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==Unique Lores of Magic== While the main flavours of Warhammer magic comes as those above and you will most likely face an average wizard using one of them, many races have their own unique lores as well. A few spells are not given any lore. Lord Kroak's only spell is described in detail in the Lizardmen army book, but is not given a specific flavour. If it had, it would probably be High Magic or some unknown Lore of Ancient Doom and Cheese. ===Lore of Da Big [[Waaagh]]=== Used exclusively by the orcs. Orc spells are loud, brutal and unsubtle (just like the caster) and get stronger the more orcs are stuck in da fightin'. * ''Lore Attribute:'' '''Power of Da Waaagh!:''' Any spells from Da Big Waaagh! with a Strength value (or granting a Strength bonus) gains +1 Strength if there are more friendly units in combat (anywhere on the table) than there are fleeing. * '''Gaze of Mork:''' The signature spell. A Direct Damage spell that draws a line 4D6β (8D6β when boosted) from the casterβs base. Any models touched by the line suffer a Strength 4 hit. * '''Brain Bursta:''' A Strength 5 hit on a single model within range. A basic character-sniping spell. * '''Fists of Gork:''' Gives the Shaman +3 Strength and +3 Attacks, and a 6+ ward save. Remains in Play. * '''The Hand of Gork:''' Moves the target unengaged friendly unit up to 3D6" (5D6" when boosted), though cannot be used to charge. * ''''Eadbutt:''' Targeting an enemy wizard within 4D6" (8D6" when boosted), inflicts a Strength 4 hit doing D3 wounds and ignoring armour saves. The second sniping spell, though more restricted since it can only target wizards. * ''''Ere We Go!:''' An augment spell that affects all Orc units within 2D6", and grants rerolls to hit in close combat for one full turn. * '''Foot of Gork:''' Uses a unique foot-shaped template, and scatters D6". Models touched by the template suffer a Strength 6 hit, doing D3 wounds. If boosted, Foot can stomp multiple times. Rolling a D6, on a 1 the opponent can choose one of your units to be hit, on a 2-3 the spell ends and on a 4+ an enemy unit is hit. ===Lore of Da Little [[Waaagh]]=== Used exclusively by the goblins. Goblin spells are much sneakier and spiteful, focusing on bringing the enemy down to the goblins' level for a good backstab. *''Lore Attribute:'' '''Sneaky Stealin'''': Upon successfully casting a spell of da Little Waaagh and resolvin it, roll a 1d6. On a 5 or 6, you steal a dispel die from the opponent and put into your possession. *'''Sneaky Stabbin'''': The signature spell. It gives Armor Piercing to one unit's close combat attacks until the next Magic Phase. This unit also re-rolls all to-hit and to-wound rolls when in close combat against an enemy unit's flank or rear. *'''Vindictive Glare''': Blast the enemy with 2d6 S3 attacks from your shaman's eyes. Can be boosted to make 3d6 hits, but this makes the spell harder to cast. *'''Gift of the Spider-God''': Gives Poisoned Attacks to one unit's close combat attacks until the next Magic Phase. If the model already has Poisoned Attacks, it can now trigger on a to-wound roll of 5 or 6. *'''Itchy Nuisance''': An enemy unit suffers -1d6 to their Movement and Initiative (Units with random movement take -1d3 to their rolls) as they start developing rashes. *'''Gork'll Fix It''': An enemy unit must re-roll any to-hit or to-wound rolls of 6 in the shooting and combat phases until the next Magic Phase. *'''Night Shroud''': The caster and any unit they're attached with now count as being in soft cover until the next Magic Phase. Anyone that tries to charge them must test for dangerous terrain. This can be augmented to cover anyone within 12" of the caster, but this is more difficult to cast. *'''Curse of Da Bad Moon''': Summon a small pieplate sized vortex that moves 4d6" (3d6" in later turns) in a single direction. Anyone the vortex passes over must test a randomized characteristic test (1-2 Strength, 3-4 Toughness, 5-6 Initiative) or take a wound. This can be augmented to make it summon a large pieplate blast and select what characteristic to cast, though casting it becomes harder in this case. ===Lore of [[Thorek_Ironbrow|Runic Magic]]=== Runesmiths are able to release magical spells unique to the dwarfs through the use of the runes and anvils of doom. Runic magic does not use the ambient winds of magic meaning there is [[awesome|no miscast chance with normal runes]] with the only exception being that of overcasting represented with master runes that offer stronger spells but are capable of miscasting. Still in lore if the material used to inscribe the rune on is weak or the runesmith is a wazzock