Sunday, June 15, 2025

41. Undead Warband

 



Undead Warband

 

The Undead are not a warband in search of glory or riches—they are instruments of a greater will, be it the dark ambitions of a Vampire Lord or the necromantic designs of a cabal of sorcerers. They do not bargain, they do not plead, and they feel neither fear nor pain. Each ghoul’s hunger, each zombie’s crawl, and each whisper from a shrouded necromancer are echoes of a singular, relentless purpose: to claim Albion in death’s name.

In Albion, the dead stir beneath the peat and stone. Some say it is the pull of old magic—deep and druidic, now turned sour. Others hear the whisper of something worse: a Lich-thing dreaming in a burial cairn, or ancient bones that remember the wars of the gods. Whatever the cause, the Undead rise—and they do not rise alone.

Where other warbands come to Albion seeking treasure, power, or truth, the Undead seek only to silence. Their campaign is not one of conquest, but of replacement. In time, all things rot—and they are simply here to help it along.

 

40. Witch Hunter Warband




Witch Hunters

The Witch Hunters are a grim and zealous brotherhood known officially as the Templars of Sigmar but feared across the Empire — and now Albion — as merciless persecutors of heresy. Their sacred mission is nothing less than the eradication of corruption in all its forms: warlocks, witches, necromancers, heretics, daemon-worshippers, fortune-tellers, blasphemers, and those who consort with the dark gods. To the Witch Hunters, sin has many faces, and every one must be burned clean in fire. Their work in Albion is no less fervent — for in this mist-choked land of barrows, beasts, and broken circles, dark powers stir unchecked.

The destruction of Mordheim was, in their eyes, a divine reckoning — and a vindication of their cause. Now, under the orders of the Grand Theogonist, these zealots scour the ancient wilds and ruin-ridden coasts of Albion to recover sacred relics, root out heresy, and bring righteous fire to the strange horrors that dwell here. In Albion, magic festers untamed: ley-born anomalies, arcane constructs, and the remnants of pre-human cults. To the Witch Hunters, such things are no less damned than daemons — only another mask on the same blasphemous face. Each warband is led by a commanding figure of unwavering conviction, often accompanied by a Warrior-Priest, and followed by torch-bearing zealots, self-flagellating penitents, and warhounds bred to sniff out sorcery.

Where Witch Hunters walk, the guilty burn — and in Albion, few things are ever truly innocent. To play a Witch Hunter warband is to strike with surgical hate, to punish the wicked and expose corruption with crossbow bolt, invocation, and blade. Their creed is simple: no quarter, no compromise, no heretic left standing.

39. Prayers of Ulric

 



Prayers of Ulric Prayer List

  1. Battle Howl (Fleet Feet) - +2 Move to target
  2. Snow Squall (Blinding Light) - Target suffers Fight +0, Move 1, and can’t attack/shoot/LoS spells (Will test ends)
  3. Wolf’s Hunger (Combat Awareness) - +1 Fight and +1 Armor
  4. Bloodlust (Strength) - +2 Fight
  5. Hammerschlag (Bone Dart) - +5 shooting attack
  6. Call of Ulric (Animal Form) - Caster transforms into fast beast form
  7. Destruction (Destructive Sphere) - All within 3” take +5 magic attack
  8. The Wolf’s Claw (Elemental Hammer) - Next melee hit deals +5 elemental damage
  9. Stoneheart (Bark) - +1 Armor (no effect if 14+)
  10. Breath of Winter (Fog) - Place 6” line that blocks line of sight

38. Prayers of Sigmar

 




Prayers of Sigmar Prayer List

  1. Blessing of the Righteous Arm (Strength) - Hammer of Sigmar.
  2. Healing Hand of Sigmar (Heal) - Healing Hand.
  3. Faithward Shield (Shield) - Shield of Faith / Armor.
  4. Soulfire (Elemental Ball) - Holy wrath AoE.
  5. Banish the Unclean (Dispel) - Purge magic.
  6. Meditation of the Prophet (Absorb Knowledge) - Lore/XP thematic.
  7. Eyes of the Comet (Awareness) - Divine foresight.
  8. Judgment of Light (Blinding Light) - Debuff on heretics.
  9. Sigmar's Will Be Done (Restore Life) - Divine preservation.
  10. Sigmar's Grace (Miraculous Cure) - Restoration.

