Warhammer Magic

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Magic in Warhammer

Warhammer Magic is great, its so great in fact that it has its the 4th phase (well actually the 2nd but nevermind) in Warhammer Fantasy, while 40k only has 3 phases. The fluff is that your wizard/slann/witch is going into Chaos, and sucks the energy there out to throw it on your enemies. If he's lucky your enemys will explode, if he is not lucky a demon will get sucked to and the wizard will explode. So take always magic if you can because, either you explode or the enemy does, and the important thing is, that some exploding is done, no?

There are 8 main Lores to choose from, albeit most armies can not just choose any Lore they want (vampires with lore of life would certanly feel wrong don't you agree?). There are some folks who have their own magic, because they are more awesome/evil/crazy than the rest.


Bright: Wind of Aqshy, Lore of Fire

You know these D&D mages always throwing fireballs at everything? You wanna be one of them? Good this is your choice. Fire Lore is also your choice if you fight anything flamebale, elves of any kind, or other armies with not so good defense but many models. Most armies, espacially the evil ones can use this Lore. The Lore Attribut is ... it is there and that's it, it will only help you if you focus on one enemy unit for a whole phase.


  • Fireball: Your one-for-all damage spell goes from "easy to cast and not so hard to hit" to "hard as hell to cast and roasting a mammut ... herd". You always want this spell, because you can use it against nearly everything. From flaming a little flanking unit or flaming away this regeneration from this Hydra to turning entire Swordmasterunits to dust or softening up this big big horde of coreunits. When you want Firemagic you want it because of this spell.
  • Cascading Fire-Cloak: A defensive spell only working on the mage and his unit. Not realy worth it, since you don't want your mage in combat, except perhaps for ogres.
  • Flaming Sword of Rhuin: The second best spell in this Lore, because it helps your little, weak elfs/humans/anything to wound better and by the way ignore the regeneration of the enemy, espacially good for all elves, but general not a bad spell.
  • The Burning Head: Your Mage throws a burning and screaming head on the enemy. It's cool, since that is normale something only Tomb Kings can do, but with this spell you can do it too. The usefullnes of this is not so cool, except for enemy units with realy bad LD.
  • Piercing Bolts of Burning: Some kind of fireball for great enemy units, against this 20 row skavenslave unit it's the burner and against every normal unit it's another fireball, so why not?
  • Fulminating Flame Cage: So now you inprison your enemy in flames and if he moves, he is toast. Again against realy big units its great against heavy cavallery its lame. But it's always funny to see a light flanking unit destroy itself in the charge because of this spell, or not flanking, so that you can win against the enemy in front.
  • Flame Storm: Yeah big plates to throw, but only S4 and not realy with sniper precision, so no thanks.


Amber: Wind of Ghur, Lore of Beasts

The Lore for everyone who wants to buff his units, espacially the heros. The Lore Attribut will mostly effect you if you play Beastmen or Bretonia, but even then it's not so much of an effect.


  • Wyssan's Wildform: The signature spell and WHAT a spell this is. It will make your measely humans go and win against other units and it will make your Bestigors or Minotaurs go rapetrain against nearly everything for one round.
  • The Flock of Doom: Yeah doom sounds nice, but it's only doom if your enemy is afraid of birds. It is like a new episode of hitchcocks "the birds" with a few crows pecking on the enemy unit, good enough to make this stupid harpies go away but there are better options.
  • Pann's Impenetrable Pelt: Make one or more heroes harder to wound, it won't safe your unit, because the enemy can hit something else most times, but if your hero is currently challenging a dragon or so this spell will make his chance to survive go over the 0%.
  • The Amber Spear: With this your mage becomes a magic blot thrower, or a crazy combination of bolt thrower and canon. Not bad against heavy knights and monster, expacially if you are lacking war machines.
  • The Curse of Anraheir: Making your enemy stumble over roots and die, is one funny thing to do, espacally against this woodloving wood elfs. Also it makes your people harder to hit, what do you want more?
  • The Savage Beast of Horros: Yeah now we're talking. Giving one or more heros way more strength and attacks and he will rip enitre units in two. Realy if you have a lot of cheap heros and can make this spell hit them all at once its good bye for your enemy
  • Transformation of Kadon: What was that about more strength and attacks? Forget it, this will turn your mage into a fricking MONSTER, what do you want? A Hydra? A Dragon? A Chimaera? Everything is possible. Ok it prevents your mage from casting, but you will only ever cast this in cc so who cares?