the item the rune would be inscribed on will quite literally blow up in his face. In this list we include runes related to anvils of doom that are able to cast magic and unique runes. '''Tabletop only Runes''' *'''Rune of Air:''' A dark storm cloud is summoned to unleash lightning on the enemy. *'''Rune of Earth:''' The Anvil causes an explosion of rock shards. *'''Rune of Fire:''' The rune unleashes a fireball. *'''Rune of Water:''' Water is drawn to a location to create a swamp. '''Lore only Runes''' *'''Rune of Sorcery:''' Rune created by Kurgaz, to allow the anvils of doom to passively collect the energy of the winds of magic to forge runes. '''Total Warhammer Runes''' *'''Rune of Hearth & Home:''' A passive rune that works by stirring the pride of a dwarf of his hold clans and ancestors the units affected by the rune become immune to psychology and improve their vigor. *'''Rune of Negation:''' An active rune the rune was given to a runelord by [[Valaya]] it protects those affected by it by increasing damage resistance. *'''Rune of Oath & Steel:''' Armor is inscribed with the rune of oath and steel increasing armor value. *'''Rune of Wrath and Ruin:''' An explosion caused by the runelord smashing the anvil of doom if you have many runelords it can lead to a hilarious sequence of consecutive explosions. *'''Rune of Slowness:''' Cuts off and hardens the air around the target slowing down their movement. *'''Rune of Speed:''' The rune increases the wearers awareness and quickness so he moves faster increasing speed and melee attack capacity. *'''Rune of Breaking:''' Runesmiths sunder the armor of enemies by increasing base weapon and armor damage. *'''Ancestral Rune of Grimnir:''' Grimnir slams the ground with a fiery axe creating a vortex of molten rock. *'''Ancestral Rune of Grungni:''' The rune resonates with the anger of the ancestor god inspiring the dwarf host increasing their melee attack, making them unbreakable, and invulnerable to damage for a while. *'''Ancestral Rune of Valaya:''' The rune is an augment that heals the wounded and gives vigor to the affected. '''Unique Runes''' * '''Master Rune of Ages:''' Created by Alaric the mad to inherit the memories of each wearer of the crown it was placed on in order to allow the memories of the dwarf race to be immortal. [[Lulz|He placed the rune on a crown made of warpstone meaning anyone who wore it went insane]]. ===Lore of [[Hashut]]=== Used exclusively by the Chaos Dwarfs. Has a good variety of spells that range from an augment granting Hatred, hexes that reduce Ld and cover the enemy in burning ash (with penalties to hit with missile weapons and movement, may only cast spells on itself, and becomes Flamable), and numerous ways to light things on fire. * ''Lore Attribute:'' '''Killing Fire:''' Magic Missiles and Direct Damage spells from this lore gives +D3 to cast against Flammable units. * '''Breath of Hatred:''' The signature spell. Range 12β, Augment, Remains in play, Unit has Hatred. Can be boosted to a 12" bubble. * '''Burning Wrath:''' A short-range, high-strength Fireball. * '''Dark Subjugation:''' A Range 24β Hex, take a Leadership test at -3 or permanently lose 1 Leadership. * '''Curse of Hashut:''' Direct Damage, target single model (can be in a unit), 2D6-Toughness hits, which wounds on 4+ with no armour save allowed. A good sniping spell. * '''Ashstorm:''' Hex, affects target unit until start of casters next magic phase, -1 to hit in close combat, -2 to hit with shooting, canβt march, fly or charge, takes dangerous terrain test if moving, Wizards cannot cast spells unless on themselves, and the unit is Flammable. The most powerful spell in the lore, useful in nearly every situation. * '''Hellhammer:''' In a straight line like a cannonball, direct damage with 3D6 range. Each model takes a S6 hit with Multiple Wounds (D3), if the unit suffers a wound, take a panic test. * '''Flames of Azgorh:''' Direct damage like a stone thrower. Small round template, scatter D6, every models touched suffers a S6 hit with Multiple Wound (D6). Model directly under the hole takes a Toughness test at -2 or is slain outright without any saves. Can be boosted to a large template. ===Lore of [[Nehekhara]]=== Used exclusively by the Tomb Kings, raises dead, buffs for your units, debuffs for the enemy, and a generic vortex. *''Lore Attribute:'' '''The Restless Dead''': Any time an augment spell from the Lore of Nehekara is cast on a Nehekaran Undead unit, that unit recovers 1d3+1 wounds worth of models. Animated Constructs can only recover one turn each turn. *'''Khsar's Incantation of the Desert Wind''': All unengaged Nehekaran Undead units within 12" can make a free