“There is beyond this eternity another. An existence all of its own. It is dark as the mortal mind is dark, deep as the morta l heart is deep. This realm is sustained by the self. s elf. It is a spiritual plane made up of the thoughts and feelings, needs and beliefs of all the knowing races – the the highborn and the low things that walk the world, with aims of it being their own. It gives back in the form of energies that leak into our world and are harnessed by the gifted in the form of magic and its many refractions. Entities beyond understanding inhabit this dark realm of spiritual energy, this sea of soulfire. They are the behemoths and great monsters of the depths, although our seven seas together are but a teardrop in the dry, dark ocean of t he beyond. There they endure, drunk on power, bitter with impotence – curdling – curdling in the malefic nightmare of their own existence.” – Caledor – Caledor Dragontamer, “Prophecies of Despair” In the Warhammer Universe Chaos, in its purist form, refers to the dominant force of the Aether – Aether – a a realm otherwise known as the Sea Se a of Souls or the Realm of Chaos. C haos. Logic does not apply as willpower
and thought are the ccornerstones ornerstones to creation. The Realm of Chaos is an otherworldly dimension in which thoughts and emotions are made manifest . Extreme emotions of certain similar form eventually coalesce into even greater beings , which for the most common of t hese extreme emotions achieve greater heights still until the point of godhood . The four most malevolent and greatest of these are known as the Chaos Gods. These terrible entities wage a never-ending never-ending war or a “Great Game” over the lifeblood of irrational emotions that serves to propagate them; souls. Thus the uncor rupted of the mortal world live in constant fear of a hell that t hat is both frighteningly real and of their own making. The threat of Chaos is universal and omnipresent across all civilizations and cultures of the Warhammer World, for all Chaos
gods are united in the destruction o f all organized society. Worse still, unlike the wo rld-threats of the scheming Skaven or the belligerent Orcs, whose danger waxes and wanes, Chaos is an issue that only
grows stronger with every iteration. Once singular nations could fend off a Chaos assault; now it takes guaranteed. As one author put it Chaos is the slow, inexorable entire coalitions, and even those aren’t guaranteed. As drive to entropy itself. To fight Chaos is to fight an e nemy that wages war on every level. From without, hordes of primal Beastmen backed by legions of tough Northmen dominate the melee, ambushing and overpowering their foes through brute force. Powerful Daemon enhanced Chaos Dwarf artillery can blow decimate
even the most stalwart fortification , while monsters beyond description inflict untold damage. From within the enemy of Chaos must deal with temptation of all manner designed to corrupt and subvert
the enemy, organized often by nefarious cults. These cults serve to rot and ultimately destroy the host from within. Yet the greatest threat comes from neither within or without, but beyond; the terrifying creatures of the Aether known as the Daemons. The Forces of Chaos are a terrible threat upon their
world, and are overall the t he most powerful faction of the setting. In their entire history Chaos has only been delayed, never defeated in a lasting manner. It’s a cancer that can only be put in remission temporarily, not cured. Led by the Lord o f the End Times the Forces of C haos stand to see the destruction or corruption of all that is good, orderly, and just.
““You can never harden yourself , not completely. Perhaps against orcs, or goblins, or troops from another country. Chaos, though… it never loses its power to knot a man’s gut. So if you feel fee l fear, do not think yourselves inadequate. inadequate. I have heard much talk of Chaos, but from my experience of it, it is pure wrongness given solidity solidity and clothed in flesh. It terrifies us, because it is everything e verything that should not be. If you do not feel dread, when you see a thing like we just saw, that is the time to question yourself. Because then you know t hat madness has taken you completely.” –Franziskus, Liar’s Peak
As always all credit for information, pictures and videos goes to others like Games Workshop and the wonderful artists out there. I own nothing. *Per Request I have instituted the process of key information, since some people might be too lazy lack the time to read all the way through. Again as per request this will usually show information greatly important to the battle and not necessarily fluff. **This profile shall be confined mostly to the Warhammer Fantasy version of Chaos, with only light use of Age of Sigmar (mostly for art and some info on Archaon’s personality). The Ask.Fm Account of Josh Reynolds is used for clarifications regarding End Times lore not seen in the books. Warhammer Fantasy is a massive, expansive work with easily over a hundred documents to pull from for Chaos alone. These include the Army books, Novels, Background books, the Roleplay, White Dwarfs etc. The setting also has , where it is okay to make any number of personal customizations. Thus for the purposes of vs. any number of source material can be incorporated or discarded at whim, all options equally valid to GW (which (which doesn’t care). My personal canon philosophy (and thus the one shown in the profile) relies on The first is geared towards incorporating the maximum amount of sources possible so as to present the most Almost every source from 4e on that features Chaos as a major actor is covered. Even Author QnA is used, though more so as completionism filler rather than substantive material (Josh Reynold’s on the fate of the Eastern Human nations, for example). The second is that all instances of power levels are examined, scrutinized, and reasoned out towards the picture that is with what appears in lore. It is my personal belief that the , and particularly for army battles. It is as disingenuous to lore and the true strengths of the faction as much as focusing only on the low end would be. While and both are incorporated when able and lore reasons are sought, given available knowledge, for reasons behind the power fluctuations. This document is doubtlessly imperfect and a Warhammer fan could certainly find flaws. Some contradictions were too wide for available information to fill and when they events occurred I used my available knowledge to make my best explanation possible Given GW canon stance anyone is free to disregard for personal use. However when it comes to inclusion of sheer sources and the process of hammering them into an effective lore guide few documents will be able to match this one, of that I am certain.
