In its purest form, magic glistens like a silver haze that fills the air, visible in and around all things to those gifted with the mage-sight. It is a wondrous thing, there to be manipulated by those with the talent and the learning. With long decades of study, a mage can manipulate pure magic to perform almost any deed imaginable, but the work is exhausting and the rituals complex.
Source: Warhammer: The Old World Online Rules Index
High MagicURL Copied!
With the collapse of the polar gates, a torrent of magic was unleashed, the gentle clouds of silvery light becoming gusting gales and swirling storms. Upon completion of the Elves' great ritual – performed to lessen the magic flooding the world – the arcane works of the Old Ones shattered, causing the silver light of magic to fragment, revealing the kaleidoscopic Winds of Magic.
Students of High Magic study each of these winds closely, becoming intimately familiar with their properties and potential over long years. With mastery of each wind, the mage edges closer to understanding High Magic and, eventually, becomes able to draw all of the winds together, crafting High Magic.
This may seem similar to the use of Dark Magic, similar even to the lesser Lores of Magic. It is not. Where other Wizards grasp clumsily at the Winds of Magic, or warp them into darker hues, High Mages carefully bring all eight winds together, seeking the silvery light of pure magic and crafting spells of such sublime potency that lesser Wizards are struck dumb to witness. A simple fireball cast by a Battle Mage may burn hot with the power of the red wind, but one conjured by a High Mage will burn incandescently bright, searing the world and blinding all that gaze upon it. Such is the power of High Magic.
As the High Mage draws the Winds of Magic to themselves, other Wizards find themselves struggling to access their powers.
Remains in Play. Whilst this spell is in play, enemy Wizards that are within 24" of the caster's model when attempting to cast a spell must increase that spell's casting value by 2.
The High Mage causes their allies to drift in and out of reality, enabling them to pass through terrain as if it was not there.
Type | |
Casting Value | 10+ |
Range |
Until your next Start of Turn sub-phase, the caster and any unit they have joined gain the Ethereal and Reserve Move special rules.
At the High Mage's bidding, a roiling storm of fire erupts within the midst of the enemy line.
Type | |
Casting Value | 10+ |
Range | 18" |
Place a large (5") blast template so that its central hole is directly over the centre of the target enemy unit. Once placed, the template will scatter D3+1". Any enemy model whose base lies underneath the template's final position risks being hit and suffering a Strength 4 hit with an AP of -2. These hits have the Flaming Attacks special rule.
The High Mage summons forth a tempest of rain and sleet, the centre of which is all but impenetrable.
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 does not move and is treated as dangerous terrain. Whilst within 6" of the template, enemy units treat open ground as difficult terrain and difficult terrain as dangerous terrain.
The physical forms of the High Mage's enemies begin to unravel, turning to dust on the wind.
Type | |
Casting Value | 8+ |
Range | Combat |
A single enemy unit the caster is engaged in combat with suffers D3 Strength 5 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
The High Mage beseeches Khaine, God of Murder, to bestow his fury on the High Mage's allies.
Type | |
Casting Value | 9+ |
Range | 12" |
Until the end of this turn, the target friendly unit gains the Extra Attacks (+1) special rule. This spell may target a friendly unit engaged in combat.
White light bursts forth from the High Mage's outstretched hands, clinging to armour and arcing overhead to form a protective barrier around their allies.
Type | |
Casting Value | 9+ |
Range | 18" |
Until the end of this turn, the target friendly unit gains a 5+ Ward save against any wounds suffered. If this spell is cast, the effects of any other Enchantment previously cast on the target unit immediately expire.