In the heat of battle, mighty Wizards summon columns of fire to burn through the enemy. In the deadly swirl of melee combat, powerful warrior mages smite their foes with fists that fall like hammers. In the Old World and beyond, Battle Magic is one of the most widely practised magical arts, for here battle is the one constant in life.
Source: Warhammer: The Old World Online Rules Index
Battle MagicURL Copied!
Unlike many Wizards who spend long hours in darkened rooms studying their arcane arts by candlelight, practitioners of Battle Magic tend to be hardy individuals, as at home on the battlefield as they are in their libraries. This is because, unlike other lores that may be studied, Battle Magic is openly offensive and tailored towards use upon the field of battle (which, given the Lore's name, should come as no surprise), and it is here that masters of the Lore hone their skill.
Practitioners of Battle Magic are favoured by cunning generals all across the Old World and beyond, and their services are often in high demand. Many an opposing army has been undone by devastating fireballs cast from afar, found a cloying mist obscuring their view, their path blocked by a bend in the river that was not there before, or their courage sapped as arrows fell upon them with supernatural accuracy.
Those that wield Battle Magic will draw their power from whichever of the Winds of Magic suits their purpose. They grasp at the red wind, summoning forth fire from the air to rain upon the enemy, the green wind to armour themselves with the strength of oak, the grey wind to cow and demoralise their foe, and more besides. To a Battle Mage, the incorporeal dangers of harnessing several Winds of Magic at once are of little concern – what matters most is turning the tide and ensuring swift victory.
As the Battle Mage chants an invocation, their fists become like hammers, falling upon their foes with great and terrible power.
Type | |
Casting Value | 7+ |
Range | Combat |
A single enemy unit the caster is engaged in combat with suffers 2D3 Strength 4 hits, each with an AP of -2.
With a snap of the fingers, the Battle Mage summons forth a roiling ball of magical flame and hurls it at a nearby foe.
Type | |
Casting Value | 8+ |
Range | 24" |
The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This spell has the Flaming Attacks special rule.
With a cry and a flourish, the Battle Mage curses an enemy, causing missiles to seek them out with almost sentient awareness.
Type | |
Casting Value | 7+ |
Range | 21" |
Until your next Start of Turn sub-phase, you may re-roll any rolls To Hit of a natural 1 when shooting at the target enemy unit.
The Battle Mage conjures a fireball which quickly grows to become a towering pillar. Loosed from their grasp, it advances towards the enemy.
Type | |
Casting Value | 9+ |
Range | 12" |
Remains in Play. Place a small (3") blast template so that its central hole is within 12" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves D6" in a direction of the caster's choosing during every Start of Turn sub-phase. Any unit (friend or foe) the moving template touches or moves over suffers D3+3 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks special rule.
As the Battle Mage's allies march, time around them slows, allowing them to cover great distance in the blink of an eye.
Type | |
Casting Value | 10+ |
Range | 15" |
If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again.
The Battle Mage summons a mighty spectral oak around themselves and their allies, protecting them from the weapons of their enemies.
Type | |
Casting Value | 7+ |
Range |
Until your next Start of Turn sub-phase, the caster and any unit they have joined gain a 5+ Ward save against any wounds suffered.
As the war drums beat, the Battle Mage reaches into the minds of the enemy, tapping into their fears and weakening their intestinal fortitude.
Type | |
Casting Value | 9+ |
Range | 15" |
The target enemy unit must immediately make a Panic test. If the target unit automatically passes any Panic tests it is required to make for any reason, it must still make this test and, should it fail, it will Give Ground.