move. This can be augmented to let all Nehekaran Undead units within 24" move. *'''Djaf's Incantation of Cursed Blades''': Bestow Killing Blow on one unit's close combat attacks. If the unit already has Killing Blow or Heroic Killing Blow, they instead trigger on a 5 or 6. This can be augmented to target a unit within 24". *'''Neru's Incantation of Protection''': One unit within 12" now has a 5+ Ward save for this turn. This can be augmented to grant a Ward save to everyone within 12". *'''Ptra's Incantation of Righteous Smiting''': One unit within 12" gains +1 attack and gains the Multiple Shots (2) rule if they have bows or greatbows. This can be augmented to grant this to all Nehekaran Undead within 24". *'''Usirian's Incantation of Vengeance''': One enemy unit suffers -d3 to Movement and now counts as always under dangerous terrain for the turn. This can be augmented to increase the range. *'''Usekhp's Incantation of Dessication''': One enemy unit suffers -1 to Strength and Toughness. This can be augmented to instead inflict a penalty of -1d3 to Strength and Toughness. *'''Sakhmet's Incantation of the Skullstorm''': Summon a small pieplate using an artillery dice. If it rolls a misfire, it's centered on the caster, otherwise it moves that direction multiplied by the caster level while a direct hit sees it not move from where you put it. After this, it moves using the artillery dice, though a direct hit sees it stay where it is and a misfire destroys the vortex. Any model the vortex passes over takes an S4 hit. This can be augmented to summon a large pieplate vortex. ===Lore of Plague & Ruin=== Used exclusively by the Skaven ====Spells of Plague==== Used exclusively by the Skaven to inflict disease, crumble buildings, and topple empires. Mainly a [[Clan Pestilens]] thing, but Moulder occasionally dabble in it. * ''Lore Attribute:'' No Lore Attribute. This is an older lore which wasn't updated for 8th edition. So no lore attribute and no boosted casting values. * '''Pestilent Breath:''' The signature spell for Plague Priests. Places the flame template from the base in front arc, S2 hits with no armour saves allowed for every model touched. Can be cast in close combat and then inflicts D6 hits (similar to breath weapons). * '''Bless with Filth:''' Friendly unit in 12" has poisoned attacks. Increases to 5+ if unit already has poisoned attacks. * '''Wither:''' Enemy unit in 12" has -1T. Remove as casualty if T drops to 0. * '''Vermintide:''' Large round template moves 4D6 from caster, cannot cross impassible or water terrain. Units touched suffer 3D6 S2 hits. Can be cast in close combat against one unit, no template. * '''Cloud of Corruption:''' Roll a dice for every unit (friend or foe) in 12", even in close combat. D6 S5 hits with no armour save for every enemy unit on 2+, friendly unit 4+, Clan Pestilens on 5+. * '''Plague:''' Enemy unit in 18", even close combat. Each model makes toughness test or suffers wound with no armour saves. Affects both units (friend and foe) in close combat. Roll D6, backfires on 1 and the opponent can either end the spell or choose any other unit in 12". Spell ends on 2-4. Casting player can end spell or choose any other unit in 12" on 5-6. ====Spells of Ruin==== Used exclusively by the Skaven to inflict disease, topple buildings and crumble empires. Most of the spells are extremely cheap, and with the Warlock Engineers being so cheap too you can really pump out spells. * ''Lore Attribute:'' No Lore Attribute. This is an older lore which wasn't updated for 8th edition. So no lore attribute and no boosted casting values. * '''Skitterleap:''' One of the signature spells for the Grey Seers. Targets a friendly infantry character within 12β, target is immediately teleported anywhere on the table, although not into combat. Can be used to get characters out of combat and to safety, or to move a character into a position to attack. A very cheap spell with potential. * '''Warp Lightning:''' The signature spell for Warlock Engineers. A D6 S5 magic missile. On the role of a 1, the caster takes the hit instead. Super useful spell, especially when you can guarantee to get it. * '''Howling Warpgale:''' Affecting the entire battlefield, it forces Flyers to use their ground movement, and adds a -1 penalty to enemy shooting that rolls to hit. Mostly going to use it for the shooting debuff than the grounding Flyers, its usefulness depends on what army you're up against and if you have high-value shooting targets. * '''Death Frenzy:''' Affects a friendly unit within 18β. The unit gains Frenzy, except that the models get +2 Attacks instead of the normal +1. The unit takes D6 wounds with no armour saves