GODS & DAEMONS ....................................................................................................................................... 6 WINDS OF MAGIC : DAEMONIC DURABILITY & LONGEVITY ............. ...................... .................. ................... ................... .................. .................. ........... 8 DAEMONSIGHT ....................................................................................................................................... 10 KHORNE-THE BLOOD GOD .......................................................................................................................... 16 TZEENTCH-THE CHANGER OF WAYS ........................................................................................................... 18 NURGLE-THE PLAGUE LORD ........................................................................................................................ 21 THE NATURE OF DESPAIR ........................................................................................................................ 24 SLAANESH-THE DARK PRINCE ..................................................................................................................... 24 HASHUT FATHER OF DARKNESS .................................................................................................................. 27 MORTAL FORCES OF CHAOS ....................................................................................................................... 28 BEASTMEN .............................................................................................................................................. 28 Brief History of Beastmen (of the Old World) .................................................................................... 28 Biology and Culture ............................................................................................................................. 30 Contribution to the Legions of Chaos ................................................................................................. 37 NORTHMEN ............................................................................................................................................. 38 History, Groups and Culture ............................................................................................................... 38 THE NORSCANS ................................................................................................................................... 39 THE KURGAN ....................................................................................................................................... 41 THE HUNG ........................................................................................................................................... 42 Contribution to the Legions of Chaos ................................................................................................. 42 CHAOS DWARFS ...................................................................................................................................... 44 History, Biology and Culture ............................................................................................................... 45 Contribution to the Legions of Chaos ................................................................................................. 47 BLESSINGS OF THE GODS ............................................................................................................................ 48 MARKS OF CHAOS: .................................................................................................................................. 49 Mark of Khorne ................................................................................................................................... 49 Mark of Tzeentch ................................................................................................................................ 50 Mark of Nurgle .................................................................................................................................... 50 Mark of Slaanesh ................................................................................................................................. 51
MUTATIONS & GIFTS ............................................................................................................................... 52 MUTATIONS ........................................................................................................................................ 52 ARMS/ARMOR ..................................................................................................................................... 53 SERVANTS/MOUNTS ........................................................................................................................... 55 GIFT OF WILL ....................................................................................................................................... 56 DAEMON TITLE/DAEMONHOOD ......................................................................................................... 56 LORES OF MAGIC ......................................................................................................................................... 56 Spell Sections .......................................................................................................................................... 57 WINDS OF MAGIC/’COLOR’ MAGICS........................................................................................................... MAGICS........................................................................................................... 58 LORE OF FIRE ........................................................................................................................................... 59 Minor Spells ........................................................................................................................................ 60 Battlefield Spells.................................................................................................................................. 62 LORE OF BEASTS ...................................................................................................................................... 66 Minor Spells ........................................................................................................................................ 66 Battlefield Spells.................................................................................................................................. 68 LORE OF THE WILD .................................................................................................................................. 70 Battlefield Magic ................................................................................................................................. 72 LORE OF METAL ...................................................................................................................................... 74 Minor Spells ........................................................................................................................................ 74 Battlefield Spells.................................................................................................................................. 77 LORE OF SHADOW .................................................................................................................................. 78 Minor Spells ........................................................................................................................................ 79 Battlefield Spells.................................................................................................................................. 83 LORE OF DEATH ....................................................................................................................................... 85 Minor Spells ........................................................................................................................................ 86 Battlefield Spells.................................................................................................................................. 88 DIVINE MAGIC ............................................................................................................................................. 90 LORE OF HASHTUT .................................................................................................................................. 90 LORE OF NURGLE .................................................................................................................................... 92 Minor Spells: ....................................................................................................................................... 94 Army Spells .......................................................................................................................................... 95 LORE OF SLAANESH ................................................................................................................................. 97
Minor Spells: ..................................................................................................................................... 100 Army Spells ........................................................................................................................................ 101 LORE OF TZEENTCH ............................................................................................................................... 105 Minor Spells ...................................................................................................................................... 106 Army Spells ........................................................................................................................................ 107 LORE OF THE UNDEATH ........................................................................................................................ 110 Battlefield Spells................................................................................................................................ 111 END TIMES MAGIC .................................................................................................................................... 114 PRESENCE .............................................................................................................................................. 116 EQUILLIBRIUM ....................................................................................................................................... 119 DOMINANCE ......................................................................................................................................... 121 Daemonic Summoning .............................................................................................................................. 124
“Moving between realities was a sickening shock. Physically. Mentally. Emotionally. As the creature glided through through the state immaterial – the the very rawness of Chaos – Archaon Archaon felt a wave of indescribable intensity come over him. It was as though he had hit a wall of pain, of pleasure, of possibility – but but had passed through it. He fought for control of his body and soul. His mind cried out both for relief and for more. He felt lost and as if he did not know himself, yet had never known himself or his place in the world better. Tears began to roll down his cheeks.
He struggled to control his bowels and choked back the necessity of vomiting in his helmet. Experiencing the crude power of ruin – uncrafted uncrafted and without purpose – was was a dreadful feeling that both excited and appalled his every sense and shattered the very core of his being. It felt like he had died. If Dorghar had intended such an overwhelming experience to unsettle and ultimately unsaddle its rider, the dread beast was disappointed. Bathing the Chaos warlord in the searing certainty of the unknown had not broken him. Archaon did not clutch his helm in immaterial agony. He did not slip from the monster’s back in a warped daze. He did not scream his sanity away. With his good eye, Archaon saw things that were not meant to be seen in the howling blaze of the polar gateway. Far below – if if such a thing still existed for Archaon and the steed – predacious predacious daemons, entities of the beyond and monstrous personifications, hungered for the fragility of his soul. They were a horror removed. Ever warping. Ever waiting. Ever wanting. Archaon understood how such sights could drive a man to madness and shatter his reason. Archaon, however, however, was more more than a man. man. He saw the impossibility impossibility of worlds worlds connected connected like no one else. else. He could not only see what fear-feasting daemons and the Ruinous Powers of the otherworldly realm wanted him to see; with the darksight of his ruined eye he saw light where there was shadow. Perversities twisted themselves into a contorted sense. sense. The burning certainty of his gaze lit the way to truths that commonplace dread refused to acknowledge. With the Eye of Sheerian he saw even more. The sorcerous gem burned bright in his helm, granting the Chaos warlord warlord sights of dread wonder. wonder. The The Eye revealed revealed the daemons and their abyssal masters to be living corruptions. Realizations Realizations of the mortal condition. Self- determining entities, spawned and living out their unnatural existence in a stormy maelstrom of dark vision and emotion. They were the architecture of purest intention, draped in an otherworldy flesh formed of hope, of fear and of the unbearable, myriad states inbetween.” – Archaon: Archaon: Lord Lord of Chaos Chaos
It is fitting to start the Chaos profile with the deities they worship, the gods. These five figures, though four of primary importance, have existed almost since time immemorial, waging war against each other in a never-ending never-ending “Great Game”. Such is their power that they are stuck in an endless cycle of conflict,
for even if three allied against the fourth they would not be able to destroy the last. Any of the four attempting to assault the stronghold of the ot her realms would find the innermost sanctum unassailable, with labyrinths, terrible plagues and seductions of all manners serving to completely whittle down the enemy force. Khorne's solution is simple; when enemy daemons daemons reach his Citadel he simply gets up off his throne and battles, being far too skilled to ever be beaten in a contest of martial might. To that end they are united, however loosely , in the goal of corr upting the lands of mortals for it is both a source of souls and champions with which to bolster their performance in the Great Game, and the wellspring from which the emotions they are formed of first first coalesce. For example those taken by Nurgle's plagues further his power in the Realm of Chaos, while great bloodletting feeds Khorne. Great territorial gains in the Realm of Chaos follow gains in the physical plane. However the Chaos Gods themselves ar e so bound to the Aether plane that they cannot manifest in the mortal realm at all (with an exception to be discussed discussed later). To carry out their wars, both in the Realm
of Dreams and Real Space, the gods create daemons. Each Daemon is a splinter of his divine master , a distorted reflection of mortal yearning, a shard of emotion and dark desire given form and license to
destroy. They are raw rage, manipulation, despair or lust lust made manifest. They are the god’s children and daemons see their very existence as a need to fulfill their creator’s wishes. Daemons often utilize a system of odd names and titles when dealing with mortals. This is because to Daemons, names are power and thus a daemon will never willingly give up its own true name, for that would give the mortal a degree of control over it. Being spiteful beats daemons might be convinced to give up names of other daemons, if it knows any.
