Lore of Troll Magic

Brought to bear by grotesque Troll Hags, and the few Orc and Goblin Shamans that have been lucky enough to learn from these ‘motherly’ figures, the Lore of Troll Magic is foul and foetid in nature. How this odd arcane tradition first came into being is lost to time for the more learned races of the Old World, but studies suggest that it traces back to the time of the Old Ones and perhaps shares a similar heritage to the Waaagh! magic of the Orc and Goblin tribes.

(0) Big Smartz (signature Spell)

8+
self
Remains in play
Remains in play. Whilst this spell is in play, friendly units within the Command range of this model may re-roll any failed Stupidity tests. Additionally, if a friendly unit within the Command range of this model when this spell is cast failed its Stupidity test during the Start of Turn sub-phase of the same turn, it may immediately make this test again.

(1) Acidic Bile

8+
18"
Missile
Instant
Place a small (3") blast template so that its central hole is directly over the centre of the target enemy unit.
Once placed, the template will scatter D3+1". Any enemy model whose base lies underneath the template’s final position risks being hit (as described on page 95 of the Warhammer: the Old World rulebook) and suffering a Strength 3 hit with an AP of -2.

(2) Troll Brainz

9+
15"
Remains in play
Remains in Play. Whilst this spell is in play, the target enemy unit becomes subject to the Stupidity special rule and reduces their Leadership characteristic by 1.

(3) Ravenous Recourse

8+
self
Remains in play
Until the end of this turn, all friendly units that have the Stupidity special rule and are within 12" of the caster gain a +2 modifier to their Movement characteristic.

(4) Foetid Whirlpool

9+
18"
Remains in play
Remains in Play. Place a small (3") blast template so that its central hole is within 18" of the caster.
Whilst in play, the template is treated as dangerous terrain.
The template moves D6" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving template touches or moves over suffers D3+3 Strength 4 hits, each with an AP of -2.

(5) Torrent Of Filth

8+
Combat
Instant
Place a flame template so that the narrow end touches the caster’s base edge and the broad end is over a unit they are engaged in combat with. Any model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -2.

(6) Rapid Regeneration

9+
12"
Last one Turn
Until the end of your next Start of Turn sub-phase, the target friendly unit gains the Flammable and Regeneration (5+) special rules.