Source: Warhammer: The Old World Online Rules Index

Necromancy
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Of all the mages that study the Lores of Magic, those that practise the art of Necromancy are the most shunned and reviled, yet simultaneously often the most sought after. Necromancy is the study of death, and of more than death – Necromancy is the means by which those trapped within the mortal coil can penetrate through the shroud of death into Morr's dark realm, to commune with the spirits of the departed and witness the wisdom of ancestors.

Necromancers make use of the darker Winds of Magic, the purple wind of death and the grey wind of shadow most often, melding them with the green wind of life and the amber wind of beasts. From these disparate strands of ætheric power they craft charms and incantations that grant them a power to reach beyond death's embrace. With this power, Necromancers summon spirits and commune with the dead, channelling the spirits of the departed that they may speak with the living.

Still others take their study further into the dark, dallying with the blackest of magics, the raw power of chaos. Some utilise foul warpstone to enhance their control of this writhing, evil force, using the wicked material to draw bleak power ever more closely about their withered forms, channelling this dark energy into the husks of dead things and crafting vile unlife from cold, lifeless corpses pulled from the dark earth.

For every Necromancer gainfully employed in spiritualism, communing with the souls of departed loved ones, there is certain to be another skulking in graveyards and mausoleums, disturbing the dead and seeking to extend their own life by means magical and profane. This is why Necromancers are so untrusted and unloved – for honest and good citizens of the Old World can never be sure just how deep into the shadows a Necromancer has delved.

Beneath the enemy the cold dirt parts, revealing spectral hands that reach to grasp at the foe and pull them into the underworld.

Type

Assailment

Casting Value

7+

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 -.

From beyond the veil of death, unquiet spirits gather protectively around the Necromancer, their presence causing the foe to recoil in fear and dread.

Type

Enchantment

Casting Value

10+

Range

Self

Until your next Start of Turn sub-phase, the caster and any unit they have joined gain a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, whilst this spell is in play, the affected models gain the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.

Evil spirits gather around the enemy, their spectral talons creeping beneath armour to tear at flesh.

Type

Magic Missile

Casting Value

8+

Range

15"

The target enemy unit suffers 3D6 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

The Necromancer gestures and dark energy swirls, opening a vortex into the realm of Morr, god of death.

Type

Magical Vortex

Casting Value

11+

Range

12"

Remains in Play. Place a large (5") 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 8" of the template, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule.

As dead things draw near, they feed hungrily upon the vital energy of the living, ageing them rapidly.

Type

Hex

Casting Value

10+

Range

15"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Movement, Weapon Skill and Toughness characteristics (to a minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

As the Necromancer chants words of dark power, a ghostly steed forms from the night air.

Chill winds gust and long shadows gather, sapping the enemy's will and sowing seeds of dread.

Type

Hex

Casting Value

8+

Range

18"

Until the end of this turn, the target enemy unit suffers a -2 modifier to its Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule. This spell may target an enemy unit engaged in combat.

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