Source: Warhammer Fantasy: 7th Edition

Printable Cards: The Lore of Dark Magic
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Power of Darkness (Signature)

Casting Value: 4+

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.

The Lore of Dark Magic

1. Chillwind

Casting Value: 5+

Magic missile, 24" range, D6 S4 hits, any unit taking casualties cannot shoot in its next turn.

The Lore of Dark Magic

2. Doombolt

Casting Value: 6+

Magic missile, 18" range, D6 S5 hits.

The Lore of Dark Magic

3. Word of Pain

Casting Value: 7+

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.

The Lore of Dark Magic

4. Bladewind

Casting Value: 8+

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.

The Lore of Dark Magic

5. Soul Stealer

Casting Value: 10+

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).

The Lore of Dark Magic

6. Black Horror

Casting Value: 11+

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.

The Lore of Dark Magic