Beast Herds:
Spirits of the Dark Forest
Augment, Lasts one Turn
⟨x+⟩ ⟨18”⟩
{y+} {36"}
The target gains Terror. All enemy units in base contact with the target suffer additional -1 Discipline.
Dread Elves:
Crippling Fatigue
Hex
Lasts one turn
18" Range
Failed to wound rolls with melee attacks{ranged attacks} against the target must be re-rolled.
Empire of Sonnstahl:
To reflect this it was decided that the Hereditary spell for the Empire would be completely different and unique to the Empire, in that it would not be a spell at all! Instead, our Wizards have the ability to swap any single one of their generated spells from their chosen lore for the Spell Number 1 from any of the other three lores they have not chosen. It is worth stating at this point that the numbering of spells as they currently are will be changing order, so please do not look at those and make any snap judgements. It was felt that this Hereditary spell really fit the army strength and weaknesses that you all voted on, as well as the mechanical feel of the army as a "jack of all trades" book.
Not only do we feel that this is very thematic for the army, but it also brings some great flexibility to what our Wizards can bring to the table, as you can essentially select a spell at the start of the game depending on the matchup you are playing. Playing a high armour Kingdom of Equitaine list? Better take the Alchemy spell! Playing a horde of lighting fast Elves? I guess some Diviniation wouldn't go amiss there....
Infernal Dwarves:
Cloud of Magnesium Ash
X+ 24” Hex Permanent
The target gains Flammable. At the end of any phase, if the target has suffered at least one hit with Flaming Attacks this phase, it suffers an additional D3+1 hits with Strength 4, Armour Penetration 0 and Flaming Attacks, and the spell ends.
Highborn Elves:
Glowing Sigil [ name is WIP ]
Caster, Lasts one turn
Immediately after successfully casting the spell, add two Veil Tokens to your Veil Token(*) pool
When a unit within 18" of the caster would lose a Health Point, one Veil Token may be discarded instead (this is done after saves and Devastating Blow multipliers) and the Health Point loss is ignored. For Standard Infantry, up to 2 HP losses are ignored per token (provided that they are suffered simultaneously). A maximum of two Veil tokens may be spent per game phase for such purpose. Characters and Gigantic models can only ignore a single lost HP this way per phase.
(*) For those who haven't read the new scroll, in addition to magic dices, the new magic phase also has Veil Tokens. Veil tokens can be exchanged to get magic dice on a 3:1 ratio. These can be saved for subsequent phases, and also some armies will have different uses to interact with them. As long as the Glowing Sigil spell is active, the wizard may use those tokens to further fuel the effects of the spell. Not only this, but the Glowing Sigil spell generates tokens on its own (so you don't need to save them in advance if you don't want to). Also, should you not get to use the tokens for any effect, those two tokens generated at casting the spell become part of your Veil Token pool in your next magic phase
Kingdom of Equitaine:
Breath of the Lady
Natural to-hit and to-wound rolls of ‘1’ with Close Combat Attacks made by the target must be rerolled. Natural Armour Save rolls of ‘1’ must also be rerolled.
Ogre Khans:
Awaken the Ogres
Augment, Lasts one Turn
18" Range
All Melee Attacks against the target suffer -1 to wound. {Additionally, all Shamans in the target unit gain +1 Resilience.}
Orcs & Goblins:
'Ere we go
Failed to-hit rolls with Close Combat Attacks against the target must be rerolled.
Casting Value - X Range 18" Type - Hex
Saurian Ancients:
Spark of life, X+/Y+ 36"/18"
That which can create life can also take it
Hex, missile, damage
The target unit suffers D6 s5/s6 ap2/3 hits
Undying Dynasties:
Racial Attribute Spell
Undying Dynasties do not have a Hereditary Spell. Instead, all Death Cult Hierarchs know the Racial Attribute Spell No Rest in Death (in addition to Path Attributes). Whenever the Wizard successfully casts a non-Attribute and non-Bound Spell of Type Augment, the Racial Attribute is automatically cast.
No Rest in Death
Augment Instant
This spell targets a single unit that was also the target of the spell that triggered the Racial Attribute Spell.
This target Raises a number of Health Points equal to the Evoked value of the R&F models in the unit. If the unit contains any Characters, you may instead choose a single Character in the target. This Character Raises a number of Health Points equal to its Evoked value.
Characters and models with Towering Presence cannot Raise more than 2 Health Points in each Magic Phase from No Rest in Death.
Vampire Covenant:
Evocation of Souls
(Mf) 4+ [7+] {10+}18" [6"Aura] {12"Aura}Augment,
Instant When resolving the spell, choose one of the following for each target:
- The R&F part of the target Raises a number of Health Points equal to its Evoked value.
- Up to one Character within the target recovers a number of Health Points equal to its Evoked value.
Models with Towering Presence cannot Raise more than 2 Health Points from this spell in a single Magic Phase.
Vermin Swarm:
Legacy of the Awakened Swarm
X+ [Y+] 12” [24”]
Hex, Direct, Instant, Damage
The target suffers 2D6 hits Strength 4 with Armour Penetration 2 (the Caster may target an enemy unit Engaged in Combat under certain circumstances, see Callous).