This ebook presents the 22 End Times spells to use in your games of Warhammer. If you are playing a game set during the End Times, Wizards of Level 3 or higher know the End Times spells for the Lores you have chosen for them in addition to the other spells that they know.

Some of the spells in this ebook are Summoning spells. This is a new type of spell, which is also described in full in this ebook.

SUMMONING SPELLS

Summoning spells are a type of spell that enable the caster to place a new unit under the owning player’s command onto the battlefield. The spell will specify what type of unit is summoned, and how many points’ worth of models it can have. Such units are referred to as ‘summoned units’. Summoned units can be upgraded to include any options listed in their army list entries, but must adhere to their minimum unit sizes as normal.

The summoned unit must be deployed wholly within the spell’s range and at least 1" away from all units, buildings and impassable terrain. A unit can be placed facing any direction, and in any legal formation. It does not need to be deployed in the caster’s line of sight or forward arc. If the summoned unit includes more than five models, its front rank must be at least five models wide. Summoned units cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be deployed because there is not enough room, the unit does not enter play at all, though the spell’s lore attribute may still apply.

The Lore of Fire

WITHERING HEAT

(End Times Spell)

With a triumphant gesture, the wizard sets a curse of desiccation upon his foe’s flesh.

Withering Heat is a hex spell that targets all enemy units on the battlefield. Until the start of the caster’s next Magic phase, whenever a target unit charges, pursues or flees, it rolls an extra dice and discards the highest result. In addition, all target units have the Flammable special rule for the duration of the spell, and all Flaming Attacks re-roll failed To Wound rolls against target units.

The Lore of Light

ENLIGHTENMENT

(End Times Spell)

The light of truth is a powerful thing, strengthening the righteous and banishing the unholy.

Enlightenment is a hex spell against Forces of Destruction units and an augment spell against Forces of Order units. It targets all units within 12" of the caster (including the caster himself). Target Order units have the Unbreakable special rule until the start of the caster’s next Magic phase. For target Destruction units, roll 4D6. For each point by which the roll exceeds the target’s Leadership, the unit suffers 1 Wound. Target Non-Aligned units are unaffected.

The Lore of Beasts

A MURDER OF CROWS

(End Times Spell)

Calling upon Corvus the Crowlord, the wizard summons a voracious flock of carrion birds to tear flesh from bone.

Remains in play. A Murder of Crows is a magical vortex that uses the large round template. Once the template is placed, the player then nominates the direction in which A Murder of Crows will move. To determine how far in inches the template moves, roll an artillery dice and multiply the result by 3.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol).

Any model under or passed over by the template suffers a Strength 3 hit.

In subsequent Magic phases, A Murder of Crows travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, A Murder of Crows collapses in upon itself and is removed.

The Lore of Metal

METEORIC IRONCLAD

(End Times Spell)

Casting charms of silver and iron, the wizard creates suits of enchanted armour that no weapon can breach.

Meteoric Ironclad is an augment spell with a range of 24". The target unit has a 2+ ward save until the start of the caster’s next Magic phase.

The Lore of Life

STORM OF RENEWAL

(End Times Spell)

Raw life-energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigour.

Remains in play. Storm of Renewal is a magical vortex that uses the large round template. Once the template is placed, the player then nominates the direction in which Storm of Renewal will move. To determine how far in inches the template moves, roll an artillery dice and multiply the result by 2.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol).

Any unit under or passed over by the template immediately regains 2D6+1 Wounds’ worth of models.

The Lore of Heavans

LET THE FOUR WINDS BLOW!

(End Times Spell)

Calling upon the spirits of air, the wizard sends mighty winds howling across the battlefield.

Let the Four Winds Blow! is a magic missile with a range of 48" that targets up to four magical vortexes or enemy units in any combination. Resolve in whatever order you wish. Each target in range is ‘pushed’ 2D6" directly away from the caster (it does not change facing). If a target unit comes into contact with impassable terrain, it stops and suffers 2D6 Strength 3 hits.

If a target unit comes into contact with another unit, it stops 1" away and both units suffer 2D6 Strength 3 hits.

If a magical vortex is pushed into a unit, that unit will suffer the usual effects for the vortex in question. If a vortex ends up in the middle of a unit, place it beyond the unit just as you would had the vortex moved there under its own power.

The Lore of High Magic

DEADLOCK

(End Times Spell)

Such is their mastery in magic, the slann of Lustria and the most powerful elven mages can mystically nullify the flow of a foe’s sorcerous powers.

Deadlock is a hex spell that targets a Wizard anywhere on the battlefield. Until the start of the caster’s next Magic phase, the target cannot channel, cast spells or dispel.

