Source: Warhammer Fantasy: 8th Edition

The Lore of Hashut
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The following magic items are available to Chaos Dwarf armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.

If a magic missile or direct damage spell from the Lore of Hashut is targeted on one or more models with the Flammable special rule, the Wizard adds +D3 to their casting total.

Remains in play. Breath of Hatred is an augment spell with a range of 12″. The target unit becomes subject to Hatred while the spell is in effect. Alternately, the Sorcerer can extend this to affect all friendly units within 12″, but if he does so the casting value is increased to 15+.

1. Burning WrathCasting Value: 6+

Burning Wrath is a magic missile spell with a range of 8″. It inflicts D6 Strength 6 hits which count as Flaming Attacks. The Sorcerer can increase this to 2D6 hits, but if he does so the casting value is increased to 12+.

2. Dark SubjugationCasting Value: 8+

Dark Subjugation is a hex spell with a range of 24″. The target unit must pass a Leadership test at -3 or suffer a permanent reduction of -1 to their Leadership for the rest of the game (to a minimum of 2) each time it is the victim of this spell. Unbreakable units are immune to this spell.

3. Curse of HashutCasting Value: 10+

Curse of Hashut is a direct damage spell with a range of 18". It targets a single enemy model of the caster’s choice (even a character in a unit). The target suffers a number of hits equal to 2D6 minus their Toughness score. Hits from this spell cause wounds on 4+ with no armour saves allowed.

4. Ash StormCasting Value: 12+

Ash Storm is a hex spell with a range of 24". The target unit suffers -1 To Hit in close combat and -2 To Hit with shooting attacks until the start of the caster’s next Magic phase. In addition, the target unit may only use its basic move and may not charge, March or Fly. The unit treats all terrain (except impassable terrain) as dangerous terrain while the spell’s effect lasts. Wizards cannot cast magic spells except on themselves while under the effect of this hex. Any unit under the effect of this spell is treated as being Flammable.

5. Hell HammerCasting Value: 13+

Hell Hammer is a direct damage spell. To determine what is hit, extend a straight line 3D6" within the caster’s front arc and directly away from their base. Each model in the way (determined as for a bouncing cannonball) must take an Initiative test or suffer a Strength 6 hit causing Multiple Wounds (D3). Any unit suffering casualties from this spell must immediately take a Panic test. The Sorcerer may choose to double Hell Hammer’s range (making the distance twice the total rolled). If he does so, the casting value of the spell is increased to 18+.

6. Flames of AzgorhCasting Value: 18+

Flames of Azgorh is a direct damage which may be cast on any point on the table within the caster’s line of sight. Place the small round template with the central hole on the chosen target point – the template then scatters D6″ (remaining on target if a hit is rolled). All models touched by the template suffer a Strength 6 hit. Hits from this spell have the Flaming Attacks and the Multiple Wounds (D6) special rules. In addition, the model directly under the hole in the template must take a Toughness test at -2 or be slain outright with no saves of any kind allowed. The Sorcerer may choose to increase the power of the Flames of Azgorh using the large round template, but if this is the case the casting value is increased to 25+.