When a spell is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
This spell focuses mischievous energy to ensure blows from the mob blessed by this spell find the weak spot in armour; go right after hurty bitz' or sneak in at unexpected angles.
Sneaky Stabbin' is an augment spell with a range of 24" that targets Goblins (of any type). The target unit's close combat attacks have the Armour Piercing (1) special rule and can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy's flank or rear until the start of the caster's next Magic phase. The caster can choose to instead have their spell target all friendly units of Goblins (of any type) within 12". If they do so, the casting value is increased to 12+.
Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force.
Brain Bursta is a direct damage spell with a range of 18" and targets a single enemy model (even a character in a unit). The target suffers a Strength 5 hit. The caster can extend the range of this spell to 36". If they do so, the casting value is increased to 9+.
The Shaman invokes the Orc god Mork to protect da ladz against the enemy's blows.
Mork Save Uz! is an augment spell with a range of 24". The target unit may re-roll all failed Armour Saves and Ward Saves until the start of the caster's next Magic phase. The caster can choose to instead have their spell target all friendly units within 12". If they do so, the casting value is increased to 14+.
The Shaman points a bony finger at a nearby enemy, and curses them in the name of Gork.
Gork'll Fix It is a hex spell with a range of 24". The target unit must re-roll any of its To Hit, To Wound and armour save rolls of 6 (in shooting and close combat) until the start of the caster's next Magic phase. The caster can extend the range of this spell to 48". If they do so, the casting value is increased to 10+.
The Shaman's eyes roll back and an enormous, ghostly green hand materialises in order to pick up a nearby mob and plonk them down where the fighting is fiercest.
The Hand of Gork is an augment spell with a range of 24" that targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6" of its original position, facing in any direction. Remove the remainder of the unit from the battlefield and form them up around the first model so that the unit keeps its original formation and the first model maintains its original position in the unit (if the unit comprised just one model, such as a chariot or character, then this step is unnecessary). Models from the unit cannot be placed in impassable terrain, nor may they be placed within 1" of any other unit. The caster can choose to extend the distance that the target unit moves to 6D6". If they do so, the casting value is increased to 18+.
The Shaman conjures a pair of great green hands, one of which binds the chosen enemy in a vice-like grip, whilst the other rifles through the victim's possessions in search of anything shiny, enough to be worth stealing.
Nikkit! Nikkit! is a direct damage spell with a range of 12" and targets a single enemy character (even a character in a unit). The target suffers D3 Strength 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them - that item is stolen on the roll of 3+. If the caster does not already have a magic item of this type they can now use it, otherwise it is destroyed. The caster can extend the range of this spell to 24". If they do so, the casting value is increased to 15+.
The almighty Mork reaches down from the sky with a great green hand and seizes an unlucky foe, crushing them to paste between giant green fingers.
Mork Wants Ya! is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). The target must pass an Initiative test or suffer D6 Strength 10 hits. The caster can extend the range of this spell to 24". If they do so, the casting value is increased to 17+.