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Dark Magic

Soul Drain


Soul Drain
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This medium ranged spell allows the mage to drain energy from living creatures. All those close to the nominated target feel the very life force sucked out of them as the spell takes effect. The life that is stolen is absorbed into the mage's soul, healing wounds and revitalizing. Only magical armour will offer any resistance.

Warhammer Magic Rulebook 1997
Place the Soul Drain template within 24" of the wizard. Each model under the template suffers a S4 hit. For every 2 wounds inflicted the wizard gains 1 wound (this may take the wizard's wounds above his starting level). No armour saves allowed, except for magic armour. Power 3
   

Witch Flight


Witch Flight
Magic PointMagic Point

The mage uses the power of the void to transport him across the battlefield, to any point he desires. This can take the mage into close combat with the usual advantages, but not into any areas that are normally inaccessible.

Warhammer Magic Rulebook 1997
The caster may travel himself anywhere on the battlefield. He may move straight into close combat, in which case he counts as charging in the first round of fighting. Power 1
   

Arnizipal's Black Horror


Arnizipal's Black Horror
Magic PointMagic PointMagic Point

The mage conjures a swirling cloud of darkness that moves across the field, annihilating everything in its path. Strong characters have a better chance of surviving the attack, and only those with magical armour can expect any defense against this spell.

Warhammer Magic Rulebook 1997
The wizard summons a corrosive cloud of darkness - use Arnizipal's Black Horror template to indicate its path. The Horror moves a 4D6" immediately and continues to move 4D6" in the same direction at the start of each subsequent magic phase. All models passed over by the template are killed unless they can roll under thier S on a D6. No armour saves allowed, except for magic armour. Any unit that suffers casualties must take a Panic test. Power 3
   

Death Spasm


Death Spasm
Magic PointMagic Point

A bolt of Dark magic strikes a single target within a short distance. Weaker targets are killed by the attack but before expiring suffer violent seizures, haphazardly striking those in the near vicinity. Armour provides no defence against this spell.
   

Raise the Dead


Raise the Dead
Magic PointMagic PointMagic Point

The necromancer's power raises the bodies of the dead up from the belly of the earth. A regiment of Zombies rises from the ground to fight on behalf of their master. This spell can only sustain one group of Zombies at any one time so it must be cancelled or dispelled, or the Zombie regiment killed, before the spell may be cast again.
   

Blade Wind


Blade Wind
Magic PointMagic Point

This whirling torrent of magical energy materialises over the enemy target, releasing swirling blades into the regiment and causing severe wounding. The effectiveness of the spell is lessened when targeted at more skilled fighters, as they defend themselves more effectively from the assault.
   

Gaze Of Nagash


Gaze Of Nagash
Magic PointMagic Point

A beam of magic shoots from the mage's eyes, corroding and withering any target in its path. Armour offers no protection against this short ranged but highly effective attack, it merely crumbles away.
   

Dispel Magic


Dispel Magic
Magic Point

Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attampt to dispel.
   

Doombolt


Doombolt
Magic Point

A powerful blast of Dark energy rushes towards the target, causing severe wounding. The spell is also exceedingly effective against larger targets, but will not travel very far before it fades.
   



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