Gold: Wind of Chamon, Lore of Metal and Alchemy

Yeah Alchemy turning whatnot in gold and stuff like this, a shame it can not buy you additional points with this gold but nevermind. The Lore Attribut allows you to wound your enemy at his armorsave, and he has no armor against it. Because its melting him his face of while he tries to save himself. Good stuff so.


  • Searing Doom: Signature spell to make flaming wounds with the Lore Attribut. Absolutly useless against Beastmen, absolutly brutal against Chaosknights. Go figure you use this against enemys with armor, the more the merrier. Absolutly hillarius against wood elf trees. Wounding on a 3 without save and flaming, this is gonna burn a whole Treeman away in one go.
  • Plague of Rust: Rusting of the enemy armor away, making them harder to hit with this magic, but easier for everything else. And it is for the whole game and without banning.
  • Enchanted Blades of Aiban: You are hitting the enemy more easy and also ignoring a bit of his armorsave. Certanly not the most powerfull spell in this Lore, but good for buffing your units nonetheless.
  • Glittering Robe: Giving a unit, or all in 12 inches a serious hard scale armor. Useless if you play Lizardmen of course, but +2 to your armorsave is all but bad for anything else.
  • Gehenna’s Golden Hounds: "Sniping" the enemy hero but with look out sir? This is kind of a good beginning and bad ending so don't bother.
  • Transmutation of Lead: Letting your enemy hit more air and while your at it taking some armor away. Good deal to make elite units medicore and normal units weak.
  • Final Transmutation: Here you have it, transforming things into gold and living things on top of that. Turning 1/3 of an enemy unit into gold without any kind of save is not bad, and you can even kill enemy heroes with luck. And the next round every enemy unit want the gold and is stumbeling around to carry some of their lost friend away to sell them.


Light: Wind of Hysh, Lore of Light

Lightmagic is mostly the friend of the "good" races, since they are the only ones who can use it. Its making you faster and harder to hit in short with a few damage spells which are not that bad. The Lore Attribut makes all the funny damagespells all the harder against the undead and demons, which makes this magic extra strong against them.


  • Shem’s Burning Gaze:
  • Pha’s Protection:
  • The Speed of Light:
  • Light of Battle:
  • Net of Amyntok:
  • Banishment:
  • Birona’s Timewarp:


Jade: Wind of Ghyran, Lore of Life

This is the most commonly used Lore by lord level mages. Don't bother to have a level 2 mage the Lore of life, you need 4 level or Loremaster at best because you need the third spell, the Throne to realy rock with this Lore and of course other spells so that they can grow stronger. The Lore Attribut is the best, healing your mage or a nearby hero for every spell he (your mage) casts.


  • Earth Blood:
  • Awakening of the Wood:
  • Flesh to Stone:
  • Throne of Vines:
  • Shield of Thorns:
  • Regrowth:
  • The Dwellers Below:


Celestial: Wind of Azyr, Lore of the Heavens

Reading in the stars is in, even in the warhammer world. You want to read the future and take the path that will save your ass? Here you go. You wanna take the path that makes your enemy bit his ass? This is your Lore. Oh and you wanna throw lightning and comets on your enemy and feel like palpatine? This is your Lore again. The Lore Attribut helps you against flying units, but there are not that much of them, so never mind.


  • Iceshard Blizzard:
  • Harmonic Convergence:
  • Wind Blast: Use against Goblin Fanatics, commence trollface.
  • Curse of the Midnight Wind:
  • Urannon’s Thunderbolt:
  • Comet of Casandora:
  • Chain Lightning:


Grey: Wind of Ulgu, Lore of Shadows

Shadowmagic is iffy, it has damagespells but you are taking this lore to make your enemy realy lame and weak, while making your weak little humans/elves phenomenaly strong kicking dragons in the balls and in the ground (not necessary in this order). With the Lore Attribut your mage can play ninja and trade places with another charakter, most times useless, but if you want to hurry away from cc perhaps sometimes clever.


  • Melkoth’s Mystifying Miasma:
  • Steed of Shadows:
  • The Enfeebling Foe:
  • The Withering:
  • The Penumbral Pendulum:
  • Pit of Shades:
  • Okkam’s Mindrazor:


Amethyst: Wind of Shysh, Lore of Death

Death is always a good name for spells, and its true, there are many deadly spells among this Lore, albeit they are mostly to kill enemy heroes and not so much entire Units. The Lore Attribut would be nice, if there were more unit killing spells in here, so its just one or two power dices a turn with much luck.


  • Spirit Leech:
  • Aspect of the Dreadknight:
  • The Caress of Laniph:
  • Soulblight:
  • Doom and Darkness:
  • The Fate of Bjuna:
  • The Purple Sun of Xereus: