Source: Warhammer Fantasy: 7th Edition
Printable Cards: Lore of DeathURL Copied!
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1. Dark Hand of Death
This is a magic missile with a range of up to 24" If successfully cast, the spell hits its target and causes D6 Strength 4 hits.
2. Steal Soul
This spell can be cast on any enemy model within 12" (with no targeting restrictions whatsoever). The enemy model loses 1 Wound. No armour save is allowed. In addition, the casting Wizard gains 1 Wound for the duration of the battle. This spell can be used to increase the caster's Wounds characteristic beyond its normal maximum level, and can be used several times to increase the caster's Wounds even further.
3. Wind of Death
This is a magic missile with a range of 24". If successfully cast, the spell hits its target and causes 2D6 Strength 4 hits.
4. Walking Death
Remains in play. This spell can be targeted on any single friendly unit within 12" of the Wizard, even if the unit is engaged in close combat. The unit now causes Fear. If the unit already causes Fear, it now causes Terror instead.
5. Doom & Darkness!
This spell can be cast upon one enemy unit that is within 24" of the caster, even if engaged in combat. If successfully cast, the unit is shrouded by a black cloud of despair.
For the duration of the turn, the affected unit will suffer a -3 penalty to any Leadership-based test it is required to take. At the start of its following turn, the unit must take and pass a Leadership test (at -3), otherwise it remains affected for the duration of that turn as well. After this, the spell's effects end. Units that are Immune to Psychology are not affected by this spell.
6. Drain Life
If cast successfully, each enemy unit within 12" of the Wizard is affected, even if engaged in close combat.
Each unit takes D6 Strength 3 hits. No armour saves are allowed against a Drain Life spell. These hits are distributed exactly like hits from shooting.