at the end of each friendly turn. The spell remains in play until the unit loses combat the same as Frenzy. Balance between choosing high-strength units that don't want to lose D6 wounds or lower strength but more numerous units. * '''Scorch:''' Place a small blast marker within 24β, and everything touched by it taking a Strength 4 hit. If the unit takes an unsaved wound, it must take a panic test. A good damage spell, for taking out units that aren't good targets for Warp Lightning. * '''Crack's Call:''' Draw a line out 4D6β from the caster, models touched by the template must take an Initiative test or be removed. War Machines and Chariots must roll a 5+ or be removed. If a building is touched by the line, on a 5+ it collapses and all models contained within must take an Initiative test to avoid being crushed. ====The Dreaded Thirteenth Spell==== A unique signature spell to Grey Seers and Verminlords, it's not really a part of either Lores of Ruin or Plague. * '''Curse of the Horned Rat:''' Targets an enemy Infantry unit within 24" and within line of sight. The caster rolls 4D6, and if that number equals or exceeds the number of models in the target unit, the whole thing (characters and all) is removed and replaced with Clanrats under the control of the casting player. If the number rolled is less than the number of models in the target unit, it instead kills that many models outright, with no saves of any kind possible. The only bad thing about this spell is it needs 25+ to cast. Yes, this the most powerful and ridiculous spell in the game. No tests or saves, just gone. All players should watch out for this spell and try at all costs to dispel it. ===Lore of [[Great_Maw|the Great Maw]]=== Not really traditional magic, Gut Magic is the magic of the shaman/religious figures the Butchers of Ogre society. They channel the power of their god the Great Maw into acts which produce effects just like magic. * ''Lore Attribute:'' '''Bloodgruel:''' Successfully casting a spell using the Great Maw's magic is both rewarding, and fraught with danger. Roll a D6, and anything but a one, your ogre Wizard just gained back a wound and adds +1 to the next casting or dispel attempt. Frickin' sweet. What about rolling a 1? Take a S6 hit, loser. * '''Spinemarrow:''' The signature spell. It's... okay. Cheap, and makes a unit Stubborn. Boost it for cheap to reach out further to help. Helpful since Ogre units tend to have crummy leadership and thick skulls. * '''Bonecrusher:''' Just like everyone else's first magic missile option, it is cheap, and does a lot (2D6) of weak (S2) hits. No armor saves, since it snaps your bones, but you can reach out and touch someone across the board if you boost it. Make hordes less big with this. Ogres love pre-tenderized snackies. * '''Bullgorger:''' Ogres are big on making themselves better. And stronger. Make a unit stronger by +1, or if you pump it up, make everybody in 12" stronger. As if your Mournfang Cavalry with Great Weapons really needed to be nastier. Or throw a bunch of S4 Gnoblars at your enemy that you buffed with Wyssan's Wildform, and watch their mouth go slack like they choked on a bone. * '''Toothcracker:''' Minotaurs got you down? Keep augmenting your lads by making them even tougher. Since everything but the Gnoblars is at least T4, you can make your units tough nuts to crack. Boost it and make everyone around you tougher. A T7 Stonehorn is a crime against nature. Perpetrate some crime. * '''Braingobbler:''' Not as cheap as the buffs, because Ogres aren't good at getting in people's heads. Their own are so empty, it's hard to tinker with what you lack. Make units Panic from across the board if you boost it, but Immune to Psychology puts the kibosh on it. Take Spinemarrow unless you've got some low leadership hordes you want to send stampeding through their own lines. * '''Trollguts:''' This is the Ogre money shot. Cream your Gonblar-flavored twinky if you get the boosted version off. Everyone inside a foot regenerates. Having a single regenerating Death Star of Iron Guts for a 12+ cost, though? Say goodbye to whatever was in their way. * '''The Maw:''' Might as well call on their God directly and feed it once in a while. Slap down a template and watch it hurt everyone it hits, whether they pass the initiative test or not. S3 hits aren't bad, but if you get a big, slow target, that S7 hit with Multiple Wounds (D6) is going to chew them up and not spit them back out. Just don't misfire, or you opponent gets to slap that template on you. Go big, and buy the large template for extra gnashing of teeth. Lizardmen and Dwarves ought to fear this more than any Thundertusk. ===Lore of the