The Lore of Dark Magic

OBLIVION

(End Times Spell)

To a wizard proficient in dark magic, an arcane fulcrum is more than a conduit of power; it is unparalleled destruction, just waiting to be unleashed.

Nominate an Arcane Fulcrum anywhere upon the battlefield. Oblivion targets all models (friendly and enemy, including the caster) within 6" of the nominated Arcane Fulcrum. Each target suffers a Strength 10 hit. Once damage has been resolved, roll a D6. On a roll of 4+, the Arcane Fulcrum (and any Wizard occupying it) are blown to smithereens – remove them from play.

The Lore of Shadow

BRIDGE OF SHADOWS

(End Times Spell)

At the wizard’s command, a bridge of shadow and spite whisks his allies across the battlefield.

Bridge of Shadows is an augment spell with a range of 24". The target unit is immediately removed from the table and replaced anywhere on the battlefield visible to the Wizard, provided that no model from the unit is within 1" of another unit or impassable terrain. The unit can be returned to play facing any direction, but must retain the same formation. This spell can be used to remove friendly units from combat – any enemy units left without an opponent can immediately reform.

The Lore of Death

ASHES AND DUST

(End Times Spell)

A choking dust cloud erupts from the wizard’s fingertips, suffocating all in its path.

Remains in play. Ashes and Dust is a magical vortex that uses the large round template. Once the template is placed, the player then nominates the direction in which Ashes and Dust will move. To determine how far in inches the template moves, roll an artillery dice and multiply the result by 2. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol).

At the end of the Magic phase, any unit that has one or more models under or that have been passed over by the template must take a Leadership test with a -3 penalty, suffering a wound for every point by which the test is failed, with no armour saves allowed.

In subsequent turns, Ashes and Dust moves in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, Ashes and Dust collapses in upon itself and is removed.

The Lore of the Vampires

THE ARMY OF DOOM KEEP

(End Times Spell)

The legendary elf mage Anareth could not forever destroy the dread army of Doom Keep, so he sealed it away in a pocket of magic. Alas, this prison could not remain secret forever and, little by little, accursed necromancers have begun to draw the wight-host into the mortal world once more.

The Army of Doom Keep is a summoning spell with a range of 36". It summons one Wight King and one unit of Grave Guard.

The two units can have a combined points value of up to 300 points. The Wight King must be set up as part of the unit of Grave Guard.

The Lore of Nehekhara

RETURN OF THE GOLDEN AGE

(End Times Spell)

The caster focuses his incantations and restores to the army the vigour and might they enjoyed whilst still alive.

Return of the Golden Age is an augment spell that targets all friendly units from Warhammer: Tomb Kings on the battlefield. All target units add 1 to the Weapon Skill, Strength and Initiative characteristics on their profile until the start of the caster’s next Magic phase.

The Lore of Undeath

MALEDICTION OF NAGASH

(End Times Spell)

At the Necromancer’s command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance.

Malediction of Nagash is a hex spell that targets all enemy units within 24". All target units halve the Strength characteristic on their profile (round up any fractions) until the start of the caster’s next Magic phase.

The Lore of the Wild

RUINER OF THE WROUGHT

(End Times Spell)

Slamming his staff into the ground, the bray-shaman unshackles stock and stone from their bondings of artifice, unmaking the enemy’s weapons of war.

Ruiner of the Wrought is a hex spell that targets all buildings and war machines on the battlefield. War machines suffer D3 Strength 10 hits (roll separately for each); buildings collapse and are removed from play on a roll of 4+. A unit garrisoning a building removed in this way is placed in the space previously occupied by the removed building and suffers 4D6 Strength 6 hits from the falling rubble. If any of the surviving models cannot be placed at least 1" away from other units or impassable terrain, the entire unit is removed from play.

The Lore of the Great Maw

THE GREAT MAW AWAKENS

(End Times Spell)

The butcher joins his own hunger to the Great Maw’s, conjuring a bloody whirlpool of rock that sweeps across the battlefield, swallowing enemies whole.

Remains in play. The Great Maw Awakens is a magical vortex that uses the large round template. Once the template is placed, the player nominates the direction in which The Great Maw Awakens will move. To determine how far in inches the template moves, roll an artillery dice and multiply the result by 2. Any model under or passed over by the template must pass an Initiative test or be swallowed whole and removed as a casualty.

In subsequent turns, The Great Maw Awakens moves a number of inches equal to the roll of an artillery dice multiplied by 2, in a random direction.

If a misfire is rolled at any point, centre the template over the caster instead. Once damage is resolved, remove The Great Maw Awakens from play.

Spells of the Big Waaagh!

RAISE GREAT IDOL

(End Times Spell)

Straining and grimacing, the shaman wills an idol of Gork (or possibly Mork) to rise out of the ground. Under the stony gaze of such an idol, greenskins are inspired to further acts of extreme violence.

