When a Dark Elf Wizard successfully casts a hex, magic missile or direct damage spell from his lore, the spell is not dispelled, and the casting roll contains any double, the spell's target suffers 2D6 Strength 1 hits with the Armour Piercing special rule. If the casting roll contains any treble, the spell's target instead suffers 3D6 Strength 1 hits with the Armour Piercing special rule. In either case, the hits are resolved after the spell has been resolved.