Source: Warhammer Fantasy: 8th Edition

Printable Cards: The Lore of the Great Maw
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Spinemarrow (Signature)

Casting Value: 6+

Spinemarrow is an augment spell with a range of 12". The target has the Stubborn special rule until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If he does so, the casting value is increased to 9+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

1. Bonecrusher

Casting Value: 8+

Bonecrusher is a magic missile spell with a range of 18" that causes 2D6 Strength 2 hits with no armour saves allowed. The caster can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 11+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

2. Bullgorger

Casting Value: 7+

Bullgorger is an augment spell with a range of 12". The target has +1 Strength until the start of the caster's next Magic phase. The caster can choose to target all friendly units within 12". If he does so, the casting value is increased to 14+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

3. Toothcracker

Casting Value: 8+

Toothcracker is an augment spell with a range of 12". The target has +1 Toughness until the start of the caster's next Magic phase. The caster can choose to target all friendly units within 12". If he does so, the casting value is increased to 16+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

4. Braingobbler

Casting Value: 9+

Braingobbler is a hex spell with a range of 18". The target must take a Panic test. Units that are Immune to Psychology cannot be targeted by this spell. The caster may choose to increase the range of the spell to 36". If he does so, the casting value is increased to 12+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

5. Trollguts

Casting Value: 12+

Trollguts is an augment spell with a range of 12". The target has the Regeneration special rule until the start of the caster's next Magic phase. The caster can instead choose to target all friendly units within 12". If he does so, the casting value is increased to 20+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

6. The Maw

Casting Value: 15+

The Maw is a direct damage. Place the small round template anywhere within 18" of the caster. Roll the artillery dice and the scatter dice. Unless a Hit! Is rolled, move the template the distance shown on the artillery dice, in the direction shown on the scatter dice. If a misfire is rolled, the opposing player picks up the template and repositions it anywhere on the battlefield. The artillery dice and scatter dice are then rolled again to see if the template scatters from the new target point (re-roll any further misfires until a result other than a misfire is rolled). Once the final position of the template is determined, all models under the template must take an Initiative test. Models that pass the test suffer a Strength 3 hit from The Maw's sharp teeth as they scrabble clear. Models that fail the test are savaged by The Maw and suffer a Strength 7 hit with the Multiple Wounds (D6) special rule. The Maw then closes with a satisfied burp and the template is removed. The caster can choose to use the large template instead of the small template. If he does so, the casting value of The Maw is increased to 21+.

The Lore of the Great Maw: Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2–6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.