Editing
Warhammer Magic
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information