Source: Warhammer: The Old World Online Rules Index

Dark Magic
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Once, only pure magic flowed into the world. Whole and unsullied, it was a natural force under the control of a race of god-like beings. With the coming of Chaos, this was to change as a darker, more unstable form of magic was unleashed into the mortal realm, one which refused to be chained by the hand of any mere mortal.

With the collapse of the polar gates, Chaos came into the world. As it did, the pure and refined magic harnessed by the Old Ones came into contact with its influence for the first time within the mortal realm. Almost immediately, the corrupting power of Chaos began to work upon it as surely as it did the bodies and minds of mortals. Twisted and warped by Chaos, the unseen strands of colour that composed pure magic merged and bled into one another, causing the Winds of Magic to grow blackened and ever more unstable.

Amongst the Elves of Ulthuan, there were those drawn to this phenomenon. Sensing a raw source of power, magic which could be mastered more easily, they began to experiment with its use. Quickly, most learned the dangers – that magic corrupted by Chaos would quickly corrupt those that sought to master it – yet there were those that persisted.

Today, Dark Magic still torments the world. Wherever the touch of Chaos is felt most strongly, the Winds of Magic twist and coalesce into dark, roiling clouds. Many Wizards feel compelled to study and use Dark Magic, wielding it with careless abandon, enraptured by its potency and the apparent ease of its mastery. Yet those that dabble with Dark Magic are fools, for Dark Magic is like nothing so much as the raw stuff of chaos, and its use is a path to certain damnation and eternal servitude.

At the Dark Mage's bidding, a bolt of black lightning tears from the heavens and stabs at the earth.

Type

Magic Missile

Casting Value

8+

Range

24"

Place a small (3") blast template so that its central hole is directly over the centre of the target enemy unit. Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -2.

The Dark Mage chants incomprehensible syllables, each more torturous than the last.

Type

Hex

Casting Value

10+

Range

18"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Strength and Toughness characteristics (to a minimum of 1). This spell may target an enemy unit engaged in combat.

Type

Assailment

Casting Value

8+

Range

Combat

Place a flame template so that the narrow end touches the caster's base edge and the broad end is over a unit they are engaged in combat with. Any model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -1.

Type

Conveyance

Casting Value

10+

Range

12"

This spell can only target friendly characters, but may target characters engaged in combat. If the target friendly character is not fleeing, you may immediately remove it from the battlefield and replace it anywhere within 12" of its original location, but not within 6" of any enemy models.

Note that this spell allows a character to leave combat.

Type

Magical Vortex

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 does not move and is treated as dangerous terrain. Enemy units that end their movement within 12" of the template must immediately make a Panic test. Those that fail will Fall Back in Good Order or flee directly away from the template. Those that pass (or that do not have to make the test) become subject to the Impetuous special rule whilst they remain within 12" of the template.

The builds within those near to the Dark Mage, filling them with a terrible lust for bloodshed.

Type

Assailment

Casting Value

7+

Range

Combat

A single enemy model the caster is engaged in combat with suffers a single Strength 3 hit with the Multiple Wounds (3) special rule and with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

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