Source: Warhammer Fantasy: 7th Edition

The Lore of Slaanesh
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1. Lash of SlaaneshCasting Value: 5+

A long tongue-like whip of energy erupts from the caster and slashes into the enemy, leaving them convulsing in its wake.

This is a magic missile with a range of 24" that causes D6 S3 hits. A unit that suffers casualties from this spell may not march move in its next Movement phase.

2. HellshriekCasting Value: 7+

The Sorcerer summons a chorus of diabolic screams that torture the soul with a symphony of pain.

All enemy units within 18" must take a Panic test.

3. Hysterical FrenzyCasting Value: 8+

The caster's enemies are engulfed by a wave of unreasoning emotion, clawing at each other in a mixture of excruciating pain and blissful rapture.

Choose a single unit (friend or foe) that is not immune to psychology. This may be a unit in close combat. If that unit is within 24", the unit becomes subject to Frenzy. In addition, whilst the unit is affected by this spell, it suffers D6 Strength 3 hits at the start of each player turn.

4. Titillating DelusionsCasting Value: 8+

The caster creates an illusion of the enemy's deepest desire and dangles it before them like a cheap trinket.

Remains in play. This spell may be cast on an unengaged enemy unit that is not immune to psychology. If that unit is within 24", mark a point on the tabletop and within the unit's line of sight. At the beginning of the 'Remaining Moves' part of their Movement phase, the affected unit must move as directly and quickly as possible towards that point, though it will charge and fight any enemy unit that lies in the path of its line of advance. Once the nominated point is reached, the spell ends.

5. Aura of AcquiescenceCasting Value: 9+

The spell's targets exude a charismatic presence so strong that enemies are forced into submission, not daring to raise a weapon against them.

Pick a friendly unit, even if in close combat (this can be the caster himself). If that unit is within 18" of the caster, it is treated as causing Fear until the next friendly Magic phase. If any model in the unit already causes Fear, the unit now causes Terror instead. Furthermore, enemy models in base contact with the target unit must pass a Leadership test to allocate their attacks against it.

6. Ecstatic SeizuresCasting Value: 12+

The caster drives an enemy unit into such a state of unparalleled ecstasy that they collapse shaking on the ground, never to rise again.

Pick an enemy unit. If the unit is within 24" of the caster, every model in the unit must take a Toughness test. If they fail the Toughness test they take a wound with no saving throws of any kind allowed.

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