"What are we? Your scholars claim we exist only to tempt you, yet in a very real way we are you! We are your own fears, your own desires, your own own ambition and rages given form (if not flesh). How can you fight us? Only by fighting your own humanity and why would you want that? You would be fighting against life itself! For what is Chaos but life? " -Pg 20, Old War Bestiary
“" Daemons can only enter the mortal world if sustained by magic. While magic flows, a Daemon is nigh unstoppable... Thus are battles within the Realm of Chaos, where magic suffuses every particle of dust and air, ceaseless and interminable -- if indeed they can be determined at all. Yet when the Daemons spill over into the mortal plane, their power power waxes and and wanes with the Winds of of Magic, making making them highly highly unpredictable unpredictable foes. A daemonic host can vanish on the cusp of victory, cast back into the Realm of Chaos as its sustaining magic fades. Conversely, a Daemon army can be whittled away to almost nothing, only to come back stronger and fiercer than ever when the Winds of Magic howl. "- From Daemon 8e Codex
As tiny fragments of their master Daemons D aemons are less tied to the Warp, W arp, and thus are able to exist on the
material plane for a tim e. A Daemon's corporal form is fueled by both the Winds of Magic (which are invisible currents of magical energy that flow across the Warhammer world) and its ability to spread
the attributes of their kind. In the case of the former a Daemonic Host will struggle greatly to sustain themselves if the Winds are a gentle of breeze , or conversely receive regeneration buffs if the Winds are blowing at a Tempest. In some instances Winds of Magic have suddenly ceased mid-battle and allowed a mortal army a quick victory . Greater Daemons can serve as ‘anchors’ on reality that allow other daemons to exist freely while they exist, such is their dread presence, however even they can fade or diminish with the winds. Daemonic durability varies widely depending on the winds. For example in o ne battle where the winds were blowing fierce and Nurgle was the dominant dominant god (more on that that later) Plaguebearers, the most durable type of the basic daemons, required 5 halberdiers per 1 of their kind or grapeshot to reliably destroy and many could even heal from cannon (round) shot. Likewise daemons when the winds are low can fall as easily e asily as any mortal. Assuming average winds, neither high nor low, the daemon is still more durable than mortals and is
going to require 2-3x more ammo a mmo and much more hacking to destroy. Furthermore Daemons can boost their own durability by spreading their attributes among mortals- for example Plaguebeaers that spread plague and Bloodletters that shed blood can boost their individual individual hold on reality.All daemons without exception do not require food, air, rest or mortal substance to exist and according to old lore are mostly unaffected by (non)magical poisons. In the End Times (or the portion of the campaign c ampaign where magic has now saturated the campaign area enough) daemons lose their inherent o n the mortal plane for great periods of instability, now able to exist freely on
time. Though their durability is still bound separately to the winds they will usually not disappear entirely when the winds are low, only become easier to kill. However even in those conditions daemons
cannot exist forever and will disappear eventually . Figure 1 Stranger things than daemons live in the Warp
Like the gods they serve, daemons are magical creatures that cannot be
permanently killed except in the most extraordinary circumstances*. Instead when a mortal destroys their physical form they kill their connection to the physical realm, forcing them back to the Realms of Chaos. There they must wait many years before they can manifest again in the mortal realm (Greater
Daemons, the most powerful of Daemonkind, have to wait a hundred),being mocked endlessly by their fellow daemons, thus counting counting in a sense as a mortal victory, albeit a temporary one. There are ways for a daemon to come back sooner
however this requires exhaustive ritual and many components on the part of the daemon’s mortal followers. * The only known way to destroy them so completely is to destroy both their physical form and block their connection to the Realm of Chaos so their soul dissipates into nothing. Exceptionally powerful magical weapons, weapons, a daemon consuming another or the like are generally required.
As extradimensional beings, daemons have a unique way of viewing the world. They can
actually “see” and detect the emotions of almost all mortals (save possibly the most mentally strong), and the degree of it. For example they can “see”, even “taste” fear and would be able to tell whether it’s faint or
near the point of utter horror (these senses in quotations are the closest human analogies to what daemons actually feel, but they are not quite accurate; daemons claim their real senses are supposedly beyond mortal comprehension). In addition they have a unique perception of time, with some daemons being able to
tell a mortal’s past and possible future history , or even view a line all the way back for hundreds of generations.
In the novel Hour of t he Daemon, the lead protagonist has a daemon subtly pour more and more of its essence inside him, cumulating in total possession. During this time he is able to see the world as that Daemon sees it, to see the various shades of corruption and the perception of the Daemon itself. Archaon, when he received a mutation in the form of a Warpstone eye that allowed him to see the world as a daemon does, could actively see the emotions of his enemies. What follows are many examples of daemon senses. “Nor were the people unaffected by this sudden change. Boys transformed into imps, their eyes alight with mischief, their mouths revealing needle-sharp teeth, their hands becoming elongated claws whose barbed tips dripped with fresh blood. Merchants grew ratlike, their features extending, and their eyes growing small and shifty, their fine coats turning into thin, oily fur. The labourers grew more oafish, their features slackening and growing coarse, thick hair sprouting from every patch of skin, their eyes glazing red. It was a scene from a nightmare, and Alaric started as it washed over him. Only he and Dietz seemed unchanged, and his friend was still glancing around without apparent concern. I am imagining this, Alaric thought; the after-effects of that fever, and of obsessing over the mask and those bloody marks for so many days already. My mind is playing tricks upon me, that is all. But somehow he could not quite believe that. What he was seeing was too real. He could hear the whickers andgrunts from the labourers, the hissing and chittering of the merchants, the cackles of the boys, the hiss and pop of the flames. flames. He could feel feel an oily residue residue upon his skin skin from the air, and the hard hard sharp edges edges of the stones beneath his feet. The air that filled his lungs was smoky and oily, and tinged with the coppery smell of blood and the too-sweet smell of decay. This was real. Dietz couldn't see it, but it was real, and he was in it. (…) The other interesting thing Alaric noticed was that these elves were exactly as they seemed. The woods around them possessed a strange layer of shadowy images, not quite like the terrible apparitions he had been seeing of late, but as if there were more here than normally appeared. When he looked at the elves, even when he let his mind slip into the half-trance state that he had discovered brought forth the visions more clearly, he saw only them, without distortion. If he was seeing Chaos, overlaid upon the world, the elves were not touched by it in any way. They were wholly their own creatures, and beholden to none. (….) Alaric had a brief flash, similar to the visions that had been plaguing him of late, but with one significant difference. The land around him was suddenly awash with strangeness: severed limbs and shattered skulls, and puddles of what what might be blood or other other bodily fluids adorning adorning the ground; a strange strange film, coating coating the rocks and dirt, like filth solidified or grease left to cool; clouds roiling overhead, forming lurid images before breaking apart. The mercenaries Alaric saw scattered around the camp became larger and more brutish, revealing their inner lust for violence. Lankdorf had tendrils of mist curling around him, as did Dietz. Alaric suspected they were vestiges of their previous encounters with Chaos, showing that they had been marked, not by choice, but by proximity. Kleiber and Wilcreitz were different. They had no Chaos taint to them, quite the opposite. Whereas the elves had looked no different to Alaric's strange vision, the two witch hunters glowed, a pure white light limning their
