Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
A Wizard with the 'Lore of Chaos' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or the spell that corresponds to their Mark of Chaos listed below.
A cold and vicious gale blows from the Northern Wastes, carrying with it the laughter of Dark Gods.
Type | |
Casting Value | 7+/9+ |
Range | 21" |
Mark of Chaos Undivided only. If this spell is cast with a casting result of 7 or more, the target enemy unit suffers a -1 modifier to its Movement characteristic (to a minimum of 1). If this spell is cast with a casting result of 9 or more, the target enemy unit suffers a -2 modifier to its Movement characteristic (to a minimum of 1). This spell lasts until your next Start of Turn sub-phase.
The enemy is humbled by the beauty of Slaanesh, letting their weapons fall limply to their sides.
Type | |
Casting Value | 6+ |
Range | 12" |
Mark of Slaanesh only. Until the end of the Combat phase, the target enemy unit becomes subject to the Strike Last special rule.
Great wobbling mounds of fat spill out from beneath the armour of the Sorcerer and their comrades.
Type | |
Casting Value | 7+ |
Range |
Mark of Nurgle only. Remains in Play. Whilst this spell is in play, the caster and any unit they have joined gain a +1 modifier to their Toughness characteristic (to a maximum of 7).
As the Sorcerer's hands draw strange runes in the air, their enemies are consumed by blue flames.
Type | |
Casting Value | 9+ |
Range | 18" |
Mark of Tzeentch only. The target enemy unit suffers D6+3 Strength 4 hits, each with an AP of -2 and with the Flaming Attacks special rule.