges and may not fire missile weapons, but it may appear in contact with an enemy unit.
Summon Earth Elemental - Level 3, Range: 6", Summoning, No Save or Unit Save
An earth elemental appears within 6" of the caster. It operates as a separate unit for the rest of the game.
Mass Petrify - Level 3, Range: 12", Instant, Individual Saves
4d3 wounds-worth of models must make magical saves or become petrified, destroying them. Models are not affected unless all of their wounds are covered by the die roll: i.e.; if a 7 is rolled, it can affect seven 1 wound models, three 2 wound models, two 3 wound models, etc.
Mass Earthbind - Level 3, Range: 18", Persistent, Unit Save
The affected unit must roll a 1 on a d6 at the beginning of each turn or it may not move, loses any evasion bonus it may have had, and becomes a Slow target. Models with flying may only be affected when they start the movement phase on the ground. Models may not Ram while immobilized.
Fire Spells
Fire Spray
- Level 1, Range: 6", Instant, No SaveOne unit suffers d6 Str (0) magical fire missile hits, not halved for skirmished units.
Flaming Weapons - Level 1, Range: 12", Persistent, No Save
Each model in the unit gains +1 strength to one of its melee attacks, and that attack becomes a magical fire attack. Models with Fire Immunity may ignore these bonuses when hit by these attacks.
Fire Wall - Level 2, Range: 18", Persistent, No Save or Unit Save
Creates a 6 base by 1 base wall of fire. Each model in the area of the template or crossing it suffers a Str (0) magical fire hit for each base unit the model has; for example, a Base 4 Water Elemental would suffer 4 hits. An additional template may be placed in contact with one already placed for each additional point of Power spent. Template blocks Line of Sight.
All units contacted by a template must make a unit save to counter the spell.
Pyrotechnics - Level 2, Range: 18", Persistent, Unit Save
One enemy unit loses 1 from its melee and missile skills, and moves at ½ speed.
Fire Breath - Level 2, Range: 12", Persistent, No Save
Gives every member of one unit an extra melee attack, at skill 3, Str (1) magical, fire.
Immolation - Level 2, Range: Self, Persistent, No Save
The wizard and mount burst into flames, becoming in all respects a fire elemental with the same number of wounds it had at casting. It may no longer lead or be part of a unit unless the unit has Fire Immunity, but may cast spells as normal.
Combustion - Level 3, Range: 18", Instant, Individual Save
A model suffers 3d3 wounds. All models in contact with the targeted model suffer a Str (1) magical fire hit.
Flaming Arrows - Level 3, Range: 12", Persistent, No Save
Each model in the unit has one of its missile attacks become a Str (2) magical fire missile attack of the same range and skill. Models with fire immunity hit by these attacks uses the original missile attack's stats.
Fire Shield - Level 3, Range: 12", Persistent, No Save
Target unit gains Fire Immunity and Evasion (1) to units without Fire Immunity.
Summon Fire Elemental - Level 3, Range: 6", Summoning, No Save
A fire elemental appears within 6" of the caster. It operates as a separate unit for the rest of the game.
Flamestrike - Level 3, Range: 18", Instant, No Save
Target unit suffers 6d3 Str (1) magical fire missile hits, halved for skirmished units.
Water Spells
Create Pond -
Level 1, Range: 18", Persistent, No Save or Unit SaveA 5 base diameter pool of water opens up. This is treated as difficult terrain. Template does not block Line of Sight.
Water Spirit - Level 1, Range: 18", Persistent, No Save
A body of water may make 3 skill 3, Str (0) melee attacks each turn at models within 3" of it. Any number of water spirits can be placed in the body of water. Instead of attacking, a water spirit may water meld to another body of water within 36". If all water mages on the caster's side die or flee, all water spirits are instantly dispelled.
Fog Cloud - Level 1, Range: 12", Persistent, No Save or Unit Save
Creates a 5 base diameter template of fog, which blocks all line of sight into, out of, or through it. Melee inside a Fog Cloud is treated normally.
