Magia Shamanica
Ere We Go
The shaman can inspire to greater efforts any friendly regiment within a long range, for a short period of time. The target of the magic becomes tougher and stronger, giving it a considerable advantage in melee.
Mork Save Uz
This spell protects the chosen Orc or Goblin regiment from all magic for a short period of time. Mork Save Uz not only dispels any spells currently cast on the regiment but also renders the target unaffected by all magic, including friendly magic, for the duration of the spell.
Fists of Gork
Gork imbues the shaman with astounding powers in melee. For a short period of time, vaporous fists swirl through the fray, lashing out repeatedly with astonishing accuracy and strength and causing severe casualties in the enemy ranks.
Da Krunch
The shaman's wailing for divine intervention is answerd as the enormous foot of Gork stamps down on target unit. Gork is not always precise about where he treads, but when on target the result is devastating.
Gaze of Mork
The shaman sends out a searching beam of energy, delivering a mighty mental blow to anything in its path and causing massive internal wounding. The range of the shaman's power is good, and the spell is effective against all targets who are caught in its path.
Brain Bursta
The shaman sends a bolt of energy flying towards the target. The first target hit by the blast will suffer the unfortunate cosequence of their head exploding in a shower of bone and blood. Tougher creatures can withstand this mental assult, but armour offers no protection whatsoever.
Dispel Magic
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attampt to dispel.
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All Warhammer and related products are trademarks and property of
GAMES WORKSHOP