The magical powers of Orc and Savage Orc Shamans are boosted by the positive energies of Orcs fighting nearby. Conversely, if nearby Orcs are running away, their negative energy weakens a Shaman.
For each friendly Orc unit (of any type) with a Unit Strength of 10+ in close combat within 24" of the Wizard, they add +1 to cast. Conversely, for each friendly Orc unit (of any type) with a Unit Strength of 10+ fleeing within 24" of the Wizard, they suffer -1 to cast.
The shaman performs a tribal war dance, summoning roaring beast spirits to bolster the speed and fighting prowess of their boys. The Orcs howl and snarl like predators as they race into combat.
Brutal Beast Spirits is an augment spell with a range of 24" that targets Orcs (of any type). The unit gains +1 To Hit in close combat and may re-roll their pursuit distance until the start of the caster's next Magic phase. The caster can choose to instead have their spell target all friendly units of Orcs (of any type) within 12". If they do so, the casting value is increased to 12+.
A swirl of green energy coalesces around the shaman's head before punching towards the enemy. It strikes like a Maw-Crusher, pulverising those nearby, while breaking bones and rupturing organs at a distance.
Bone Krusha is a magic missile spell with a range of 24". The closer the target is to the caster, the more powerful the attack will be: if the target is within 12" of the caster, it suffers 2D6 Strength 5 Hits; if the target is between 12" and 18" away, it instead suffers D6 Strength 5 Hits; if the target is more than 18" away, it only suffers D3 Strength 5 Hits.
This spell infuses the shaman's boys with stealthy predator spirits. As their tattoos dance and writhe, the Orcs take on the aspect of stalking hunters. Enemy attacks struggle to bring them down as the savage warriors close in for the kill.
Kunnin' Beast Spirits is an augment spell with a range of 24" that targets Orcs (of any type). Your opponent must re-roll all To Hit rolls of 6 that target the unit with missile attacks and in close combat until the start of the caster's next Magic phase. The caster can choose to instead have their spell target all friendly units of Orcs (of any type) within 12". If they do so, the casting value is increased to 10+.
Beseeching Mork (or maybe Gork) for help, the shaman calls down a blast of arcane power. Nearby greenskins are swept off their feet, hurling them through the air and into the fray.
Breath of Mork is an augment spell with a range of 18" that targets an unengaged unit. This unit may immediately make a normal Fly (10) move (not march) as if it was the Remaining Moves phase. The caster can extend the range of this spell to 36". If they do so, the casting value is increased to 10+.
With a wave of their bone staff and a snap of their fingers, the shaman transforms their target into a squiggly beast. Scooping up the poor unfortunate victim, the Orc squeezes the magic from the tiny creature to boost the rest of their spells.
Squiggly Curse is a direct damage spell with a range of 12" and targets a single enemy model (even a character in a unit). Roll a D6; on a 1 it has no effect, on a 2 to 3 that model suffers one Wound, on a 4 to 5 it suffers D3 Wounds and on a 6 it suffers D6 Wounds. These Wounds have the Ignores Armour Saves special rule. Each time a model is slain by Squiggly Curse, you can add +D3 to any further casting attempts made by the caster this Magic Phase. The caster can extend the range of this spell to 24". If they do so, the casting value is increased to 13+.
The shaman takes a huge gulp of Waaagh! magic, before opening their mouth impossibly wide and letting it out in world-shaking roar. Such is the violence of the yell that most warriors simply explode when the wall of angry sounds hits them, and those who survive are left reeling as they clutch their bleeding ears.
Gork's War Cry is a direct damage spell with a range of 18". The target unit suffers D6 Strength 5 which Ignores Armour Saves and is stunned by the deafening roar. The target unit halves all their Movement and is subject to the Always Strikes Last special rule until the start of the caster's next Magic phase.
Fuelled with vast power; an Orc Shaman can will into existence a burning core of energy. With great tusks and a leering face, this evil sun descends upon the battlefield to smash all before it.
Remains in play. The Evil Sun is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which The Evil Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol). Any model under or passed over by the template suffers a Strength 5 hit. In subsequent turns, The Evil Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, The Evil Sun swallows itself and is removed.