Grey Seer Spell Book
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Grey Seer Spell Book

 
[_] SKITTERLEAP
Component: Pouch of Sulfur
The caster or a single friendly model within three spaces leaps into the air and disappears with a flash and a puff of sulfurous smoke, reappearing again anywhere within line of sight of the caster, up to a maximum range of 60 spaces. This movement is instant and happens on the caster's turn, so that if the recipient is another model, he may be able to move and/or attack immediately thereafter, on his own turn.

[_] FLAMING SKULL OF TERROR
Component: Silver Statuette
As he finishes the incantation, the caster seems to take on the likeness of the Horned Rat -- he seems to grow horns and fangs, his fingers lengthen into great talons, huge scales fall over his eyes, and he utters a bestial roar. He is treated as a Fearsome Monster until the next Exploration Turn.
 
[_] CHOKE
Component: Vial of Swamp Gas
(Does not affect the Undead.) The victim clutches his throat and has great trouble breathing. Dark wisps of smoke seep from his mouth and nostrils as his lungs fill with noxious fumes. Select a single target in the caster's line of sight. The target may only stagger one square per turn for the next 3 turns; the model's player makes this move. Unless the caster has been incapacitated in the meantime, the victim drops to 0 Wounds at the end of the third turn.

[_] FIREBALL
Component: Pinch of Warpstone
A ball of black fire with yellow and blue flames licking at the edges hurtles from the caster's hand. Place a fireball template anywhere within 12 squares of the caster in line of sight. Any models (friend or foe) at least partially under the template suffer 5 damage dice of injury.

You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.

[_] POISON WIND
Component: Vial of Swamp Gas
Thick greenish gas seeps up from the earth, whipped by a ghostly, moaning wind, forming a deadly, poisonous cloud. Place the fireball template anywhere within 24 spaces of the caster, along his line of sight. Any model, friend or foe, at least partially underneath the template must roll under his Intelligence to hold his breath in time, or suffer 6 damage dice of injury. This damage is against starting Toughness, ignoring armor bonuses, and has no effect against creatures that don't need to breathe (such as Undead and Warp Monsters).

[_] WITHER
Component: Vial of Poison
The Skaven stretches out a paw overflowing with greenish light. The touch of the light causes the victim to shrivel and wither away into a twisted doll-sized corpse. 6 damage dice of injury may be inflicted against a single model in base contact (adjacent or diagonal) with the caster, or else these dice may be distributed amongst multiple models in base contact as desired. (e.g., four against one model, two against another) This distribution must be determined before rolling for damage. Unless the target has magical armor, this damage is rolled against starting Toughness.

 
[_] PUTREFY
Component: Mouldered Bone
The victim of this spell sees a horrible vision of the bodies of the slain (friend or foe) start to swell and split open, spilling out maggots and foulness, eyes and tongues distending, and a horrible stench ... it's all just too horrible, even for battle-hardened warriors or muck-crawling monsters. All enemies in the same dungeon section or passage must make Bravery tests immediately. Those who fail must flee the battle, ignoring all Death Zones. Even those who pass are at -1 WS when attacking, until the next Exploration Turn.

[_] VERMINTIDE
Component: Mouldered Bone
The caster summons a heaving, squeaking horde of rodents and vermin. The entire dungeon section or passage is treated as a Rat hazard: the rats attack all non-Skaven at the start of each GM phase, causing a Wound against a non-Skaven on each roll of 1-4 on 1d12. (Does not affect Invincible or Flying models.) There are 60 rats. Each Hero may, instead of performing a normal attack or action, attack the rats, killing 1d12 of them. Rat poison may be used to destroy the swarm. The swarm disappears if dispelled, or if the caster is slain.

[_] WARP LIGHTNING
Component: Pinch of Warpstone
The caster raises its arms and chants shrill incantations, and unholy energy crackles around it. With a final triumphant squeak, the Skaven thrusts its claw forward and casts a bolt of deadly warp-lightning at its foe. The bolt automatically strikes a single target within line of sight up to 24 spaces away, causing 8 damage dice of injury. Unless the target is wearing magical armor or protection, roll damage against starting Toughness.
 
[_] CRACKS CALL
Component: Pouch of Sulfur
The caster leans down and touches the ground. A crack appears in the earth, and shoots outward like forked lightning. The crack extends from the caster up to 18 spaces away in a straight line, so long as there is solid ground to be affected. Any models in its path (friend or foe) must roll under their Speed to leap aside, or fall into the crevasse, never to be seen again. The crack magically seals again, as if it were never there.

The following spells are only usable by Grey Seers, those specially blessed by the Horned Rat.

[_] DEATH FRENZY
Component: Warpstone Gas
The Grey Seer incants and wafts warpstone gas over his comrades. Any number of willing Skaven in the same dungeon section may be affected. The recipient is overcome with a frenzy, moving at twice normal Speed and doubling its attacks. It must approach the nearest target and engage it in hand-to-hand combat. At the end of each turn, unless the spell ends or no more enemies can be fought, each recipient suffers 1 Wound.
 
[_] MADNESS
Component: Vial of Poison
The Grey Seer may nominate a single model within line of sight. The Grey Seer and target each roll 1d12 and add to their Intelligence scores. If the Grey Seer, he may control the model during its next turn, except that Wizards cannot be made to use their spells, and victims cannot be forced to commit suicide. After the first turn, repeat the test during the victim's turn -- If at any point the Grey Seer fails to win the control test, the spell ends.


Clan Skryre Sorcerer
WS BS S T Sp Br Int W PV
5 7 5 5 10 6 10 4 10
 
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 1
EQUIPMENT/NOTES
Dagger (f 1-2, crit 11-12), Dispel Scroll
Spells: Choke, Terror, Fireball (2)
 
Grey Seer
WS BS S T Sp Br Int W PV
7 7 6 5 11 9 10 4 16
 
HAND TO HAND COMBAT
WS 1 2 3 4 5 6 7 8 9 10 11 12 Dam
Hit 2 2 3 4 5 6 7 8 9 10 10 10 4
EQUIPMENT/NOTES
Sword (f 1-2, crit 11-12), Dispel Scroll
Spells: Choke, Terror, Fireball (2), Madness, Death Frenzy, Vermintide, Warp Lightning
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