faces and figures. The light was bright, but not blinding, and Alaric found it strangely comforting, even though it made his head throb painfully. He also realized that Kleiber had been right about Wilcreitz; whatever personality flaws flaws the junior junior witch hunter hunter might have, have, his intentions intentions were pure, pure, and he did did indeed carry Sigmar's Sigmar's blessing. (…) Coarse black hair, tightly matted, covered his entire body, which had grown in girth if not in height, but Alaric could see that the fur actually contained thousands of tiny barbs that caught at the creature's flesh whenever it moved, causing rivulets of blood to constantly gush all over his body. The beastman's nose expanded to fill much of its face, and its eyes were small, and glowed with malevolence. Its body was outlined in a deep red that flickered and oozed around it, as if blood had spurted forth and then clung to it like a halo. Alaric knew that was the Chaos taint that infused and surrounded the creature, but the knowledge did nothing to make the scene less terrifying. Then he saw something else, a dark shape coiled within the massive beastman, a tendril of black and deepest red that writhed and twisted as he watched. It resembled a snake, though one formed from smoke and blood, and fire and darkness. In its elongated jaws, between its many fangs, it held a battered crown. Alaric somehow knew what he was seeing. This was the beastman... no, the beastlord's hatred and rage. Its leadership had been stripped away, and that gnawed at it.” it.” - Hour of the Daemon
“This would not be any mere taste. He stood at the edge of an abyss. The next step he took would be into darkness. Thunder crashed. “Tz’arkan!” he screamed at the bleeding sky, and his ve ins burned with the daemon’s icy touch. Power coursed coursed through him in an icy torrent, torrent, banishing banishing fear, weakness weakness and pain. The The strength strength of a god flowed through through him. Clenching Clenching his his fists, he he tore them them free of the iron iron spikes and and laughed like a madman madman as shattered bone and torn flesh re-knit. Reaching down, he pulled the lower spikes loose with his bare hands and fell to his knees upon the gore slick stones. Malus squeezed the spikes between his fingers as if they were half-melted wax, and threw them high into the air. He felt the the lightning coming before before it flared flared overhead. overhead. He heard the heartbeats heartbeats of the men slowly dying dying among the forest of iron poles. He could taste the scent of each and every living thing in the city, and see the peaks of the mountains to the north despite the roiling darkness overhead. It was like nothing he he had ever ever felt before. before. The daemon did not merely merely strengthen strengthen and heal heal him. He He was the daemon, and the daemon was him.” - Warpsword
“Looking with his daemonsight, Sutenvulf could sense the emotions that swirled across the bloodied glacier: the rage of the champions of Khar; the fear of the Imperial Knights as the daemon prince swept towards them; the loathing of the weakling Sigmarite priest who hid behind the armour-clad horsemen; the ferocious, instinctual blood-thirst of the beastmen who hacked and slashed at the halberdiers protecting protecting the Imperial clergyman.” Claws of Chaos
“As the horror followed the blade everywhere it went and the torso and legs of Grand Master Schroeder fell to one side, Kastner suddenly suddenly realized that his eye eye was firmly shut. He He was a raging bonfire, blinding blinding in the darkness he threw across the stinging purity of the temple sanctuary. Blotted out by the brightness of the cathedral walls and the holy ground upon which they charged, the knights of Sigmar caught the full
glare of Kastner’s burgeoning burgeoning malevolence and cast shadows of light light – some some blazing with the pious nobility of their hearts, some long and sallow with the doubt and dark secrets they hid deep within themselves. Kastner saw through their plate and the armor of their souls. He read them like heretical texts: their hopes, their needs, their flaws and their fears. He knew what they were going to do to him before they did and he killed them for it.” – Archaon: Archaon: Everchosen “Natassja waited in the throne room. The doors to the shaft beyond had been closed and the roar of the fires was subdued. She could could feel the power beneath her her feet growing, though. The time time was fast approaching. Both her body and mind were changing. Her awareness, already more acute than the limited senses of mortal women, had magnified a thousandfold. She could feel the heartbeat of every soul within the city, could feel the t he slow burn of their stunted emotions as they readied themselves for the coming assault. From the augmentation chambers in the pits of the Tower to the t he daemons circling above, they were all transparent to her. (…) Mortal weapons now had no purchase on her, her, death little meaning. The world world of the five senses, senses, so long her prison, was now fleshed out with a thousand shades of emotion. Her eyes were no longer bound by the trammels of matter but by the possibilities of a profound and piercing sentience. Where a mortal saw appearances, she saw realities, stretching away over a whole range rang e of future states towards an a n impossible horizon. Men appeared before her as burning souls wrapped in a frail gauze, ready to t o be plucked out and consumed as a lesser being might select sweetmeats from a tray.” (…) From down below, the one called Helborg still still stood defiant. He raised the blade she’d named, as if that little spike could hurt her now. Beside him, the worm who had once been her husband did likewise. There was a third man with them who mattered, a disciple of the boy-god. boy -god. She could see his soul hammering at the bonds of flesh that enclosed it. He was no stranger to the realm of Chaos, that one. He’d been into it once, and come back out again. Intriguing. That shouldn’t have been possible. possible. ‘The Staff of Command,’ she said, recognizing its name f rom rom the profile in the aethyr. It was ancient by the standards of the Empire, paltry by the standards of her master. It was capable of causing her some pain, but little more. ‘You are the Grand Theogonist Theogonist of the boyboy- god.’ god.’ She expected the man to rave at her then, to scream some screed about her being corrupted filth that would be driven from the face of o f the world by the righteous hosts of Sigmar. He didn’t. He stood his ground, and a grey, stinking cloud of dirty smog flared up at the end of his miserable staff. To him, no doubt, it was as beautiful as the rising sun.
‘We recognize each other, then,’ Volkmar replied. His voice came from far away. Natassja had to concentrate to hear it properly over the choir of psychic voices blaring at her. The world of the daemon was strange, far richer than that of a mortal, but confusing and hard to make sense of. It would take some time to get used to. ‘If you claim to know me, then you know that you will not be suffered to live.’ Natassja didn’t laugh at that brand of f olly. olly. The effrontery insulted her. She knew more about him than he could have guessed. Just by watching his soul writhe in its temporal bonds, she could feel his anguish. This one knew, deep down, the futility of what he did. He’d seen He’d seen the end of the world. world. He’d been shown been shown it. And still he failed to seize seize the truth in both hands. What the mortals mortals called faith she knew as as fear. An inability to see the full picture, a reluctance to receive what was out there to be given. There was nothing laudable in that. It was pathetic. Small-minded. Timorous. As he spoke, the images swirling swirling across her field field of vision began to make more more sense. She saw the origin origin of the materials that surrounded her, the age of the metals and the stories behind them. Such stories were imprinted into the matter of them, scored across the t he face of the world and stained in time. The iron in the shaft above her had come from a mine deep under the Worlds Edge Mountains. Even now, it screamed at the perversion around it. The world itself resisted her, knowing her for what she was. The world, however, was old and tired, and she was as young and vital as a flame. Everything had a story imprinted on it. That was the ultimate truth. There was nothing n othing in the cosmos but stories, some given form, some just fleeting shadows. The men before her were stories, unfolding through time, weaving in and out o ut of possibilities like carp amongst weeds. She gazed down at Helborg again. He’d had many choices. He could have killed Schwarzhelm. She saw that possibility twisting away into a distant future. If he had done, the Empire would have split, wracked by civil war for a generation of men until the hurt could be undone. Helborg had no idea of that. He’d been motivated by pity. So touchingly weak, so endearingly stupid. ‘Nothing you can do or know can harm me, priest,’ she said coolly, feeling the pangs of her birth still resonating throughout her pristine body. ‘Coming here only hastens your second death.’ ‘So thought Be’lakor,’ said Volkmar, his voice holding steady. Hi s staff was beginning to bleed its dark grey sludge profusely, profusely, polluting the symphony of colours before her and ruining the glorious harmonics of the Stone. ‘So thought many of your kind. You don’t know as much as you think you do. I have the power to harm you.’ harm you.’ This was getting tedious. Concentrating on the mortals for long enough to hear their words was frustrating. There were more more important, more uplifting things things to devote herself to. As a mortal mortal she’d only been able to experience sensation across four dimensions. Now there were twelve to wallow in, and wasting time in chatter was a poor way to begin her new life of wonder.
‘Then put it to the test, little man,’ said Natassja, looking directly at the shifting figures below her and preparing to use the powers powers that were curled tight within her. ‘Do your best to wound me. Then, when all is done, I shall introduce you to pain of such perfection that the gods themselves will weep to hear you scream.’