Wild=== Used exclusively by the Beastmen, essentially a corrupted version of the Lore of Beasts. Summons various monsters and tides of venomous insects. The single word to describe this lore is ''situational''. There are no hexes and only 1 augment, with a focus on close range damage spell. * ''Lore Attribute:'' There is no Lore Attribute for the Lore of the Wild * '''Bestial Surge:''' The signature spell. It allows all friendly units within 6" to move D6+1" towards an enemy unit, or straight forward if there are no visible enemy units. Units cannot charge with this spell. A very situational spell, can be useful if you are facing a gun line and you need to quickly close the gap or if you want rush a unit forward to block an enemy charge. * '''Viletide:''' A magic missile, 5D6 S1 hits. Since you'll be wounding most units on 6s anyway, targeting high toughness and low armour units is the best use. Great for taking out war machines. * '''Devolve:''' All enemy units within 12" take a leadership test and lose wounds equal to the amount they fail by. Useless against high leadership armies, and made worse if the enemy general or BSB is nearly. Has its uses, but very situational. * '''Bray-scream:''' A friendly character within 12" to make a S3 breath weapon attack, ignoring armour saves. In the right circumstances it could be good, but getting a character into a good position will be difficult. * '''Traitor-kin:''' A very unique and hard to explain spell. Targets all enemy models (not units, but the individual models within those units) within 12β of the caster, provided that they have mounts of some kind. Also affects chariots and monsters with handlers. The mounts attack the riders, with as many automatic hits as the mount has attacks, and wounds with its base Strength. The rider or crew do not get any save bonuses from the beast or any barding it may be wearing against these attacks. Best used when there are strong mounts about, for example Demigryph Knights or Lords mounted on monsters. * '''Mantle of Ghorok:''' My personal favourite spell of the lore. A character within 6" gains D6 Attacks and Strength (rolled separately). If either of the dice rolls a 6, the character also takes a wound with no saves. Turns weak characters into decent fighters, and medium to strong characters into combat monsters. * '''Savage Dominion:''' Summons a Giant, Ghorgon or Jabberslythe, which is placed anywhere on a board edge. Every time the beast suffers a wound the Shaman must take a Toughness test or suffer one as well, with no saves allowed. The shaman cannot cast any other spells once the monster is in play, and the monster vanishes if the Shaman dies. As you can probably guess, it's situational. Gaining an extra monster is always useful, but you'll have to decide if losing control of your shaman is worth it and if the possibility of them failing their Toughness tests is too risky. ===Lore of [[Vampire#Warhammer_Fantasy|Vampires]]=== A corrupt version of the wind of death used by necromancers and the [[Vampire Counts]]. This lore is what makes the undead powerful and is all about raising hordes of minions to fight for you and stealing the souls of your enemies. Crunch-wise, it is about summoning and buffing with some moderate direct damage spells (vortex, magic missile). * ''Lore Attribute:'' The wizard or a friendly character in 12" recover one lost wound for every successfully cast spell * '''Invocation of Nehek:''' The classic signature spell. All friendly undead units in 6" regain wounds. Infantry gets D6 + wizard level (roll separately for each unit), everything else 1 + wizard level. Vampiric, ethereal or large targets only 1. Can be boosted to all units in 12" or 18". * '''Vanhel's Danse Macabre:''' One friendly unit in 12" re-rolls failed to hit rolls. If not engaged in close combat, immediately can make move up to 8". Can be boosted to affect all units in 12". * '''Hellish Vigour:''' One friendly unit in 12" re-rolls failed to wound rolls. Can be boosted to affect all units in 12". * '''Gaze of Nagash:''' 24" magic missile with 2D6 S4 hits. Can be boosted to 48". * '''Raise Dead:''' Set up a new unit of 2D6+3 Zombies within 18". Can be boosted to raise a unit of Skeleton Warriors. * '''Curse of Years:''' One enemy unit in 18" rolls a D6 for every model in the unit. Suffers wound on 6+. Remains in play, next phase suffer wound on 5+ and so on until roll of 2+. No Armour Saves. * '''Wind of Death:''' Magical Vortex, uses small template, moves Artillery dice x3. Every unit touched takes D6 S3 hits for every rank, no armour saves. Can be boosted to use large template and S4 hits.
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