Amethyst Magic, Necromancy, Soul-stealing
Source: Warhammer Fantasy: 8th Edition
The Lore of DeathURL Copied!
The Wizard summons phantasmal weapons for his allies that shred the folds of consciousness and reason. Victims of these mindrazor believe themselves slain, and so they die.
When a Lore of Death spell is resolved, roll a D6 for each unsaved wound caused by the spell (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 5 or 6 rolled on these additional dice, the Wizard immediately adds a dice to his army's power pool.
The Wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.
Spirit Leech is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). Both caster and target roll a D6 and add their respective unmodified Leadership values. For every point the caster wins by, the target suffer a wound, with no armour saves allowed. The Wizard can choose to extend the range of this spell to 24". If he does so, the casting value is increased to 10+.
An invisible aura of horror surrounds the Wizard. Only the bravest foes will now stand before him.
Aspect of the Dreadknight is an augment spell with a range of 24". The target unit causes Fear until the start of the caster's next Magic phase. The Wizard can choose to make the target even more horrifying if he wishes, and cause Terror, rather than Fear. If he does so, the casting value is increased to 9+.
It takes little effort to call Laniph from the spirit world to caress a new lover...
The Caress of Laniph is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). If successfully cast, the target suffers a number of hits equal to 2D6 minus his own Strength. Hits from the Caress of Laniph cause a wound on a roll of 4+, with no armour saves allowed. The Wizard can choose to extend the range of this spell to 24". If he does so, the casting value is increased to 12+.
Harnessing the sickly power of Shyish, the Wizard weakens his foes' will to survive the battle.
Soulblight is a hex spell with a range of 24". The target has -1 Strength and -1 Toughness (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all enemy units within 24" – in which case the casting value is 18+.
Spirits of the departed assail the caster's foes, sapping their resolve.
Remains in play. Doom and Darkness is a hex spell with a range of 24". The target suffers a -3 penalty to its Leadership. The Wizard can choose to extend the range of this spell to 48". If he does so, the casting value is increased to 13+.
Bjuna was a mighty warrior, so the story goes, but famously never smiled – leastways not until the trickster god cursed him to laugh until his sides ruptured and split. Tellers of this tale cannot agree whose fate was worse: Bjuna's, or the servants who had to clean up the mess.
The Fate of Bjuna is a direct damage spell with a range of 12" and targets a single enemy model (even a character in a unit). The target suffers a number of hits equal to 2D6 minus his own Toughness. Hits from the Fate of Bjuna cause a wound on a roll of 2+, with no armour saves allowed. If the target survives, he is subject to Stupidity for the remainder of the game.
A colossal orb of purple-edged darkness materializes upon the battlefield, doom awaits all.
Remains in play. The Purple Sun is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Purple Sun will move.
To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass an Initiative test or be slain outright with no saves of any kind allowed. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the 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 Purple Sun 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 Purple Sun collapses in upon itself and is removed. A particularly brave Wizard can infuse the Purple Sun of Xereus with more power, so that it uses the large round template instead. If he does so, the casting value is 25+.