The following dawn the crimson sky was filled with rain, so that it seemed as the t he air itself cried blood. Each drop falling upon dragon scale and link of armour rang as if blade against blade. Every sliding droplet screeched like metal torn or throat slit. As the shower became a downpour, Aenarion and Indraugnir Indraugnir were were surrounded surrounded by the din of battle, battle, the arrhythmic arrhythmic clashing and wailing overlapping to form words bellowed so fiercely that Aenarion feared for his hearing. ‘Begone!’ he shouted. ‘Foolish mortal!’ the voice roared in return. ‘Think you to turn war against its makers? We will feed upon every blow you land, every drop of blood shed, every bone broken and every skull severed. In battle we were born and for battle we exist. The ringing of your sword shall be a clarion to us, and in hosts uncountable we will fight you. For each of us you fell, another shall be born, into war unending, battle without cease to the end of the world and the universe beyond.’
‘The dead do not feed,’ laughed Aenarion. ‘When you are slain you sh all all feast no more upon violence and rage. Cold shall be your deaths, for I will be heartless and pitiless, though my rage shall outmatch yours.’ ‘The beasts of war cannot be vanquished! Great may be your fury, yet the harder you fight, the stronger we shall become. There is not a blade forged by man or god that does not belong to us. Every life you take shall be a life dedicated to us and your victories will be as hollow as your defiance.’” - Aenarion Khorne, currently the most powerful god, is the god of war, hate, violence, rage and bloodlust . Every act of killing empowers him, with the mo st senseless violence feeding him the most. It is fitting, perhaps, that in his realm the Blood God sits upon a mighty throne of brass rooted atop a vast mountain of skulls. Khorne’s armor-clad armor-clad body is broad and muscular, his visage that of a fierce and snarling dog with ravaged lips. When the Blood God speaks, he does so in bellows of black rage, each gutt ural syllable igniting the air in tainted sparks. The Blood God is the only god who ever, if rarely, personally intervenes in the War among the Gods (fortunately he is too powerful to manifest on the mortal planes even at the height of the first Daemonic Incursion).
Khorne's foremost rival Chaos God is Slaanesh , the two gods' powers coming from two diametrically opposed concepts. Khorne demands self-sacrifice and bloodshed for its own sake, where as Slaanesh embodies self-indulgence, and bloodshed is merely one of a multitude of ways of exploring new experiences. However, it must be noted that Khorne's followers do not act in order to cause pain because pain, as a counterpart of o f pleasure, is the domain of Slaanesh. Instead, while the followers of Khorne may express Khorne's rage, they wish only to kill so that the blood and skulls of their victims strengthen Khorne. The fact that the suffering and excess of this conflict also strengthens Slaanesh causes conflict between the two. Among Daemons Khorne’s most stereotypically resemble the Daemons we imagine today. They often have cloven hooves, are blood red, have terrible bloodlust and driven to slaughter any that they can find. Eight is the sacred number of Khorne and his troops are often formed into multiples of eight.
His mortal warriors are the greatest of all Warriors of Chaos when it comes to fighting
and iron determination. Indeed they are so renowned for their fighting and
bloodlust that other allies are fearful of them, for the t he followers of Khorne are renowned for killing other followers of Chaos and even each other if nothing else is available. If these Chaos Warriors believe Khorne has a specific purpose for them they can constrain themselves just long enough to meet the enemy- though even this is difficult. There on the battlefield they turn into a roaring, unmanageable mass of flesh and steel, hitting enemy lines like t he fist of Khorne. However, as Khorne
hates sorcery, he will never have any sorcerers in his army.
"The Blood God is often the most terrifying threat to those who have faced Chaos in Norsica or the Chaos Wastes beyond. The Drinker of Souls, after all, makes his followers powerful and fearless in battle. Yet those favored by Great Decay are perhaps more dangerous to the common folk of the Empire, for the diseases of Chaos cannot be fought by strength of arms alone. The Despoiler, also, is greatly underestimated; those in power who dismiss its seductive cults are but one step closer from being absorbed by them, and giving much of the strength of the Empire to the Dark Powers. None of these three is truly the most deadly threat to us though. That is the Changer of Ways. He has not the destructive power of the gore drenched dog, nor the devastating plagues of the rotted one, nor the insidious temptations temptations of the harlot's lord but he has a willingness to wait that belies his chaotic nature. Fight the machinations of the others however you can, but watch always for the hand of Tzeentch, for he has been waiting since time immemorial for us to make one mistake, and the moment we do, we are lost forever. "
--Old World Bestiary, pg 10-11 “You are not fate,’ he roared, though whether they were his words or Ulric’s, he didn’t know. ‘You are its slave, as are we all.’ Frost swirled about his clenched fingers. ‘You ar e but the merest shard of a mad, broken dream. A cackling, senile shadow which schemes against itself because it is too myopic to recognize the wider cosmos.’ cosmos.’ -Gregor Martak, Lord of the End Times
Tzeentch, the Changer of Ways, is the Chaos god of sorcery, change, and manipulation. Tzeentch is closely associated with sorcery and magic, as we ll as dynamic mutation, and grand, convoluted scheming. The domains of history, destiny, intrigue and plots are his chief intere sts, and in pursuit of these aspects he listens to the t he dreams and hopes of all and watches t heir plans take form. He is not content to merely observe, however, and chooses to interfere in the ske ins of fate in order to fulfill his own, unknowably complex schemes. Tzeentch is known by an endless multitude of names, but the chief titles he bears are the Changer of the Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate. Tzeentch embodied magic, ambition, knowledge, and hope. His great mortal enemy is Nurgle, for the lord of decay embodies the resistance to death and hopelessness, while Tzeentch is hope and change. The two daemons are somewhat opposite on the field with Nurgle loving close quarters plague troops while Tzeentch’s Tzeentch’s are ranged sorcerers using
cunning rather than large charges o f diseased troops. Though the followers of Tzeentch are the least
numerous of the chaos gods they are by far the most ambitious. Among the chaos cultists they are usually
scholars, visionaries, revolutionaries, sorcerers or great schemers who plot monumental change among the world. An example appears in Taint of Evil, where ambitious rulers seeking to create a new city (‘Sigmarghest’) for a new world were eventually
manipulated to changing for change’s sake rather than progress. Other times they
are the desperate, the sly or the slighted; however these are only his willing followers. Of all the gods Tzeentch is
most likely to have “pawns”“pawns”- knowing or unknowing- to do his work through subtle action. Sometimes these pawns are those who directly try to work against them but end up as part of the sc hemer god’s ineffable plans. Among the Warriors themselves Chaos are likewise the least numerous but the most magically spectacular. Their wizards are some of the greatest on the t he planet and the force is sometimes described as mutating before their opponent’s very eye s!
