BackSource: Warhammer: The Old World Online Rules Index

Lore of the Primal Magic
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In addition to the Lores of Magic detailed in the Warhammer: the Old World rulebook, some Wizards, especially those of a wild and chaotic nature, may know spells from the 'Primal Magic' Lore of Magic. As usual, if it is stated that a Wizard knows spells from one of a number of given Lores of Magic, you must choose one of these Lores when writing your muster list.

As the Bray-Shaman bellows praise to the gods, the sky above darkens and the soil underfoot swarms with unclean creatures.

Type

Magical Vortex

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 suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) and treat open ground as difficult terrain.

Filled with primal energy, the Children of Chaos move across the battlefield with unwholesome vigour.

Type

Conveyance

Casting Value

8+

Range

12"

This spell can only target friendly models whose troop type is infantry or cavalry. Until the end of this turn, the target friendly unit gains the Reserve Move special rule.

The words of half-forgotten folk tales fill the enemy's minds, instilling them with a childlike fear of the dark forests.

Type

Hex

Casting Value

10+

Range

15"

Remains in Play. Whilst this spell is in play, the target enemy unit Fears all models in the caster's army (not including allies or mercenaries). Models in the caster's army that already have the Fear special rule cause Terror in the target unit instead. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

Summoned by the Bray-Shaman's cries, a flock of carrion birds descends upon the foe, striking at eyes and tearing through flesh.

Type

Assailment

Casting Value

8+

Range

Combat

Place a small (3") blast template so that its central hole is directly over the centre of a unit the caster is engaged in combat with. 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 single Strength 3 hit with an AP of -. These hits have the Multiple Wounds (2) special rule.

Driven by the Bray-Shaman's invocations, the Children of Chaos flow like a tide of violence over the enemy.

The Bray-Shaman gestures towards the foe, summoning twisted and blackened roots to grasp and strangle its enemies.

Type

Magic Missile

Casting Value

9+

Range

4D6"

Draw a straight line, 4D6" in length, from the caster's base edge. Any enemy model whose base falls under this line suffers D3 Strength 3 hits, each with an AP of -2.

Spectral forests loom above the battlefield, spreading creeping shadows that fill the enemy with dread.

Type

Magical Vortex

Casting Value

10+

Range

15"

Remains in Play. Place a large (5") blast template so that its central hole is within 15" of the caster. Whilst in play, the template does not move and is treated as dangerous terrain over which no line of sight can be drawn. Whilst within 6" of the template, enemy units suffer a -2 modifier to their Ballistic Skill characteristic (to a minimum of 1). Any enemy unit that ends its movement within 3" of the template must immediately make a Panic test. If this test is failed, the unit will flee directly away from the nearest enemy unit which is not itself fleeing.

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