Source: Warhammer: The Old World Online Rules Index

Waaagh! Magic
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When Orc and Goblin tribes march to war (as they are given to do with alarming regularity), they are accompanied by powerful shamans. These 'Weirdboy' and 'Oddgit' shamans, as Orcs and Goblins call them, are each a living conduit to Gork and Mork, the primitive gods of their kind, and each can wield such arcane might that even the most learned of Elven mages would have to be impressed.

The power of Orc and Goblin Shamans does not come primarily from the Winds of Magic, but from the raw Waaagh! magic radiated by their kind. A potent force barely understood by mages of other races, Waaagh! magic can consume the Winds of Magic, absorbing them and deadening the mage-sight of other Wizards. As Orcs and Goblins rush into battle, the Waaagh! rises in great storms that spring forth to drown entire regions, before draining away once more, leaving only wisps of magical potential behind.

An Orc or Goblin Shaman, blessed by Gork (or possibly Mork) can focus the Waaagh! through the power of their mind (such as it is), casting spells as brutal and cunning as Gork and Mork themselves. These shamans have been known to burst the skulls of their foes, to shoot beams of crackling green death from their beady eyes or to summon almighty green appendages from the skies to punch and kick the enemy.

Yet with great power comes great peculiarity, and shamans are a most peculiar breed. Constant exposure to the raw Waaagh! and the will of their gods causes Orcs and Goblins to become somewhat unhinged. Consequently, their shamans are prone to drifting into trances, breaking uncontrollably into spasmodic dancing, and talking animatedly to unseen entities. Of course, for the average Orc or Goblin, such behaviour is a bonus – after all, how can one be impressed by a Wizard that doesn't act the part?

In response to the Shaman's frantic hopping and gesticulating, a great green fist materialises from the air and wallops the foe!

Type

Assailment

Casting Value

9+

Range

Combat

Place a large (5") blast template so that its central hole is directly over the centre of a unit the caster is engaged in combat with. Once placed, the template will scatter D3"+1. Any model (friend or foe) whose base lies underneath the template's final position risks being hit and suffering a single Strength 4 hit with an AP of -1.

Their brows furrowed and their teeth clenched, the Shaman's glare is so intense that their enemies visibly wither.

Type

Magic Missile

Casting Value

8+

Range

21"

The target enemy unit suffers a single Strength 7 hit with the Multiple Wounds (D3) special rule and with no armour save permitted (Ward and Regeneration saves can be attempted as normal). This spell may target an enemy unit engaged in combat.

A huge green hand appears from above and, with great care, flicks a hero across the battlefield.

Type

Conveyance

Casting Value

7+

Range

18"

This spell can only target friendly characters, but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere within 2D6" of its original location, but not within 3" of any enemy models. However, if a double 1 is rolled, the character lands badly and loses a single Wound.

Note that this spell allows a character to leave combat.

The Shaman summons a great pale moon above the battlefield. Trembling under its baleful gaze, the enemy can barely lift their weapons!

Type

Hex

Casting Value

10+

Range

15"

Until the end of this turn, the target enemy unit suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).

The sun is out and there's an enemy army over there – it's a great day for a battle! 'Ave at it Boyz!

Type

Enchantment

Casting Value

9+

Range

Self

Until your next Start of Turn sub-phase, friendly units that are within the caster's Command range may re-roll any rolls To Hit of a natural 1, and improve the Armour Piercing characteristic of their weapons by 1.

The Shaman begins a simple chant which is quickly and enthusiastically taken up by their friends.

Type

Enchantment

Casting Value

9+

Range

Self

Any friendly unit that is within the caster's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.

There's a massive green foot on the battlefield and it seems to be moving!

Type

Magical Vortex

Casting Value

8+

Range

15"

Remains in Play. Place a large (5") blast template so that its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves 2D6" in a random direction during every Start of Turn sub-phase. Any unit (friend or foe) the moving template touches or moves over suffers D3+3 Strength 5 hits, each with an AP of -1.

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