37. Runic Magic

 



Runic Magic - Lore of the Norse List

  1. Rune of Fury (Beast Strength) - Target gains +1 Fight for the rest of the game.
  2. Rune of Stone (Bark) - Target gains +1 Armor for the rest of the game.
  3. Rune of the Hunt (Animal Companion) - Summons an animal ally (normal Animal Companion rules).
  4. Rune of Binding (Curse) - Target enemy suffers –1 Fight until the end of the game.
  5. Rune of Embers (Bone Dart) - Ranged magical attack (+5 shooting, Range 18").
  6. Rune of Warding (Circle of Protection) - Creates a 3" circle into which no demons may enter.
  7. Rune of Fate (Reveal Secret) - Gain 50gc post-game (flavored as interpreting omens).
  8. Rune of Silence (Fog) - Place a 3" fog marker to block Line of Sight.
  9. Rune of the Huntmaster (Control Animal) - Gain control of an animal within Line of Sight.
  10. Rune of the Grasping Earth (Bones of the Earth) - Immobilizes a model by causing terrain (stone, root, mud) to rise and bind them.

36. Lore of Light

 




College of Light - Lore of Light Spell List


  1. Radiant Banishing (Banish) – Destroys all demons in line of sight with divine light.
  2. Sunflare (Blinding Light) – A searing burst of brilliance blinds foes if they fail a Will test.
  3. Halo of Hysh (Circle of Protection) – Creates a glowing ward that repels demonic entities.
  4. Cleansing Light (Destroy Undead) – Bathes the undead in purifying force; they must resist or be unmade.
  5. Unweave Spellcraft (Dispel) – Disrupts ongoing magical effects with clarity and force.
  6. Solar Balm (Heal) – Restores 5 HP with a gentle wash of radiant warmth.
  7. Touch of Purity (Miraculous Cure) – Performs deeper, long-term healing through restorative light.
  8. Luminant Ward (Shield) – +2 Armour; a shimmer of magical energy deflects blows.
  9. Aligned Spells (Sigilist)
  10. Glyph of Judgment (Mystic Brand) – A holy rune causes the next melee attack to strike with divine accuracy.
  11. Scroll of Insight (Absorb Knowledge) – Draw deep truths from ancient texts, gaining bonus experience.

 

35. Lore of Life

 



Jade College - Lore of Life Spell List

  1. Vital Bloom (Healing) Restore up to 5 HP. Wounds close with moss and fragrant sap.
  2. Renewing Spring (Miraculous Cure) Out-of-game restoration of major injuries or long-term effects.
  3. Hedgewall (Wall) Sprouts a dense wall of thorns or brambles. Blocks movement and line of sight.
  4. Barkskin (Shield / Bark) Target's skin toughens like bark, granting +2 Armor.
  5. Purge Corruption (Dispel) Ends an ongoing spell effect by flooding the area with purifying natural energy.
  6. Briarbind (Slow / Snare) Thorny vines erupt from the ground, slowing or rooting the target if they fail their Will roll.
  7. Greenstride (Leap) - Target is propelled by surging vines or gusts of verdant wind up to 10".
  8. Call of the Wild (Control Animal) - Target animal must pass a Will roll or fall under your command.
  9. Sporecloud (Fog / Mist Wave) - Area fills with misty pollen or spores, obscuring sight and softening enemy archery.
  10. Seedburst (Grenade / Custom Reskin) - Throw a magical seed that bursts into brambles, dealing minor damage and creating rough ground.

