Source: Warhammer: The Old World Online Rules Index

Illusion
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The art of Illusion is a strange Lore of Magic. Where most Wizards wield their arcane might to change the world around them in direct fashion, Illusionists prefer to change the world in subtle ways, hiding their power to control minds and emotions behind the façade of stagecraft and trickery. For an Illusionist, it is the glamour and splendour of the casting itself, the use of magical power to confound and confuse, that is the aim of their conjuring.

Many Illusionists travel the Old World, manipulating the innocent and subjecting the unwary to their will. Others find shelter within the entourage of a powerful lord or lady, masquerading as entertainers before courtiers and guests. Almost all maintain a pretence of stagecraft in everything they do, carefully crafted charms working to befuddle the minds of those around them, lulling an audience into an almost trancelike state in which the Illusionist's victims remain convinced that, no matter how overt the magic practiced before their eyes, they are witnessing a simple mummers act.

Behind this pretence, Illusionists practise a profane art which thrives upon deceit and misdirection. They work the Winds of Magic in subtle ways, crafting mirage images that fill the mind with counterfeit memories and imposter emotions. It is by these means that Illusionists are able to manipulate those around them, bending them to their will, causing them to react to realities that are not, in fact, real.

Illusion is, perhaps, the most dangerous of lores, both for those that practise it as well as those that witness it. A careless Illusionist can find themselves drawn into their own deceits, the Winds of Magic entrapping them and pulling their mind into a world that does not truly exist.

Shimmering light radiates from the Illusionist's garb, dazzling and confounding the enemy.

Type

Enchantment

Casting Value

8+

Range

Self

Until your next Start of Turn sub-phase, enemy units suffer a -1 modifier to any rolls To Hit made against the caster and any unit they have joined. If this spell is cast, the effects of any other Enchantment previously cast on any of the affected models immediately expire.

Torturous illusion grips the enemy. Only those with the strongest of wills can resist.

Type

Magic Missile

Casting Value

7+

Range

15"

The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -. If, however, this test is failed, it suffers D3+3 Strength 4 hits, each with an AP of -3.

An incorporeal Dragon materialises over the battlefield, stooping low to bear aloft a mighty champion.

Type

Conveyance

Casting Value

8+

Range

12"

This spell can only target friendly characters. If the target friendly character is not fleeing and has not already moved during this Movement phase, it gains the Fly (10) special rule until the end of this turn.

The Illusionist conjures forth an illusory column of crystal. All that see it believe it to be utterly impenetrable.

Type

Magical Vortex

Casting Value

10+

Range

9"

Remains in Play. Place a large (5") blast template so that its central hole is within 9" of the caster. Whilst in play, the template does not move and is treated as impassable terrain over which no line of sight can be drawn.

The enemy is bombarded by wild and disorienting images and dancing lights that render them all but blind to the world around them.

Type

Hex

Casting Value

9+

Range

9"

Remains in Play. Whilst this spell is in play, the target enemy unit becomes subject to the Stupidity special rule.

Like the surface of a mirror struck a mighty blow, the Illusionist's image fractures, revealing myriad doppelganger likenesses.

Type

Assailment

Casting Value

9+

Range

Combat

A single enemy unit the caster is engaged in combat with suffers 2D6 hits, resolved using the characteristics and special rules of the caster and of any weapon they carry.

Around the feet of the enemy, the earth itself shifts and blurs, causing warriors to trip and stumble upon half-imagined obstacles.

Type

Hex

Casting Value

11+

Range

15"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its Movement characteristic (to a minimum of 1) and cannot march or charge. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

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