Swimming - Level 1, Range 12", Persistent, No Save
One unit gains the ability Swimming, and may move at full movement through any water.
Water Meld - Level 2, Range: Contact, Instant, No Save
The wizard and any unit with the wizard merge with a body of water they are in contact with and reappear in any body of water within 36", no LOS required. The unit may remain melded and reappear at the start of any magic phase, with an additional 36" of range from its merge point (6' after a turn of melding, and so on). See the special rules for Meld spells in the Magic Section.
Geyser - Level 2, Range: 12", Instant, Unit Save
One unit suffers 3d3 Str (0) hits, halved for skirmished units. The unit must adopt a skirmish formation if it was in RaF
Cloudburst - Level 2, Range: 18", Persistent, Unit Save
The targeted unit has its movement halved, its missile skill is reduced by 1, and it loses the ability to fly. If it was flying it is immediately grounded.
Desiccate - Level 3, Range: 12", Instant, Multiple Saves
One unit suffers 4d3 eldritch hits, not halved for skirmished units.
Summon Water Elemental - Level 3, Range: 6", Summoning, No Save or Unit Save
A water elemental appears within 6" of the caster. It operates as a separate unit for the rest of the game.
Quicksand - Level 3, Range: 18", Persistent, No Save or Unit Save
A 5 base diameter area of battlefield turns to quicksand. Any model in the pool or crossing it must roll a 5 or lower on a d6 or be killed. Armored models must add their Armor Value to the roll (unless the Armor is Fixed); units with Shields may throw them away permanently to lower their Armor value by 1 before rolling. The whole unit must throw away its Shields, even those not in the pit. Template does not block Line of Sight.
Hail Storm - Level 3, Range: 18", Persistent, Special Save
Targeted unit suffers 3d3 Weak missile hits per turn, not halved for skirmished units. The unit moves at half speed, and must make a unit save each time it wishes to use a missile attack, or the attack is prevented for that turn.
Air Spells
Guardian Wind
- Level 1, Range: 12", Persistent, No SaveUnit gains Evasion (1) to missiles.
Wind Spirit - Level 1, Range: 18", Persistent, Individual Save
One flying creature loses its flying movement. If it has no form of ground movement, it is immobilized and becomes a Slow target. It is grounded immediately if it was already flying.
Spark - Level 1, Range: 12", Instant, Multiple Saves
One model suffers 3 eldritch hits.
Wind Walk - Level 2, Range: Self, Persistent, No Save
Caster and unit with the caster gains Flying 15". If the spell is dispelled or the caster is killed while the unit is the air, the unit falls to its death.
Lightning Strike - Level 2, Range: 24", Instant, Multiple Saves
One unit suffers 6 eldritch hits, not halved for skirmished units.
Dust Devil - Level 2, Range: 18", Persistent, Unit Save
A unit suffers -1 to missile skill, loses ½ of its movement, and must adopt a skirmish formation. If flying, each model is blown to the ground immediately and may not take off.
Tornado - Level 3, Range: 18", Persistent, No Save
Creates a 3 base diameter whirlwind. Any unit contacted suffers 4d3 Str (1) missile hits, halved for skirmished units, and must adopt a skirmish formation. Each turn the tornado moves 2d6 inches in a random direction at the beginning of the magic phase. Any unit it ends its movement on is affected as above. Template blocks Line of Sight.
Summon Air Elemental - Level 3, Range: 6", Summoning, No Save or Unit Save
An air elemental appears within 6" of the caster. It operates as a separate unit for the rest of the game.
Lightning Storm - Level 3, Range: 18", Persistent, Multiple Saves
Target unit suffers d6 eldritch hits, not halved for skirmished units, immediately and at the beginning of each Magic Phase.
Wind Spirit Host - Level 3, Range 24", Persistent, Unit Save
One unit loses its ability to fly. If it has no form of ground movement, it is immobilized and treated as a Slow target. It is grounded immediately if it was already flying.