34. High Magic

 



High Magic - Lore of the Phoenix King Spell List


  1. Radiant Lance (Elemental Bolt) – Fires a searing beam of pure light that strikes with precision.
  2. Flames of Asuryan (Elemental Ball) – Calls forth a burst of controlled magical fire, burning only what must be cleansed.
  3. Dispel Magic (Dispel) – Unbinds active enchantments or hostile magic in the area.
  4. Blinding Gleam (Blinding Light) – Erupts in a radiant flash that disorients foes.
  5. Phoenix Shield (Shield) – A shimmering ward of balanced magic grants +2 Armour.
  6. Restore Balance (Heal) – Channels restorative force to heal wounds through inner harmony.
  7. Mirror of Ulthuan (Teleport) – Step across mirrored space in a ripple of arcane light.
  8. Mystic Seal (Mystic Brand) – Imbues a weapon with precise magical alignment for a guaranteed hit.
  9. Clarity of Purpose (Awareness) – Heightens your entire warband’s sense of timing and threat awareness.
  10. Bind Fate (Mind Control) – Temporarily bend the will of a lesser being through celestial clarity.

33. Lore of Shadows

 

Phantom Lure



Grey College - Lore of Shadows Spell List

  1. Veil of Glamour (Beauty) – Wraps the caster in a shadowy guise, deflecting attention and softening features.
  2. Slip Between Shadows (Blink) – Instantly flicker a short distance through nearby shadows.
  3. Phantom Lure (Fool's Gold) – Conjures illusory treasure or bait to mislead enemies.
  4. Ghostlight (Glow) – A spectral glow outlines a hidden or cloaked figure, exposing them.
  5. Shadow Duplicate (Illusionary Soldier) – Creates a decoy clone that confuses and draws fire.
  6. Cloak of Ulgu (Invisibility) – Renders the caster unseen under a veil of pure shadow.
  7. Misty Step (Teleport) – The caster vanishes in black mist and reappears elsewhere.
  8. Shadow Merge (Transpose) – Instantly swap places with an ally or confused foe using shadow currents.
  9. Eyes in the Shadow (Awareness) – Heightened perception of subtle motion, sound, and ambushes.
  10. Shadow Precognition (Combat Awareness) – Subconscious reading of enemy movement; improved reaction time in combat.

32. Lore of Metal

Brass Golem




Gold College - Lore of Metal Spell List

  1. Awaken Brass Golem (Animate Construct) – Animates a pre-built construct of metal and rune-forged armor.
  2. Override Runebound (Control Construct) – Seize magical control of an enemy's enchanted machine or golem.
  3. Forge-Script (Embed Enchantment) – Permanently inscribe an enchantment onto a weapon or piece of armor.
  4. Plated Blessing (Enchant Armour) – Encases a target in magically hardened golden plate (+2 Armour).
  5. Searing Edge (Enchant Weapon) – Weapon gains glowing arcane runes, increasing its lethality.
  6. Sigil Bomb (Explosive Rune) – Carved rune explodes when disturbed, damaging intruders or foes.
  7. Alchemical Charge (Grenade) – Arcane explosive mixed in brass vials, lobbed for area damage.
  8. Metalbound Might (Strength) – Temporarily reinforces target's muscles with metallic power (+2 Fight).
  9. Runic Mark (Mystic Brand) – Etches a single-use glyph that makes the next melee attack auto-hit.
  10. Shrapnel Tempest (Call Storm) – A metallic dust storm interferes with all ranged attacks (-1 Shoot).

31. Prayers of Myrmidia

 


Estalian Prayers of Myrmidia List

  1. Warrior’s Blessing (Strength) - Myrmidia empowers the faithful with holy strength.
  2. Tactical Insight (Combat Awareness) - Her priest sees with divine foresight, guiding allies in battle.
  3. Divine Ward (Shield) - A shining shield of faith forms around the caster.
  4. Restoring Grace (Heal) - Myrmidia grants the strength to stand again.
  5. Hammer of Righteousness (Elemental Hammer) - The priest’s weapon glows with divine fury.
  6. Bulwark of Faith (Wall) - A shimmering wall rises to divide enemy ranks.
  7. Purge the Heretic (Dispel) - Cleanses the battlefield of unnatural magic.
  8. Radiance of the Just (Blinding Light) - The sun-god’s fire burns away wickedness.
  9. Spear of Judgment (Bone Dart) - A burning spear is hurled from on high.
  10. Commanding Rebuke (Push) - The priest’s rebuke drives foes back physically and spiritually.

