TILEA ARMY LIST:
Magic

Water Magic
Follower Magic

WATER MAGIC

The Spells of the Windfinders

Spell NamePowerRangeDescription
Part Water 124 As its name suggests, this spell parts a body of water from bank to bank, making a clear path 6" wide. Any unit may walk through this now dry area as if on clear terrain. This spell remains in play until dispelled or the Wizard releases the magic. The Wizard can do this at any time including outside the normal turn sequence, even during the opponents movement phase.
Water Walk 136 One character or unit may walk on water as if it were clear ground. This spell will remain in play until dispelled or the Wizard casts the spell on another unit.
Water Weave 2- When cast, all bodies of water within 36" of the caster are woven tight as solid earth. Rivers, ponds, and streams become normal ground for all purposes.
Well Water 224 This magic summons water buried in the earth to the surface. Immediately after it is cast, a 6" diameter swamp appears at the target location. The swamp is considered difficult ground. At the end of the next turn, the swamp becomes a pond. Any creature still standing in the area where it is forming drowns, with no save.
The Tentacles of Animos 312 When this spell is cast, Water in the air and from the ground coalesces to form 2d6 tentacles emanating from the caster. While this spell is in effect, the wizard's move is increased to 6". The tentacles enable the wizard to attack any model(s) within 2". This may include models in a second or third rank of a unit. A dispel will destroy d6 tentacles.
Saint's Fire 236 Saint's Fire gives any unit it is cast upon a radiant glow of electrical power. Any attacks by the character or unit will cause an extra S 4 Electrical attack, resulting in d3 wounds. If any storm causing spells are cast or are in effect, such as the High Magic spell The Tempest or the Water Magic spell Hurricane, the additional attack hits at S 6 and causes d6 wounds. If an electrical attack is made against the unit (such as by an Electrical Dragon), the attack is made at 1/2 Strength, and the Strength of the units attacks are again increased (to S 6 and d6 wounds). Creatures immune to electrical attacks are also immune to Saint's Fire. Saint's Fire remains in play until dispelled.

FOLLOWER MAGIC

The Spells of the White Path

Dawn of the White Path 3- Grail fire sweeps out from the eyes of the priest, attacking the dark magic that composes the essence of the Undead, killing 2d6 Undead within line-of-sight of the priest.
Light of Truth 112
As the pure radiance of the White Path glows around the priests head, those looking in his direction are compelled by a greater voice to speak truth. All things hidden about the target's body are revealed to the caster, magic items and talismans of power glowing in a light-sucking red.
Casting this spell allows the priest to examine any magic items or spell cards of a single wizard or hero within 12".
Hand of Glory 1- The Hand of Glory will move any unit immediately into base-to-base contact with an enemy unit within 24" as if charging, with 1d6 added to the combat result.
The Blessed Martyr 236 When cast on any unit which has taken casualties in the last round of hand-to-hand combat, the unit immediately goes into a religious frenzy and gains one additional attack, made immediately, on it's foe. In the next turn, they will continue to be in a frenzy (as per the Warhammer Rule Book), and will stay that way until the other unit is destroyed, or a dispel is cast.
Crucible of Might 3- The wizard is aided by the hand of the One God in his blessed fight against the enemy. A unit in hand-to-hand combat with the wizard immediately suffers 3d6 S 5 hits.
The Whispered Covenant 124
Followers of the Red Path and the One God often make personal oaths before stepping into battle. If the One God hears, then they are blessed with favors. As they march into battle, the One God whispers in the warrior's ears of the benefits of life in the after-world should they die in battle.
When cast, any character killed this turn is immediately brought back to life for one turn. At the end of the next turn's magic phase, the character dies permanently as his soul proceeds directly into the afterlife, and may not be brought back to life, or raised from the dead (to become Undead).
Curse of the Light 1- If a Wizard fails to dispel a Black Magic or Necromancer spell using a Dispel Magic or a Destroy Magic Spell, casting this spell permits the Wizard to make a single re-roll on the attempt to dispel.
The Wandering Way 136 When cast upon an opposing unit, the unit will become confused, losing confidence and their raison d'etre. The unit will halt what they are doing and ponder their sudden doubts for the next turn. If they are in hand-to-hand combat, they must immediately pass a LD test of flee. Such models may not test against the LD of their champion, hero, or other character. While so doing, they will not attack, but they may defend themselves. The unit will remain in this state of deep inner thought until they pass a LD test at the beginning of their movement turn.
Blessed Aura 124 When cast upon a friendly unit, an unnatural light surrounds the unit as a token that they will and are fighting for the right. The unit need take no psychology or break test until the spell is dis-spelled, or the priest recasts it on another unit.
Grail Fire 3- The priest opens a conduit direct to the afterlife, filling him with power. As the priest is consumed, a ring of pure magic spreads outward from his dying shell like a ripple on a pond. All models in base-to- base contact with the priest immediately suffer d6 S 10 hits, no save. All models within 12" suffer d6 S 7 hits. All models between 12 and 24" suffer d6 S 5 hits.

Last Updates
21 June 1996reorganized
23 April 1996reformatted
Written by David Rauscher
(drausche@nab.org)
Comments or corrections?