Source: Warhammer: The Old World Online Rules Index

Elementalism
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All across the Old World there dwell Wizards able to bend the Winds of Magic to their will to such an extent that they can harness the power of the elements themselves to do their bidding. Such mages summon gale force winds and torrential rains from the heavens, raise earthen ramparts, and even call forth elemental spirits to do their bidding.

Wizards that study Elementalism will often hide their art from the uneducated masses, for the powers they wield can easily be mistaken for darker arts such as Daemonology or Necromancy, summoning as they do elemental spirits from the ætheric netherworld. But for all the suspicion that haunts their study, their abilities are often in great demand. Many a farming community has sought out the aid of an Elementalist to end a period of drought; their ability to summon rain from a clear sky the difference between a prosperous and a failed harvest. Many a ship's captain will seek an Elementalist's services for long and dangerous voyages, hoping that their charms can deliver favourable winds and settle a restless ocean.

Still other Elementalists conceal their craft behind a more mundane façade. Many a skilled blacksmith or farrier secretly manipulates the red wind to heat their forge and the iron that glows within it by arcane means, producing works of great wonder. Other Elementalists prefer to turn their magical powers to a different, more scientific purpose, melding arcane knowledge of the yellow wind and study of natural philosophy within the halls of academia to study alchemy.

In battle, the powers an Elementalist wields are a considerable blessing, able as they are to disrupt the enemy lines, entrench and defend their own, and even cause the weapons of allies to burn with the heat of their forging whilst the armour of their foes crumbles to rust.

The Elementalist channels the fury of a storm towards their foes, causing strong winds and icy rains to batter against them.

Type

Hex

Casting Value

7+

Range

12"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Movement and Initiative characteristics (to a minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

With a simple gesture, the Elementalist summons a great, flaming sword with which to strike at their enemies.

Type

Assailment

Casting Value

8+

Range

Combat

A single enemy unit the caster is engaged in combat with suffers D6+1 Strength 3 hits, each with an AP of -. These hits have the Flaming Attacks special rule.

As the Elementalist utters a curse, the armour of the enemy loses its lustre, corroding and crumbling from their bodies.

Type

Hex

Casting Value

9+

Range

21"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its armour value. This spell may target an enemy unit engaged in combat.

The Elementalist summons forth a powerful spirit of earth, wind, water or fire to do their bidding.

Type

Magical Vortex

Casting Value

9+

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 over which no line of sight can be drawn. The template moves D6" in a random direction during every Start of Turn subphase. Any enemy unit the moving template touches or moves over suffers D3+3 Strength 4 hits, each with an AP of -1.

At the Elementalist's summoning, mighty earthen ramparts rise up about their allies.

Type

Enchantment

Casting Value

10+

Range

15"

Until your next Start of Turn sub-phase, the target friendly unit gains a 5+ Ward save against any wounds suffered and counts as being behind a defended low linear obstacle if charged. However, whilst this spell is in play the target unit cannot march or charge.

A mighty wind rips enemy warriors from their regiments, dashing them against the hard earth.

Type

Magic Missile

Casting Value

8+

Range

15"

The target enemy unit suffers D3+3 Strength 5 hits, each with an AP of -1. Once these hits have been resolved, the unit must Give Ground.

Tapping into the power of the Geomantic Web, the Elementalist opens a portal through which their allies can travel.

Type

Conveyance

Casting Value

10+

Range

9"

If the target friendly unit is not fleeing and has not already moved during this Movement phase, 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. The target friendly unit cannot move again during this Movement phase.

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