Mage Warband -max 12
Never meddle in the affairs of wizards, for they are quick to anger and slow to forgive.

HEROS
Arch Mage - 1
Mage - 0-2
Warlock – 0-1

May choose from Academic, Speed and Magician Skills

HENCHMEN
Apprentice - 0-3 per mage hero (max 6)
Clockwork Beasts  - 0-5

Magician Skills

Disspell - Roll greater than your opponent's successful skill roll to disspell the spell.  IE A skaven sorcerer cast warp fire rolling a 10 you have to roll an 11 or 12 to dispell it.

Store Spell – Must have a staff to use this skill. Choose a spell to cast on the staff.  If successful the staff will hold it for that game. The Mage may than cast it later with a +3 to the roll for casting. If you roll a double when attempting to cast the spell it is lost. 

Clockwork Mage – pay 5gc for each clockwork construct to increase one of the following stats: M, WS by one. Each stat may only be increased twice, you can only increase one stat per game, and you must increase whole group at a time. 

Cantrip - difficulty 10 range 12"
Apprentices use cantrips as a way to practice their magic. Cantrips are not powerful but can help if needed.  The opponent may take a leadership test. If they pass the test the Cantrip has no effect.  If casting is successful roll on the following chart:
1-5 - Opponent is frozen in place. They cannot charge, attack or move. They may however defend
normally.
6 - opponent is stunned

Mage Equipment list

Familiar - (Hero's only)				per TC#10

HTH Weapons
Dagger - (First free)				  2gc 
Staff - (free if chosen when creating warband)	  3gc
Sword						10 gc

Missile
Pistol 						15gc
Dueling pistol					25gc
Sling	(apprentice only)				  2gc

HEROS

Arch Mage – 60gc 20 exp
These powerful mages seek to find spells and artifacts to assist in their pursuits of magic.  They are found wandering through the world. 

M	WS	BS	S	T	W	I	A	Ld	
4	3	3	3	3	1	4	1	8	
Weapons and Armor - May take any from the Mage Equipment list

Leadership - Any member within 6" may use his Ld when taking a Ld test
Spell casting - He may take spells from 2 of the elemental spell lists but can start with two spells (one from each list).

Mage – 35gc 8exp
These individuals at one time were apprentices to the arch mage.  They follow him and continue to learn from him while attracting their own apprentices.
M	WS	BS	S	T	W	I	A	Ld	
4	2	2	3	2	1	3	1	7	
Weapons and Armor - May take any from the Mage Equipment list

Spell Casting- may cast spells from one elemental magic list, starts with one spell

Warlock – 45gc 10exp
These individuals tend towards the darker side of magic. They tend to be a bit reclusive but are great allies.  Mages tend to look down upon them but see the value of their power.
M	WS	BS	S	T	W	I	A	Ld	
4	2	2	3	3	1	4	1	8	
Weapons and Armor - May take any from the Mage Equipment list

Spell Casting- may cast spells from the Lesser Magic list in the Mordheim rulebook, starts with two spells 

HENCHMEN

Apprentice - 20
These are young upstarts that want to learn magic. They show some ability and try to learn from there master.
M	WS	BS	S	T	W	I	A	Ld	
4	2	2	2	2	1	3	1	7	
Weapons and Armor - May take any from the Mage Equipment list
Cantrips - see above
When an apprentice becomes a hero he may choose one of the Elemental magic list to gain spells from or he may take spells from the lesser magic spell list in the MH rule book.

Clockwork Construct  - 30
These animated wonders are a combination of clockwork and magic.  Like the zombies of the undead they can be relentless.  Some look like armored knights, others like large metal crabs and others like giant metallic spiders, but all are deadly.
M	WS	BS	S	T	W	I	A	Ld	
4	3	0	4	4	2	2	1	-	

5+ save

Special Rules
Immune to psychology
Can not run 
do not gain experience
May not use weapons but suffer no penalty for this.

Familiar - per TC#10

Elemental Magic
Ice magic
1.Frost- difficulty 7, range 16”, target must roll under or equal to their toughness or suffer a wound.  6 always fail.

2.Cone of Ice- difficulty 8, range flame template (The bigger one), any model under the template or partway suffer a Strength 3 hit. No critical hits.

3.Freezing Cold- difficulty 9, range 8”, target must roll equal or under its toughness or be stunned no matter how many wounds it has.

