Source: Warhammer Fantasy: 7th Edition
Printable Cards: The Lore of Dark MagicURL Copied!
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Power of Darkness (Signature)
If Power of Darkness is successfully cast, the wizard immediately gains D3 + 1 extra power dice. These dice are added to those available to the sorceress, but keep them separate or use different-coloured dice. These additional dice cannot be used to dispel spells in play or be stored from turn-to-turn in any way possible. For each of these dice still unused at the end of the Magic phase, the sorceress suffers a Strength 4 hit.
1. Chillwind
Magic missile, 24" range, D6 S4 hits, any unit taking casualties cannot shoot in its next turn.
2. Doombolt
Magic missile, 18" range, D6 S5 hits.
3. Word of Pain
Target one enemy unit within 24". Word of Pain may be cast into close combat. Until the start of the caster's next Magic phase, all models in the affected unit have their WS and BS reduced to 1.
4. Bladewind
Target one enemy unit visible to the caster within 24" The spell inflicts 3D6 WS4, S4 close combat attacks upon the target. One of these attacks can be allocated against each character and champion in the unit.
5. Soul Stealer
Target one enemy unit within 12", which may be in close combat. Every model in the unit takes a S2 hit, with no armour saves allowed. Each unsaved wound caused adds 1 Wound to the caster (but cannot take the sorceress above double her starting Wounds).
6. Black Horror
Place the centre of the large template anywhere within 18" of the caster. All models touched by the template must pass a Strength test or suffer a Wound, no armour saves allowed. Any unit that suffers one or more Wounds must immediately test for Panic.