When generating spells, a Wizard can swap a randomly generated Dark Magic spell for one of the lore’s two signature spells. Wizards who know two or more spells from the Lore of Dark Magic can instead swap any two Dark Magic Spells for both signature spells.
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.
Power of Darkness is an augment spell that targets the caster's unit. All models in the target unit have a +1 bonus to their Strength characteristic until the start of the caster's next Magic phase. Then add D3 power dice to your power pool. If three dice are generated, the caster suffers a Wound with no armour saves allowed.
Doombolt is a magic missile with a range of 18" that caused 2D6 Strength 5 hits. The Wizard can instead choose to cast a more powerful version, inflicting 4D6 Strength 5 hits. If they do so, the casting value is increased to 24+.
Chillwind is a magic missile with a range of 24" that causes 2D6 Strength 2 hits. If the target suffers any unsaved Wounds, all models in the unit suffer a -1 penalty to their Ballistic Skill characteristic until the start of the caster's next Magic phase.
Word of Pain is a hex spell with a range of 24". All models in the target unit suffer -D3 to both their Weapon Skill and Ballistic until the start of the caster's next Magic Phase (roll once for both). The Wizard can instead choose to cast a more powerful version of the spell that also inflicts the -D3 penalty to their Strength and Initiative (to a minimum of 1). If they do so, the casting value is increased to 12+.
Bladewind is a direct damage spell with a range of 24". Every model in the target unit must pass a Weapon Skill test or suffer a Strength 4 hits with the Armour Piercing special rule.
Shroud of Despair is a hex spell that targets all enemy units within 12". Until the caster's next Magic phase, the targets cannot benefit from the Hold Your Ground! or Inspiring Presence rules. In addition, whenever a target unit fails a Leadership test of any kind, all target units (including the one that failed) suffer -1 to their Leadership until the start of the caster's next Magic phase (this effect is cumulative with itself).
Soul Stealer is a direct damage spell. Place the small round template anywhere within 18" of the Wizard – it then scatters D6". All models hit by the template suffer a Strength 2 hit with no armour saves allowed. Roll a D6 for each unsaved Wound inflicted by Soul Stealer. For each roll of 4+, the caster immediately gains a single Wound (to a maximum of 10). The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 14+.
Remains in play. Arnzipal's Black Horror is a magical vortex that uses the small round template. Once the template is placed, the player then nominates a direction in which the Black Horror will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. Any model touched by, or passed over by the template must pass a Strength test or be slain outright with no armour saves allowed (a model may take a single ward save, if it has one – the model remains in play if the save succeeds). If the result of the artillery dice is a misfire, centre the template on the caster and roll both a scatter dice and a D6. The template moves a number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Black Horror travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Black Horror collapses in on itself and is removed. A particularly brave Wizard can infuse Arnzipal's Black Horror with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.