Source: Warhammer: The Old World Online Rules Index

Lore of Naggaroth
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Like their High Elf Kin, Dark Elves are skilled manipulators of the Winds of Magic. Yet where the power available to the Elves of Ulthuan is limited by their cautious approach, Dark Elves know no such limit, weaving high and dark magic with reckless abandon.

A Wizard with the 'Lore of Naggaroth' 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 one of the spells listed below.

As the Sorceress utters a string of forbidden words and curses, the bodies of her enemies bend and buckle, wracked with waves of agony.

Type

Hex

Casting Value

9+

Range

12"

Remains in Play. Whilst this spell is in play, the target enemy unit suffers a -1 modifier to either its Weapon skill characteristic, or its Ballistic Skill characteristic (chosen by the casting Wizard’s controlling player, to minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

The Sorceress tears the veil between reality and the æther, and a black cloud of roiling energy sweeps across the battlefield, trailing slimy tentacles that drag unfortunate victims to an unknown fate.

Type

Magical Vortex

Casting Value

9+

Range

18"

Remains in Play. Place a large (5") blast template so that its central hole is within 18" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves 2D6" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving template touches or moves over must immediately make D6 Strength tests. For each test that is failed, the unit loses a single Wound.