5th spell on Path of Thaumaturgy
12+, 96", Ground, Permanent
Place a counter on the target point. At the end of each subsequent Magic Phase roll a D6; if 1–3 is rolled, add another counter on the same point. If 4–6 is rolled, each unit within (2D6+X)″, where X is equal to the number of counters, suffers 2D6 hits with Strength 5, Armour Penetration 2, and Magical Attacks. If a unit fails a Panic Test forced by the spell, it Flees directly away from the marked point. The spell then ends, remove all counters.
Wrath of God
5th spell on Path of Thaumaturgy
12+, 96", Ground, Permanent
Place a counter on the target point. At the end of each subsequent Magic Phase roll a D6; if 1–3 is rolled, add another counter on the same point. If 4–6 is rolled, each unit within (2D6+X)″, where X is equal to the number of counters, suffers 2D6 hits with Strength 5, Armour Penetration 2, and Magical Attacks. If a unit fails a Panic Test forced by the spell, it Flees directly away from the marked point. The spell then ends, remove all counters.
5th spell on Path of Thaumaturgy
12+, 96", Ground, Permanent
Place a counter on the target point. At the end of each subsequent Magic Phase roll a D6; if 1–3 is rolled, add another counter on the same point. If 4–6 is rolled, each unit within (2D6+X)″, where X is equal to the number of counters, suffers 2D6 hits with Strength 5, Armour Penetration 2, and Magical Attacks. If a unit fails a Panic Test forced by the spell, it Flees directly away from the marked point. The spell then ends, remove all counters.
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