30. Dark Magic

 



Dark Magic - Lore of the Dark Elves Spell List

  1. Doombolt (Bone Dart) – A concentrated bolt of black magic pierces through flesh and spirit.
  2. Word of Pain (Curse) – Weakens a target’s resolve and reflexes; they lash out sluggishly.
  3. Soul Stealer (Steal Health) – Drain vitality from a target to replenish your own life.
  4. Blade Wind (Scatter Shot) – Unleashes a vortex of magical blades or shards in all directions.
  5. Shadowstep (Teleport) – Reposition instantly through a tear in the shadows.
  6. Chill Aura (Call Storm) – The battlefield is wreathed in unnatural frost, suppressing ranged attacks.
  7. Black Horror (Destructive Sphere) – A violent wave of pure shadow erupts around the caster.
  8. Dark Pact (Strength) – Invokes inner rage or demonic energy, granting the target greater combat strength.
  9. Veil of Torment (Invisibility) – Shroud the caster in magic that bends light and will.
  10. Mirror of Anguish (Mind Control) – Break a target’s mind, forcing them to obey the caster’s dark will.

Saturday, June 14, 2025

29. Curses of the Horned Rat

 



Curses of the Horned Rat List

  1. Warpfire Burst (Elemental Ball) - AoE green flame.
  2. Spawn of the Horned One (Summon Demon) - Reflavored to summon giant rats.
  3. Vermin Swarm (Plague of Insects) - D6 hits, fits mass gnawing effect.
  4. Fury of the Verminkin (Animal Form) - Buff + charge style transformation.
  5. Warp Skitter (Leap)
  6. Curse of the Horned One (Curse) - Forces rerolls, hex-like feel.
  7. Warp Dagger (Bone Dart) - Simple warp-based ranged strike.
  8. Venomfang Curse (Poison Dart) - Toxic sneak attack.
  9. Warp Whispers (Control Animal) - Manipulate beasts as Skaven might.
  10. Warp Shrapnel (Scatter Shot) - Randomized area damage, unstable tech.

28. Chaos Rituals

 



Chaos Rituals List

  1. Vision of Torment (Petrify) - Paralyzing fear/visions
  2. Eye of God (Combat Awareness) - Divine combat boon
  3. Word of Pain (Destructive Sphere) - AoE pulse of pain
  4. Dark Possession (Possess) - Possess ally with Daemon
  5. Ritual of Strength (Strength) - Chaotic physical enhancement
  6. Dark Blood (Elemental Bolt) - Blood-magic ranged attack
  7. Lure of Chaos (Mind Control) - Control enemy
  8. Wings of Darkness (Teleport) - Daemon-flight mobility
  9. Curse of the Dark Tongue (Curse) - Spoken blight
  10. Hunger of Chaos (Steal Health) - Life leeching/soul drain.


27. Lore of Heavens






Celestial College - Lore of Heavens Spell List

  1. Comet (Meteor Strike) - AoE shooting attack on a delayed trigger. 
  2. Thunderbolt (Starfire Bolt) - Elemental magic shooting damage to all in path. 
  3. Celestial Traps (Starfall
  4. Astral Golem (Shape Starfire Elemental) - Summon a powerful celestial construct. 
  5. Cosmic Resonance (Alignment) - Caster regains HP each time they successfully cast any spell.
  6. Astral Backlash (Misalignment) - All spell casters take 1 damage every time they successfully cast.
  7. Read the Stars (Awareness) - While caster is on the table, warband gets +2 to initiative. 
  8. Clear Prophecy (True Sight) -  Friendly models ignore invisibility and illusions.
  9. Remote Viewing (Wizard Eye) -  Place a magical scrying eye on the board to scout line of sight.
  10. Divine Interference (Call Storm) - All ranged attacks suffer -1 to hit for the rest of the turn.

