Wrath of God
Ground, Permanent, 96"
Place a counter on the target point. At the end of
each subsequent Magic Phase roll a D6; if 1-3 is
rolled, add another counter on the same point. If
4-6 is rolled, each unit within (2D6+X)″, where
X is equal to the number of counters, suffers 2D6
hits with Strength 5, AP 2, and Magical Attacks.
If a unit fails a Panic Test forced by the spell, it
flees directly away from the marked point.
The spell then ends, remove all counters.
Card Comments