Tzeentchi daemons are, rather fittingly, divided up sort of like a chess game. The basic units, the Horrors, are considered pawns to t hose above them (Heralds) who in turn are considered bishops to those above them and so on. The ones at the top, the Lords of Change, are incredibly deceitful and
cunning creatures with schemes spanning millennia. 'Existence is like a stream in motion,' the figure standing behind Malador said in a voice that was as soft as thunder and as harsh as silk. 'It ripples and twists and bubbles and babbles. It is everything and it is nothing. Within that stream, there are hunters and there is prey. Can any mind ever truly know which role it is called upon to play in any given moment? Only foolish mortals are so certain that they know their place in the confusion that is everything and nothing.' The voice was at once both amused and perplexed by what what it considered considered the paradox paradox of ignorance. ignorance. 'It is the foolish who think they understand. understand. It is the wise who know that they never will.' Malador turned toward the source of the terrible voice, the voice that was at once sweet and bestial. The shape was no longer so very much like Belithi now, for it had swelled to something of mammoth size, its face had twisted into a sharp beak of bone. Thousands of eyes had opened all about its form, of every shape and colour, as were the feathers that covered its wings. The entire shape seemed to glow with an every changing inner illumination. illumination. 'There is only one constant, even within Chaos,' the monster declared. It extended its hand, stabbing its finger at Malador. The elf did not have time to scream as his bones twisted, as his flesh swelled. New limbs grew and collapsed, extra mouths opened and screamed before bursting apart as they transformed into wet gleaming organs. The elf's body was gripped by a fit of uncontrolled metamorphosis metamorphosis and transformation, ripping ripping itself apart even as it shifted between an idiot legion of forms and shapes. 'The only constant,' the daemon laughed as its body faded into the wind, 'is Change.' – Wind Wind of Change
“The Lord of All enjoys the songs, the chanting of children at play, holding hands and dancing dancing around. They sing of flowers, of his plagues that sweep through the land and the ashes of bodies burned. They celebrate this life of death, for he is both the cause of their suffering and he who would save them from it. He defines the times with the pain and fear he brings into mortal lives. Though they would not know it, they sing and dance to the tune of the Great Pestilence’s calling. He takes so many souls in this way. Like the harvest, they are weighed and measured. They are his tithe. His rew ard ard for the architecture of agony that is his contribution to their mortal failing.” - Archaon : Everchosen
Nurgle, the Plague Lord, is the Chaos god of disease, despair, decay, and Death. He also feeds off of emotions that leads to despair, such as horror, revulsion, denial, desperation, etc. His titles include the Fly Lord, Great Corruptor, Master of Pestilence, Lord of Decay and represents morbidity, morbidity, despair, disease and physical corruption. He is described as a huge, fat, plox infected, creature with antlers and a grotesque body. He is considered the most "friendly" of the chaos gods, for he is the only god to ‘care’ about those who follow and worship him. His personality is considered Joyful, kind, and happy, in demeanor.
His main enemy is Tzeentch, the Lord of Change, because the Changer of Way's rapid change and hope is the antithesis of slow decay and despair. Nurgle’s daemons are usually very
bloated and disease infested, speculated by some to be intentionally designed this way to provoke revulsion, fear and disgust upon sight. With some exceptions they are also surprisingly friendly and naturally eager to spread diseases .
They also have some interesting personality traits for each variant, like how Beasts of Nurgle are friendly to a fault, Plaguebeaerers tally up every disease in existence, and Great Unclean Ones view themselves as benevolent leaders and their followers as c hildren. Nurgle’s mortal followers are, like the daemons, disease infested and bloated. Though the slowest of
the Chaos forces, they are the most durable and are almost immune to pain and discomfort. Their hordes can usually be smelt before seen, and March alongside uncounted terrible fat-bodied plague
flies. Though the basic footsoliders are usually grim, the champions of Nurgle are remarkably ebullient, cheerfully spreading “gifts” to any and all of the non-afflicted. non-afflicted. Indeed they will actively seek out any disease they can find to infest themselves with it.
Nurgle is the god of despair who loves to inflict hopelessness among mortals. The despair of one getting older and realizing they no longer have the vibrancy of youth, the angst of one who has an incurable disease or is dealing with the slow prospect of death. Thus unlike the other gods , who mostly rely on
worshippers coming to them , Nurgle actively tries to bring worshippers to him with his diseases . Eventually the most desperate beg him for relief, which Nurgle usually provides…, provides…, in in a fashion. While he would never cure them of diseases, he does ensure they are free from pain, and sometimes stronger.
Eventually they will even come to love l ove the state they are in. Under these circumstances the inflicted come to realize that their only purpose in life is to decay, a revelation that they then joyfully try to spread unto others.
It is often assumed in Warhammer War hammer that the sick and plagued are either touched by Nurgle or are his servants. This is false. Though physical and mental decay may ravage their bodies and their spirits may be battered by the or deal, the sick are not corrupted corr upted by Nurgle. They may be depressed and saddened by their predicament but in order to truly give in to Nurgle they must give into Despair. This is defined, in Liber Chaotica, as ‘the complete and total abandonment of hope, the rejection of the fairs of the
world outside of one’s miserable state, and the bizarre determination to hold on to one’s abject bitterness, regardless of circumstance ”. It is a willful act in which the afflicted individual deliberately and willfully forgoes any possibility of salvation, change or hope. It is a personal choice that falls in Item 4 of the corruption sheet. As discussed above in the Plague section, diseases are Nurgle’s primary mechanism inflict such crippling despair.
“Take care, lest your protests grow tiresome. I have asked for so little! Anyone would think that I have asked you to sacrifice yourselves and your sons! And yet, in Slaanesh's boundless and pleasing mercy, I have asked only for your daughters. Surely you would not deny me my small enjoyments?” “ Then Then a cloud passed over the face of the sun, and the Prince spoke again, His voice both syrup and poison: “You will will take Pleasure Pleasure in all that is, though your bodies will will break and your your souls be forfeit forfeit . You will do this, and do this gladly. For I am Slaanesh, most jealous of gods, most demanding of lovers, and My Thirst for you shall never be sated.“ – sated.“ – Liber Liber Chaotica
Slaanesh, the Dark Prince, is the Chaos God(ess?) of Pleasure, Passion, and Decadence . Lust, pride and self-indulgence are the hallmarks of all who follow him. Slaanesh can assume any fo rm; male, female, hermaphrodite or asexual; when looked upon by a mortal Slaanesh takes the form of the sex of their desire. Slaanesh is the core rival of Khorne who he considers his opposite. Slaanesh is the em bodiment of all that mortal’s long for. Six is the sacred number of Slaanesh and his units are organized into multiples of six. Slaanesh is the Lord of Pleasure, the Dark God dedicated to the pursuit of earthly gratification and the overthrow of all decent behavior, as we ll as hedonism and pleasure for its own sake. He is the God of Obsession, the Master of Excess in All Things, from gluttony to lust to megalomania. Wherever mortals
are ruled by their own unquenchable desires, the Dark Prince of Chaos is t here in the shadows, whispering, tempting, and feasting on a banquet of souls . But this is true in all things, not just carnal pleasures. Those who desire to indulge in the finest culinary delights, the most beautiful artworks, even the most sensual clothing, could all be amongst Slaanesh’s disciples. Just as importantly, Slaanesh is also the god of pe rfection. The singer striving for the most beautiful song or the warrior who se eks the perfect fighting techniques, both could be devotees of Slaanesh.It is for these reasons that Slaanesh gains power somewhat from what his compatriots do . While this is not quite as much a gain as the t he other Chaos Gods, it is enough e nough to cause apprehension among his brothers who fear that even though Slaanesh is the weakest god now that he might m ight surpass them all one day. In the North these warriors who t urn to him often seek power, women or fame. Gradually as they dive deeper they are more and more consumed by pride, arrogance and excess of all sorts even as they
attract more and more followers through otherworldly otherworldly charisma and majesty . As they get more jaded they lose any care they ever had for their followers except as a means to hear praise (for these champion’s ego is incredibly in credibly inflated) or as a means to carry out their most depraved act. Ironically the more uncaring the Slaaneshi champion becomes, the gre ater his aura drives followers to gre ater feats of loyalty and sacrifice.
