Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Death
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Amethyst Magic, Necromancy, Soul-Stealing

The Lore of Death has a formidable battery of short-ranged damage spells that specialise in zapping enemy characters. Death magic is more destructive even than Fire magic, but the Wizard has to be pretty close to their foe (perhaps dangerously close) to use the Lore of Death to its full, fearsome potential.

Wizards who practise the magic of death can channel the life-force of foes into their spells.

When a Lore of Death spell is resolved, roll a D6 for each unsaved wound caused by the spell (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled on these additional dice, the Wizard immediately adds a dice to their army's power pool.

The Wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.

Spirit Leech is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). Both caster and target roll a D6 and add their respective Leadership values. For every point the caster wins by, the target suffers a Wound which Ignores Armour saves. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 11+.

An invisible aura of horror surrounds the Wizard's allies. Only the bravest foes will now stand before them.

Aspect of the Dreadknight is an augment spell with a range of 24". The target unit gains the Fear special rule until the start of the caster's next Magic phase. If they already cause Fear, they now cause Terror. The Wizard can choose to make the target even more horrifying if they wish, and cause Terror, rather than Fear. If they do so, the casting value is increased to 8+.

2. The Caress of LaniphCasting Value: 6+

Laniph was an Arabyan sorceress whose ardent passions were eclipsed only by her capriciousness. It takes little effort to call her back from the spirit world to caress a new lover of the caster's choosing...

The Caress of Laniph is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). If successfully cast, the target suffers a number of hits equal to 2D6 minus their own Strength. Hits from the Caress of Laniph cause a Wound on a roll of 4+ which Ignores Armour saves. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 10+.

3. SoulblightCasting Value: 10+

Harnessing the sickly power of Shyish, the Wizard weakens their foes' will to survive the battle.

Soulblight is a hex spell with a range of 18". The target has -1 Strength and -1 Toughness (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.

4. Doom and DarknessCasting Value: 10+

Spirits of the departed assail the caster's foes, sapping their resolve.

Remains in play. Doom and Darkness is a hex spell with a range of 24". The target suffers a -3 penalty to its Leadership. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.

5. The Fate of BjunaCasting Value: 13+

Bjuna was a mighty warrior, so the story goes, but famously never smiled – leastways not until the trickster god cursed him to laugh until his sides ruptured and split. Tellers of this tale cannot agree whose fate was worse: Bjuna’s, or the servants who had to clean up the mess.

The Fate of Bjuna is a direct damage spell with a range of 12" and targets a single enemy model (even a character in a unit). The target suffers a number of hits equal to 2D6 minus their own Toughness. Hits from the Fate of Bjuna cause a wound on a roll of 2+ which Ignores Armour saves. If the target survives, they are subject to Stupidity for the remainder of the game.

6. The Purple Sun of XereusCasting Value: 15+

A colossal orb of purple-edged darkness materialises upon the battlefield. Those who do not escape its touch are turned to inert and unfeeling crystal.

Remains in play. The Purple Sun is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Purple Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass an Initiative test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Purple Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Purple Sun collapses in upon itself and is removed. A particularly brave Wizard can infuse the Purple Sun of Xereus with more power, so that it uses the large round template and causes Multiple Wounds (D6) instead. If they do so, the casting value is 25+.

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