Source: Warhammer Fantasy: 6th Edition

The Lore of High Magic
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Those who follow the path of High Magic, or True Magic as it is sometimes called, are among the most skilled mages ever to weave spells.

In addition to knowing one spell per Level (rolled randomly on the list as normal), any High Elf who practices High Magic will also know the Drain Magic spell.

The tides of the winds of magic shift so chat enemy wizards are becalmed and can work little magic.

This spell can be cast at three different levels. Choose before you attempt to cast the spell - the casting number varies accordingly.

LevelCasting NumberDice Rolls Discarded
15+6s
27+5s & 6s
39+4s, 5s & 6s

Whichever you choose, the spell may be cast on a single enemy Wizard within 24" of the caster and may be cast into close combat. If successful, the victim's spells will be weaker. Whenever the victim rolls to cast a spell, discard any rolls of a 6/5/4 (depending on the level of the spell) before calculating the total casting value of the roll. Note that as the dice are discarded, any Irresistible Force and some Fortune is Fickle results are ignored.

The spell lasts until the start of the caster's next Magic phase.

1. Walk Between WorldsCasting Value: 4+

As the mage intones this ancient incantation he beings to fade from view, becoming as insubstantial as a ghost!

This only affects the caster, and only if he is on foot. The caster becomes ethereal. He can only be hit by magical weapons and can move through obstacles and through impassable or difficult terrain as if it was open ground. The caster is affected by spells as normal, and may cast spells himself and fight as normal. Lasts until the start of the caster's next Magic phase.

The air around the victims shimmers with magical energy as it warps and twists.

This may be cast on an enemy unit within 24" of the caster. Any missile fire directed at the unit in the following Shooting phase may re-roll any failed rolls to hit. If the unit is targeted by a template or breath weapon then you may re-roll to hit any models which are partially covered. The Curse has no effect on close combat.

3. Fortune is FickleCasting Value: 7+

To normal folk there is no effect, but to those with the witch sight it is obvious that the victim has been set upon by malign spirits made from the very stuff of magic itself These creatures drag and pull at the unfortunate spellcaster, distracting and confusing his attempts to work magic.

Remains in play. This may be cast on an enemy Wizard within 24" of the caster and may be cast into close combat. Whenever the victim rolls any double (even a double 6) to cast a spell it is a Miscast. In addition, any double rolled by the opposing player whilst attempting to dispel will fail (even a double 6).

The spell lasts until it is dispelled, the Mage chooses to end it (which he can do at any time), attempts to cast another spell, or is slain.

4. Fury of KhaineCasting Value: 8+

Calling on the dread might of Khaine, the mage launches a searing bolt of brilliant white energy at his enemies.

The Fury of Khaine is a magic missile with a range of up to 24". If successfully cast, it strikes its target causing 2D6 Strength 4 hits.

5. Flames of the PhoenixCasting Value: 11+

Pure white scented flames emerge from the air itself and envelop the target, immolating the unworthy foe.

Remains in play. This may be cast on an enemy unit within 24". Each model, including characters and unit champions, takes a Strength 3 hit immediately. If the spell is still in play at the start of the caster's next Magic phase, each model in the unit takes a Strength 4 hit. If still in play at the start of the caster's following Magic phase, each model takes a Strength 5 hit, and so on, with the Strength increasing by 1 each turn it remains in play. The spell lasts until dispelled, the Mage chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

6. Vaul's UnmakingCasting Value: 12+

Glowing swords grow dim and blood-warm chalices cool as their magical energies are drained.

May be cast on an enemy unit within 24" of the caster and may be cast into close combat. If successfully cast, the owner of the unit must reveal to the caster all the magic items in the unit. The caster then chooses one of them to be nullified for the rest of the battle. The spell itself does not remain in play, but the effect lasts for the remainder of the battle.

Vaul's Unmaking can drain the magic from Dwarf rune items. Note that all the runes on an individual item will be drained by the spell, not just one.

If the unit has no magic items then the spell has no effect.

Next - Unique Spells (High Elf Sea Patrol)