Warriors of Slaanesh are known for their incredible grace
and marvelous attire. Each warrior has numerous sigils and tattoos, have polished and often colored armor, and are draped in delicate silk. . In order to induce the most sensation, these are held together by terrible iron hooks that dig into the flesh to cause agony. Their combat skill is
second only to those followers of Khorne, and their enjoyment in battle stand above all other Chaos followers. The Followers of Slaanesh can be truly said to live in the moment or, at least, t hat is what they would say. Others would call them extremely whimsical and fickle. To them the tedious business of discipline, of maintenance, and essentially any task that results in fearful boredom is beneath them. They are creatures o f passion who want to feel and experience all and cannot be entrapped by monotonous routine. However as creatures of passion, they might experience great bursts of creative energy, seeking perfection in a chosen art for a period that briefly surpasses even those veterans of the art. It is because of this that the armor they take to the battlefield is usually exceptionally
well made, clean, and beautiful (if menacing) to look at. Even then however after growing bored of battle the mortal followers of Slaanesh will often discard their beautiful weaponry and armor to pursue other, more indulgent pursuits, leaving them to r ust. Slaanesh’s daemons are usually extremely varied in shape and based on t he whims of what Slaanesh was dreaming of at the time. However as a common feature all are lithe and quick, possessing a superhuman agility that few humans can match. They are torturers who take great pleasure in killing the enemy in excessively gruesome or terrible ways. If the opportunity presents itself they may take a mortal captive and torture him for years.
A minor god compared to the other four, Hashut’s aspect is associated with tyranny, greed, fire and
hatred. Hashut is the god worshipped exclusively by the Chaos Dwarves. Long ago during the Great Cataclysm when Chaos first burst onto this world, the Chaos Dwarves were nearly utterly destroyed. Only through a pact with Hashut were they able to survive. In the civil war that followed (for not all welcomed this betrayal of the ancestor gods) Hashut gifted his Dwarves the ability to use magic and
terrible devices, and as a result the civil war was won for his side. In return for their pact, the Dawi Zhar
(seemingly his only servants) sacrifices thousands horribly each day. The Growth of the Four Main Gods and the Horned Rat can be c onsidered to akin as a wild fire- big unchecked growths with the tendency to quickly diminish. diminish. Meanwhile Hashut’s growth is is slow and
steady but persistent , the rumble of incoming industry on the move. He has no daemons, no ascended servants as princelings nor hope for life ever after ; for on death Hashut consumes his Chaos Dwarf servants assuredly as everything else, reminiscent of the soul-crushing drive to industry that he represents.
The origin of the Beastman lies in that pivotal moment when Chaos first entered the wor ld from the great stargates of the Old Ones. It did not do so subtly but rat her with the largest of the proverbial bangs. The Old Ones were destroyed and virtually every race on the planet was simultaneously assaulted by daemons and other dark things. While Lizardmen, High Elves and Dwarves battled the horde of otherworldly predators the widely common and diverse race of man was left to its own devices. These were terrifying times for man, for this was well before even the ancient empires of Khmeri and Cathay had come into being. With no such institution, with no protection from the fully occupied elder races, mankind had no hope of stopping stopping Chaos’s dark intentions. It occurred in the forests throughout the globe as raw chaos permeated everywhere. The malign magics of Chaos warped these inhabitants of these forests, as well as animal and plant life, with each iteration.
Weird calls echoed throughout the wilds and ter rible, unspeakable processes were enacted in the depths of the jungle. The primitives of the regions, all of them, and beasts were somehow mated, the process of thousands of years of evolution somehow rapidly occurring over a process of years. And in that Time of Darkness man became beast, and beast became man. From this point, even though Beastmen are clearly almost everywhere, only the history of the Be astman in the Old World is well known. For m any millennia the Beastmen of the area o f what would be called the Empire ruled virtually unimpeded, with only the occasional tussle with High Elves/Dwarves, races that kept primarily to the mountains or coasts . Man lived in fear of what dwelled in the forest- until a legend with a golden hammer appeared; the Warrior-God Sigmar. He unified the disparate man tr ibes, drove back the Beastman, and created cr eated an Empire that held dominion over the forest. Ever since then the Beastmen have dreamed of revenge and every Beastman, from the highest braylord to the lowest ungor, longs for a return to the days when Beastmen ruled the forest without inhibition. This hatred has
only grown since mankind's civilizations have advanced and his achievements grew.
For the most part the influence of the Beastman has been w idespread but under localized leadership, for much of the Old World is in their forested domain. However rarely a Beastlord of particularly powerful influence manages to unite vast groups of these fractious tribes. The largest of them, Gorthor, once devastated two provinces and destroyed both Orcish and Imperial armies. Though ultimately defeated by returning crusader knights Gorthor once again reminded humanity of their ancestral fear of the forests. Even though their single greatest achievement is the near conquest of two provinces out of twelve, it should be noted that Beastmen are Chaos's
frontline troopers, who are never far from the action. They are one of the few who are both born of chaos and free from its constants at the same time, meaning their spread is not dictated by any whimsical Winds of Magic. T hus they can fight where daemons cannot, chase and murder those who are beyond the reaches of the Northern Wastes. They play an important role i n draining the manpower and resources of mortals.
The biology of the Beastman depends greatly on the varied subtypes and locations. For example in the Kingdoms of Ind they are said to be a mixture of tiger and man or six armed monkey beastmen, in Southlands man and ape (not including an actual civilization of sentient apes down there) and in Naggrond man and lizard. Physical traits are corresponding to their based animals, with tigers have claws, Spider-beastmen having fangs and webs, crab-men also possessing claws etc. Beastman Beastm an personality is said to have ‘ slight’
personality deviances based on the animal they originate from, with snake Beastmen said to be clever, foxes sly, badgers stubborn, horse-faced Beastmen whiny etc .(from Warhammer Fantasy Roleplay). The “purest” strain of strain of Beastmen, shown in lands without men in them (South Pole) seems to be half-Beast, half-Daemon. However the main focus here is on the Old World variant which, even though potential for great variation exists, can generally be defined as having hooved feet (leading to their nickname "The Cloven Ones") , bovine heads with a set of horns, and the body of an exceptionally hairy and and strong man. As a rule all variants of beastman tougher and hardier then their human descendants. According to some sources, many Beastmen also have night vision and superior to human senses.
“Just past him, an arched doorway broke the wall, and by craning his neck Dietz could see several tall, husky figures prowling down the hall beyond. He had seen beastmen before, of course — —mostly m ostly when their bodies had been dragged back to Middenheim by bounty hunters and bored guardsmen. He’d even fought a few since enlisting in that madman Alaric’s service. When he thought of beastmen he pictured those creatures: animals that walked upright, bestial men with strangely distorted features and scraps of leather and cloth for makeshift clothes. Some had crude armour they’d clearly ripped from their victims and pieced back together. Weapons were the same way, crude or stolen and poorly tended. Not these, however. The creatures stalking past were built like men, except for their long lashing tails, but moved with the grace of cats, as well they should. Their bodies were covered in striped orange and black fur, their heads those of tigers, but with more intelligent eyes, their hands tipped with claws, but able to grasp weapons weapons easily. These beastmen beastmen were nothing like like he’d imagined. imagined. Their Their armour armour was clearly clearly handmade, little more than tooled leather straps holding flat discs of metal and stone in strategic locations, but handsome and effective. Their weapons were hatchets and short swords, and spears with blades of glittering black black stone and hafts of gleaming wood, wood, far finer than Dietz had imagined beastmen beastmen capable capable of creating.” – Day Day of the Daemon, Tiger Beastmen of Ind
“In the light of the lava, the denizens of this desperate land were revealed to Archaon. Even in the blackness of the storm, Archaon could make out shapes in the darkness. The movement of beings. Hundreds of them. Thousands. He was in an undiscovered realm, swarming with savages. The darklight of his own doom didn’t extend very far in such a place, however. In the radiance of the crawling rivers of magma, however, Archaon saw that the bleak realm was overrun with monsters. In the depths of the darkness, in the shrieking swirl and the infernal cold, Archaon saw saw beastmen without number. number. These These were not not the weakling weakling corruptions corruptions of man man and beast he had encountered in the forests of the Empire, nor the savage tribes of animal fury he had yoked to his warmongering in the Shadowlands. These were daemonbreeds. Diabolical fusions of fiend, beast and god knows what else. These shaggy beasts were sculptures in midnight muscle, cloven of hoof and crowned with extravagant tangles of daemon horn. In the ember twilight, their gore-smeared snouts and bestial fang-faces were contorted with the base desires that ruled their monstrous kingdom. On those faces Archaon found his Dark Gods – rage and the barbaric tribal ambitions it served; the hang-dog suffering of such a wretched existence and the animal indulgences that served to alleviate the afflictions of both mind and the flesh. The ruinous drives of all living things were to be found in the swarming hordes of beasts that plagued the storm-scathed wi lderness.” wi lderness.” - Archaon Everchosen, Daemonbreeds
In culture the Beastman is primitive and adversarial . They gather in tribal groupings g roupings called ‘warherds’ that, at times of war, extend into larger brayherds. At the top of the tribal hierarchy is the beastlord with his bray-shaman advisor. Then come the bestigors, followed by the gors, followed by Chaos warhounds, then finally followed by the Ungors/mutants that exist on the tribal peripheral. As one can imagine for such a brutal race, life is terrible on the bottom. This is a heavily Darwinist society and Beastmen naturally look for every advantage- save those that offend the gods (usually) - to enhance their position. Beastman culture is arguably dominated by two aspects; worship/fear of the gods and hatred of
civilization. As creatures of chaos Beastmen have closeness to the gods that none but the most corrupted of men would possess, for they we re literally born of it. Mutations among the brayherd shows that chaos's influence is still common even in this day and age, too. As Chaos is inherently against order, peace and sanctity it is common for Beastmen to deliberately seek out any and all that might
represent such elements to defile and destroy.
