Hell Hammer is a direct damage spell. To determine what is hit, extend a straight line 3D6" within the caster’s front arc and directly away from their base. Each model in the way (determined as for a bouncing cannonball) must take an Initiative test or suffer a Strength 6 hit causing Multiple Wounds (D3). Any unit suffering casualties from this spell must immediately take a Panic test. The Sorcerer may choose to double Hell Hammer’s range (making the distance twice the total rolled). If he does so, the casting value of the spell is increased to 18+.