26. Lore of Fire

 





Bright College - Lore of Fire Spell List

  1. Flameburst Orb (Elemental Ball) A crackling sphere of incandescent flame explodes on impact.
  2. Searing Lance (Elemental Bolt) - Direct ranged fire attack, great for line-of-sight eliminations.
  3. Branding Flame (Enflame) -  Magical buff; weapon gains +2 damage.
  4. Flamewake (Pyre) - Area denial; deals damage and blocks vision.
  5. Crown of Embers (Destructive Sphere) - Center-on-caster AoE; excellent last-stand or engagement breaker.
  6. Ash Needle (Scatter Shot) - Medium-range conical spread.
  7. Aqshy’s Bombardment (Grenade) - Thrown AoE attack.
  8. Ashen Veil (Call Storm) - Line-of-sight blocker; impairs ranged combat.
  9. Radiance of Purity (Blinding Light) - Short-range blind/stun effect.
  10. Wall of Basalt (Wall) - Creates a climbable obstacle; optional minor fire damage rule.

25. Lore of Death




Amethyst College- Lore of Death Spell List

  1. Spirit Chain (Mind Control) -  Take control of a wounded or weak-willed enemy.
  2. Entropy Glyph (Draining Word) -  Enemies casting a named spell take damage.
  3. Soul Unraveling (Forget Spell) -  Target wizard forgets a spell.
  4. Grasp of the Grave (Push) -  Pushes a target away.
  5. Withering Ray (Poison Dart) -  Ranged attack with lasting effect.
  6. Kiss of Mortality (Strike Dead) -  Powerful one-shot spell, high casting cost.
  7. Death’s Whispers (Reveal Secret) -  Gain extra treasure knowledge.
  8. Weight of Years (Slow) -  Target gets -2 Move.
  9. Shyish Veil (Blinding Light) -  Temporarily blinds a target.
  10. Soul Rend (Planar Tear) -  Line attack that damages all in its path.

 

24. Lore of Beasts





I modified the presentation of the curated spell lists to only provide the re-skinned name and the Frostgrave/Ghost Archipelago source spell. 

Amber College – Lore of Beasts Spell List

  1. Call of the Wild (Control Animal) — Command a beast with instinctive dominance.
  2. Packmate (Animal Companion) — Summon a loyal animal to fight alongside you.
  3. Venom Fang (Poison Dart) — Launch a toxin-coated projectile.
  4. Mist Howl (Fog) — Fill the battlefield with obscuring mist.
  5. Beast Strength (Ghost Archipelago) — Grant +1 Fight for the rest of the game.
  6. Summon Animal (Ghost Archipelago)— Call forth a wild beast from the environment.
  7. Command Creature (Ghost Archipelago)— Take immediate control of a neutral animal for one action.
  8. Envenom (Ghost Archipelago) — Coat a weapon with a natural toxin.
  9. Savage Rend (Break Armor) — Rend through enemy armor with primal force.
  10. Aspect of the Wild (Animal Form) — Transform into a powerful beast (wolf or bat) to gain speed and mobility.

23. Necromantic Magic




Necromancer School

Pierce the Shroud (Bone Dart, LoS, 10)
  • This spell fires a small, sharp shard of bone. The spellcaster makes a +5 shooting attack against any figure within line of sight and 12”. This does not count as a magic attack.
 