4.Hail- difficulty 8, range 12”, Target on model.  That model suffers 1D3+3 S2 hits.  All models within 2” suffer D3 S2 hits.  Will not do any critical hits.  Target also gets a –1 to hit for shooting his next turn.

5.Numming Cold- difficulty 9, range 8”, target model is at –1 to injury roll (If a 1 is rolled then the wound is useless), also he has –2I (min. of 1), and must roll a D6.  On a 1 roll another D6.  1-3 model is knocked down, 4-5 model is stunned, and 6 model is taken out of action.  Last till beginning of your next turn.

6.Ice Patch- difficulty 6, range 6”, Cast at the beginning of the movement phase.  Model must roll an Int. test.  If failed model is knocked down.  No model may charge this model or get with in 4”.  Any models already within the 4” must move out in their movement phase after they pass an Int. test.  If failed they to fall down.  If model was in HtH then the battle is separated as they are trying to maintain there balance.

Fire Magic
1.Fireball- difficulty 8, range 16”, one model in line of sight takes a S5 hit.  This is the lesser magic version.

2.Fairy Fire- difficulty 6, range 8”, target model now cause fear and is +1 to hit for being shot at.  Also model may not hide.  During your recover phase roll a D6.  On a 1 or 2 the spell fails.

3.Smoke- difficulty 6, range 6”, target model and all models within 3” counts as being in cover.  Last till beginning of your next turn.

4.Burning Ring- difficulty 8, range caster, All models with in 2” take one S3 hit.  Any model attempting to charge must take a fear test, even models who cause fear.  If the charge is successful model takes one S3 hit.  Last till your next recover phase.

5.Burning Hand- difficulty 8, range caster, Caster may sacrifice all of his attacks to make one hth attack with a S5 hit that cause 2 wounds.  Also if it hits the model being hit on a 4+ starts on fire. 

6.Inferno- difficulty 10, range 12”, Target model suffers D3 S5 hits.  Also all models within 4” suffer one S3 hit.  +1 to injury rolls.  On 4+ target starts on fire and on 5+ all models with in 4” start on fire. 

Wind Magic
1.Riding the Wind- difficulty 6, range caster, model may move anywhere up to 12+2D3”.  May not move into base to base with an enemy model.

2.Lightning Bolt- difficulty 10, range 12”, target takes one S6 hit.  If wearing H. armor, light armor and shield, Ilm. Armor, or Gromril armor target takes D3 hits with S6.

3.Fog- difficulty 6, range caster, Target counts as being in cover and strikes first in hth, even against spears.

4.Gale blades- difficulty 7, range 12”, caster shoots 2D3+2 S3 attacks.  Roll to hit with no modifiers.

5.Twister- difficulty 9, range 12”, target one model not in hth.  Caster rolls 2D6 and target rolls D6.  Target adds its Strength and +1 if it is large to the D6.  If the casters roll is higher then the target it scatters 2D6” randomly and suffers one hit equal to the distance, Also next turn acts as if it had been knocked down and just got up.  If the two rolls are equal then the model scatters randomly D3” and may not run next turn.  If the target is higher then nothing happens to him.

6.Wall of Wind- difficulty 7, range caster, any shooting at target or models with in2” is at –2 to hit.

Earth Magic
1.Stone Skin- difficulty 8, range 6”, target gets a +2 to his armor save.  Every recover phase if the caster is farther then 6” then the spell wears off.  To maintain the spell the cast must pass the difficulty test ever recover phase.  Only one model may be stone skinned at a time.

2.Earthquake- difficulty 8, all models within 8” must pass an Int. test or be knocked down.  No model within the 8” may run next turn.

3.Mud- difficulty 7, range 8”, Target model may not move.  Will fight back if charged.  Last till caster next turn.

4.Stone Guardian- difficulty 10, before battle, summons a stone guardian.  Must stay within 8” of summoner.  Stats are M5, WS2, BS0, S4, T4, W2, I1, A2, Ld10, armor save of 5+.  Guardian is immune to poison and psychology may not run and causes fear.

Two stone hands attack 5.Stone Hands- difficulty 8, range 6”, the target is attacked by two hands.  The hands have WS4, S4, A2.  Attacks can be parried.  Last for one hth phase.

6.Earth lore- difficulty auto, after battle, May re-roll one dice and/or modify one dice by +1/-1.  May not re-roll a re-roll.  Spell can effect different dice.  If caster was taken out of action this spell my not be used.