Waaagh Spell List
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Waaagh Spell Book

 
[_] DA KRUNCH
Component: Large Wart
The mighty foot of Gork stomps down to squish the enemy into splutchy pancakes! The "foot" template may be placed in any area within the Shaman's line of sight, up to 12 spaces away. (This covers a 5 by 3 area.) On a roll of 1 to 3 on 1d12, the template will drift in a random direction (1-3: forward, 4-6: right, 7-9: backward, 10-12: left) that many spaces. Anyone under the template takes 8 damage dice of injury.

[_] MORK SAVE UZ!
Component: Poisonous Mushroom
The impassioned pleading of the shaman summons the protective power of Mork against the enemy's spells. Any enemy spells affecting the Shaman or his allies in the same dungeon section or passage are immediately dispelled, and no further offensive spells are possible against them until the Shaman's next turn.
 
[_] WAAAAAAAGH!
Component: Black Orc Blood
The Shaman floods the dungeon section or passage with the power of the Waaagh! All enemy Wizards in range must pass an intelligence test or immediately suffer 1 Wound, and will not be able to cast any more spells until the Shaman's next turn. All Orcs and Goblins within the area gain +1 to WS and are immune to fear until the next exploration turn.

[_] 'EADBUTT
Component: Shrunken Head
The Shaman smashes an enemy Wizard with an 'eadbutt of pure Orc-power. Both players roll 1d12 and add it to their respective Intelligence scores. If the Shaman's total is higher, the defending Wizard is immediately reduced to 0 Wounds, rendered unconscious.

Spells from the Waaagh Spell Book may only be used by Orc or Goblin Shamans. The power of the Waaagh is not magic in the same sense as the Color Colleges, as the power for the Shaman's spells comes from the collective Orcishness of a horde of Goblins and Orcs, rather than the Winds of Magic or the power of Chaos. Shamans have power only when in the presence of a horde of Orcs or Goblins (and/or their kin), and in the unlikely event that they are encountered alone, cannot cast spells. (This does not mean that if the Heroes rid a dungeon of Orcs and save the Shaman for last, that he loses his power. There will still be enough power of the Waaagh! left lingering for a while for him to seek vengeance upon the Heroes and "crush them into splutchy pancakes".)

Goblin Shaman
WS BS S T Sp Br Int W PV
5 5 5 6 6 6 6 3 6
 
HAND TO HAND COMBAT
WS 1 2 3 4 5 6 7 8 9 10 11 12 Dam
Hit 3 4 5 6 7 8 9 10 10 10 10 10 3
EQUIPMENT/NOTES
Staff (f 1-2, crit 11-12)
Spells: Mork Save Uz!, 'eadbutt, Da Krunch, Waaaaaaaagh!
 
Orc Shaman
WS BS S T Sp Br Int W PV
6 6 6 8 6 8 7 4 10
 
HAND TO HAND COMBAT
WS 1 2 3 4 5 6 7 8 9 10 11 12 Dam
Hit 2 3 4 5 6 7 8 9 10 10 10 10 4
EQUIPMENT/NOTES
Staff (f 1-2, crit 11-12)
Spells: Mork Save Uz!, 'eadbutt, Da Krunch, Waaaaaaaagh!

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