Raise Great Idol is a summoning spell. Place an Idol of Gork (or possibly Mork) within 18" of the caster. The effigy uses the Idol of Gork rules from the Warhammer rulebook. Additionally, all friendly units from Warhammer: Orcs & Goblins within 12" of the Great Idol re-roll failed To Hit rolls. Note that the Idol is a Mystical Monument, and therefore has the Magical Lodestone special rule.

Spells of the Little Waaagh!

NIKKIT! NIKKIT!

(End Times Spell)

The shaman conjures a pair of great green hands, one of which binds the chosen enemy in a vice-like grip, whilst the other rifles through the victim’s possessions in search of anything shiny enough to be worth stealing.

Nikkit! Nikkit! is a direct damage spell that targets a single enemy character within 24". The target suffers a number of Wounds equal to D6 minus his own Toughness – armour saves cannot be taken. Regardless of whether or not the target is slain, the caster steals one magic item of his choice from the target. If the caster does not already have a magic item of this type he can now use it, otherwise it is destroyed.

Skaven Spells of Plague

THE GREAT RED POX

(End Times Spell)

The caster vomits forth a crimson mist that rapidly spreads across the battlefield, causing an instantaneous eruption of fist-sized boils and then a most painful death.

The Great Red Pox targets all units (friendly or enemy) within 24" of the caster. Units are affected on a D6 roll of 4+, except for Clan Pestilens units, which are affected on a 5+. Every model in an affected unit must pass a Toughness test or be removed as a casualty with no armour saves allowed.

Skaven Spells of Ruin

PIT OF THE UNDERWORLD

(End Times Spell)

The caster strains his mind to open a great rent in the earth. The target site begins to shake until the ground gives way to a vast pit that drops into blackness below.

Pit of the Underworld causes a great pit to open anywhere on the battlefield. Place a suitable marker over the exact spot affected – a coin is ideal. Roll a D6 at the start of each subsequent Magic phase. On a roll of 5+, the pit opens. Centre the large template over the marker. Any model wholly or partially under the template must pass an Initiative test or be removed as a casualty. Any buildings touched by the template collapse and must be removed. Any models garrisoning a building removed in this way are also removed.

The Lore of Tzeentch

DAEMONFIRE VORTEX

(End Times Spell)

A prismatic haze erupts from the wizard’s hand and rages across the battlefield, consuming everything in its path.

Remains in play. Daemonfire Vortex is a magical vortex that uses the large round template. Once the template is placed, the player then nominates the direction in which Daemonfire Vortex will move. To determine how far in inches the template moves, roll an artillery dice and multiply the result by 2.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol). Any model under or passed over by the Daemonfire Vortex template suffers a wound on a 4+ with no armour saves allowed.

In subsequent turns, Daemonfire Vortex moves in a random direction and moves a number of inches equal to the roll on an artillery dice plus the number of unsaved Wounds Daemonfire Vortex has caused since it was cast. If a misfire is rolled in subsequent turns, Daemonfire Vortex collapses in upon itself and is removed.

The Lore of Nurgle

GRANDFATHER NURGLE'S CIRCLE OF LIFE

(End Times Spell)

There is a fragment of the Plaguefather in every living thing. A wizard who casts this spell will discover the truth of the matter.

Grandfather Nurgle’s Circle of Life is a direct damage spell with a range of 36". It inflicts 5D6 hits on the target that wound on a 4+, with no armour saves allowed. If at least 10 unsaved Wounds are caused, the spell also summons a Great Unclean One (if the caster is a Daemon of Chaos) or a Daemon Prince with the Mark of Nurgle (if the caster is a Chaos Sorcerer) within 12" of the target (or in the target’s position, if it was completely destroyed). The model summoned can be worth up to 375 points.

The Lore of Slaanesh

SONG OF SEDUCTION

(End Times Spell)

Every man has his price, even if he knows it not, and Slaanesh’s wizards can divine such things whilst magic flows strong.

Remains in play. Song of Seduction is a hex spell with a range of 24". For the duration of the spell, models in the target unit reduce their Leadership by 2, and immediately change loyalties – you control this unit as if it were part of your army for as long as the spell lasts. If the target is in close combat, separate the units by 1" (you may have to shuffle several units to make this work – this is fine, so long as you don’t gain an unfair advantage from it). At the end of each subsequent Magic phase, the unit will attempt to reassert its will by taking a Leadership test (on its modified Leadership). If the test is passed, the spell is dispelled.

© Copyright Games Workshop Limited 2014. All rights reserved. Games Workshop, Warhammer Battle Magic and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, ™ and/or © Games Workshop Ltd 2014.

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ISBN 978-1-78253-781-6

Games Workshop Ltd - 01/12/2014