Grasp of the Dead (Bones of The Earth, LoS, 10)
  • A skeletal hand reaches out of the ground and grabs the target’s ankle. The figure may not take any move actions until it escapes. Any form of magic movement, except the Leap spell, allows a figure to escape the hand; otherwise, the only way to escape is to fight the hand, which has Fight +0, Health 1. If the hand takes one point of damage, it vanishes, and the target is free. Other figures in base contact may attack the hand or give a support bonus. If the hand wins the fight, it does damage as normal. This spell may only be cast against a target that is standing on the ground. Large creatures are unaffected by this spell. The maximum range for this spell is 18”.
 
Soulshackle (Control Undead, LoS, 12)
  • The target undead creature must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the undead creature becomes a temporary member of the spellcaster’s warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one undead creature at a time.
 
Mark of Dread (Curse, LoS, 8)
  • The target suffers -2 to all die rolls. At the end of each turn, the target may make a Will Roll with the Target Number equal to the Casting Roll (at -2, of course). If successful, this spell is cancelled. Curse cannot be cast on a figure already suffering the effects of a Curse spell.
 
Grave Bind (Mind Lock, LoS, 12)
  • The target of this spell becomes immune to Mind Control and Suggestion spells for the rest of the game, and any current Mind Control spells on the figure are cancelled. The figure gains +2 Will for the rest of the game.
 
Summon (Raise Zombie, Out of Game (B)/ Touch, 10)
  • The spellcaster adds one zombie (page 193) to their warband as a temporary member. If the spell is cast before the game, the zombie can be deployed normally. If it is cast during a game, the zombie appears in base contact with the spellcaster. A warband may only have one raised zombie at any one time. If the zombie is killed or exits the table, Raise Zombie can be cast again to create another.
 
Awaken the Barrowkin (Revenant, Out of Game, 14)
  • A revenant is a relatively common undead creature, created when a fragment of a person’s soul remains trapped in their own corpse. While the revenant retains some of the intelligence it had in life, it loses all personality, purpose, and drive, becoming a slave to the spellcaster who created it. This spell may be cast after any game in which a soldier in the spellcaster’s warband has been killed. After selecting a dead warband member, the spellcaster makes the casting roll. If the spell succeeds, the soldier is reanimated as a revenant and may fight in the next battle. The revenant has all of the same stats it had in life, with the exception of Will, which becomes +0. The revenant is undead and is subject to all spells, magical items, or other rules that target or affect the undead. It continues to wield the same weapons and wear the same armour that it did in life, even if these items were magic. If the revenant’s health reaches zero during a game, it rolls for survival just like any other soldier. However, if this results in death, the spellcaster may attempt to cast Revenant again after the game. If successful, the soldier returns to the warband at full Health, ready to fight in the next game. Each revenant continues to count as a soldier in the warband, but there is otherwise no restriction on the number of revenants that can be included in a warband. Revenant may not be cast on undead (except Revenants), constructs, or demons.
 
Rune Break (Spell Eater, LoS, 12)
  • Casting this spell causes the spellcaster to immediately take 1 point of damage. When this spell is cast, it cancels the effects of a single casting of any one spell currently in play. This spell cannot unsummon a creature, but it can cancel the control of a creature.
 
Grave Leech (Steal Health, LoS, 10)
  • The target must make an immediate Will Roll with a Target Number equal to the Casting Roll. If failed, the target immediately loses 3 Health and the spellcaster regains 3 Health. The spellcaster gains 3 Health, even if the target had less Health than that remaining. This may not take the spellcaster above their starting Health. This spell has no effect on undead or constructs. A spellcaster may target a member of their own warband – if they do, however, the target immediately (and permanently) leaves the warband and is treated as an uncontrolled creature for the rest of the game.
 
Wither Heart (Strike Dead, LoS, 18)
  • This spell targets a figure within 8”. The target must make a Will Roll with a Target Number equal to the Casting Roll or be immediately reduced to 0 Health. All figures may empower their Will Roll to resist this spell, even non-spellcasters. The spellcaster immediately loses 1 Health upon attempting this spell (even if it is cast successfully), in addition to any loss incurred by failure or empowerment. This spell has no effect on undead or constructs.