Source: Warhammer Fantasy: 5th Edition

Printable Cards: Dark Magic
URL Copied!

Witch Flight

Power: 1

The caster may transport himself anywhere on the battlefield. He may move straight into close combat, in which case he counts as charging in the first round of fighting.

Dark Magic

The Transformation of Kadon

Power: 3

The wizard may turn himself into a Chimera, a Manticore, a Hydra or a Wyvern. While transformed, the wizard may not cast any spells, but may use dispels normally. Wounds are carried over between transformations.

Remains in play

Dark Magic

Soul Drain

Power: 3, Range: 24"

Place the Soul Drain template within 24" of the wizard. Each model under the template suffers a S4 hit. For every 2 wounds inflicted the wizard gains 1 wound (this may take the wizard's wounds above his starting level). No armour saves allowed, except for magic armour.

Dark Magic

Power of Chaos

Power: 1

Roll a D6. 1: Caster drawn into Realm of Chaos and killed. 2-5: Caster may immediately draw 3 extra magic cards. 6: Caster may draw 6 extra magic cards.

Dark Magic

Malediction of Nagash

Power: 3, Range: 36"

The spell can be cast at a unit within 36". The victims cannot move or shoot. They may fight in close combat, but suffer -2 WS & -2I. At the start of each of the caster's subsequent magic phases the target suffers D3 wounds. No armour saves allowed.

Remains in play

Dark Magic

Doombolt

Power: 2, Range: 18"

A bolt of black fire hits the first model in its path, up to 18" away. The target suffers D6 S5 hits. Chariots, war machines and buildings suffer D6 S10 hits.

Dark Magic

Death Spasm

Power: 2, Range: 18"

A bolt of pure Dark Magic hits the first model in its path, up to 18" away. Roll a D6. If the score exceeds the target's Toughness it is slain. No armour saves allowed. The dying model inflicts a single hit at its own Strength on any models in base contact with it.

Line of Sight

This is another spell which kills outright - no wounds are caused so no wounds can be saved by armour, wards, or any other means.

Dark Magic

Dark Hand of Destruction

Power: 1

The wizard may make a single hand-to-hand attack on one opponent in base contact. If the attack hits it causes D3 wounds. No armour saves allowed, except for magic armour.

Dark Magic

Blade Wind

Power: 2, Range: 24"

The Blade Wind hits the first unit in its path, causing 3D6 hits minus the target's WS. Each hit causes 1 wound on D6 roll of 4+.

Line of Sight

Dark Magic

Arnizipal'S Black Horror

Power: 3, Range: 4D6"

The wizard summons a corrosive cloud of darkness - use Arnizipal's Black Horror template to indicate its path. The Horror moves 4D6" immediately, and continues to move 4D6" in the same direction at the start of each of the caster's subsequent magic phases. All models passed over by the template are killed unless they can roll under their S on a D6. No armour saves allowed. Any unit that suffers casualties must take a Panic test.

Remains in play

The Black Horror affects models which fall beneath the path of the template as it moves. Note that the template continues to move in the same direction from one turn to the next, and for this reason a small arrow is shown on the template to indicate the direction it is moving in.

Dark Magic