Source: Warhammer: The Old World Online Rules Index

Daemonology
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Those that make study of the Realm of Chaos – that twisted and warped nether world in which the Ruinous Powers reside – are known as Daemonologists. These cursed souls are drawn to their study in the vain hope of gaining mastery over the daemonic denizens of that realm and turning their power back against the Chaos gods. Seldom are such noble intentions realised, for those that converse with Daemons are inevitably corrupted by their whispered lies.

When a denizen of the Old World thinks of Daemons, they imagine the nightmare servants of the Chaos powers. Yet the pantheon of daemonic beings is far greater than this. Within the Realm of Chaos there dwells an infinite number of creatures that owe no allegiance to the Ruinous Powers. Such creatures often manifest within the mortal realm, some masquerading as elemental sprites, mischievous spirits of house and hearth, others possessing a host and bending it to their will.

In truth, denizens of the Old World think of Daemons rarely, fearful that doing so might summon them forth! In this superstitious belief, Daemonologists are not like others. Through rituals and invocations shared and perfected within secretive covens, they endeavour to summon forth the most powerful of Daemons, hoping to entrap them and bind them to their will. Some use props in their craft, binding daemonic servants into mundane items such as books, oil lamps, staffs, even weapons of war. Thus bound, a Daemon becomes subservient to the Wizard that summoned it and must comply with its master's wishes. Yet Daemons are ever dishonest, their words and deeds selfish and cruel. Consequently, most Daemonologists quickly fall foul of the very beings they believed they had mastered.

For all their mysticism and ritual, their secret orders and wealth of arcane knowledge, Daemonologists are not the enlightened seekers of truth many believe themselves to be. They are mere slaves to the powers they seek to master – there are no champions of Chaos, only the lost and the damned.

From the Realm of Chaos, the Daemonologist summons forth daemonic beasts to strike at their foes.

Type

Magic Missile

Casting Value

9+

Range

18"

The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -1.

Coal-black daemonic steeds materialise from the air, bearing warriors aloft on wings of shadow.

Type

Conveyance

Casting Value

9+

Range

15"

This spell can only target friendly models whose troop type is infantry. If the target friendly unit is not fleeing and has not already moved during this Movement phase, it gains the Fly (12) special rule until your next Start of Turn sub-phase.

At the Daemonologist's command, strange forms gather about the foe, their whispered taunts draining the enemy's courage.

Type

Hex

Casting Value

9+

Range

12"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its Initiative characteristic (to a minimum of 1), a -2 modifier to its Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule. This spell may target an enemy unit engaged in combat.

The Daemonologist's many familiars fall upon the foe, slashing and biting with incorporeal claws and teeth.

Type

Assailment

Casting Value

8+

Range

Combat

A single enemy unit the caster is engaged in combat with suffers 2D6 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

At the Daemonologist's bidding, otherworldly entities rush forth to take possession of their allies, filling their bodies with unnatural ferocity.

Type

Enchantment

Casting Value

10+

Range

Self

Until the end of this turn, the caster, their mount and any unit they have joined, gain a +1 modifier to their Strength and Attacks characteristics (to a maximum of 10), and improve the Armour Piercing characteristic of their weapons by 1.

A swirling tear in reality opens, through which daemonic beasts grasp at those that venture too close.

Type

Magical Vortex

Casting Value

8+

Range

15"

Remains in Play. Place a small (3") blast template so that its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves D6" in a random direction during every Start of Turn sub-phase. Any unit (friend or foe) the moving template touches or moves over suffers D6+1 Strength 3 hits, each with an AP of -.

As the Daemonologist mutters verses aloud from a proscribed text, their allies fill with a daemonic vitality.

Type

Enchantment

Casting Value

9+

Range

15"

Until the end of this turn, the target friendly unit gains a +1 modifier to its Movement, Toughness and Initiative characteristics (to a maximum of 10).

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