“A hundred grovelled before him now, horns lowered in supplicat ion ion and tails curling up between their goat legs. Behind them beasts of a purer form waited. These had none of the cursed taint of humanity about them. They were four-legged and thick-snouted. Vicious horns curled extravagantly from the thick bones of their skulls, and they bore tusks even bigger than those carried by the sweet-fleshed but vicious-natured boars which also inhabited the forest. What was striking about the creatures was not their wholesome animal appearance. It was the contraptions into which they had been harnessed. There was something about them which filled Gulkroth with an instinctive, unreasoning rage. A growl rose unbidden unbidden within the depths of his throat as he studied studied them, and the creatures creatures which which groveled before before him pressed themselves even lower down into the dirt dirt of the forest forest floor. Their lord calmed himself, although his feeling of disgust remained. It pained him to see the wild wood of the forest sawn and sectioned into ordered construction. It pained him even more to see the wheels. Of all of man’s devices this was one of the most repellent in its precision and symmetry. And yet they are useful, useful, Gulkroth Gulkroth thought, forcing forcing himself to reason with the same vicious vicious persistence with with which a man will will flog an exhausted exhausted horse. horse. If only such noble noble beasts were not beholden to them. He prowled over to where one of the quadrupeds stood between the traces of its chariot. It had a vicious glint to its eye and the long, chipped horns of an animal that has killed often and well. Although it weighed weighed per haps haps half a ton it whimpered in terror at Gulkroth’s approach.
The lord looked at it, and in that moment the animal fell calm, mesmerized by his awful presence. Gulkroth turned back to look at the two-legged beasts who cowered before their mounts. ‘Who thought to build these things?’ he asked, the snarl of his voice shredding through the last of their composure. None answered although slowly, like fleas leaving a corpse, the herd sidled away to abandon one of their brothers. Soon he was alone in a circle of isolation. Gulkroth waited for the miserable creature to raise its head. The proud curls of its horns and the bovine bulges of its muscle were in sharp contrast to its eyes. They darted hither and thither, as panicked as rats in in a cage. Then it hit Gulkroth. With an urge that came as suddenly as a flash of summer lightning he despised the taint of humanity in this creature as much as he despised it in himself. With a bellow of animal rage he sprang forwards and, disdaining the device of his axe, he seized the creature’s horns and lifted it from the ground. It struggled for its survival, all deference gone as it gouged at its lord with sharp hooves. Gulkroth ignored its pathetic attack as he twisted the head back from the dangling body and took a deep, tearing bite out of its neck. His teeth t eeth sheared through muscle and bone, artery and cartilage, and even as its black blood spurted out over its lord’s face the creature’s head was torn t orn from its still-struggling still-struggling body. Gulkroth licked the blood from his muzzle an d turned back to his victim’s cowering brethren. ‘I have seen these things before,’ he growled. ‘Keep them well maintained. When the time comes, I will hurl you into the enemy and you will smash him. Then we shall all feast on meat even sweeter than that o f our own kind. Do you understand?’ There was an immediate yapping chorus of assent and Gulkroth, enjoying the taste of their leader’s blood even as he regretted giving in to the impulse to kill him, turned back to the sprawling sprawling anthill of the main encampm ent.” ent.” -Broken -Broken Honour
Beastman possess a hatred of uncorrupted nature, Beastmen are as unnatural as they come. If a site of natural beauty is found they will defile these sites however they can whether it is through the base act of defecating everywhere and trampling over everything to physically tearing it down. As one might expect they engage in basically every concept we would find shameful or repugnant for inhibitions do not exist to them. They are cannibals all, for they believe that by consuming the f lesh of whom they kill they inherit its strength. Their hatred of civilization, particularly man's, is another key aspect of their culture. Beastmen have vivid racial memories of the time in which they roamed the planet unhindered and man was just a prey
creature, and want to return things to this way. Cities, Castles, and se ttlements, all technological innovations, are all a deep affront to Be astmen, both for they are what allow man to have such an advantage over their kindred and that they are naturally an anathema to Chaos, as is all progress. As such they, or at least the Empire variant, rarely build anything, and even when the G reat Beastman Gorthor ordered them to build battering rams do so his Beastmen revolted as often as possible, and Gorthor was only barely able to accomplish the t ask. Since then there is
no example of the Beastmen building anything significant and indeed fighting in large towns or cities only serves to confuse, disorient and enrage them. All Beastmen are capable of Frenzy, a state of mind where they lose all
rational thought and blindly rush the enemy, using everything at their disposal- brute strength, claws, teeth, weapons ect - to kill. In this state any Beastman that gets in their way w ay is attacked or killed even if this is later regretted. However it makes them more ferocious in combat, and even more durable than a man, with some able to sustained truly
impressive injuries before getting pulled down.
“A huge beastman, taller than any man, was almost upon him when Richel flicked open the pan again. He didn’t even wait for the order to give fire but pointed his handgun at the creature’s chest and pulled the trigger, striking striking the pan with the glowing glowing fuse. The creature had its axe lifted up in the air when the blast of Richel’s gun knocked it back. It regained its balance, unaware that the handgunner’s shot had gone straight through its heart, and took another stride forward, roaring in fury and swinging its axe. Richel barely had time to see it reappear through the blackpowder smoke —and cursed himself for missing at such short range —a curse that was cut abruptly short as the creature’s axe caught him under the chin and split his face open in a spray of snot and blood and gore. It threw the body back into Vostig, who was desperately trying to clear his barrel. When the body hit him and Vostig felt the warm slap which he later realised was part of Richel’s scalp on his cheek, he looked up and saw the striding monster take a step towards him. The enormous beastman opened its bloody snout and roared, and Vostig realized that there was nothing he could do to defend himself. He stood paralysed as the great axe lifted high above his head. Holmgar ran at the creature, screaming at the top of his lungs, and the creature’s attention was diverte d for an instant. It batted Holmgar away, and turned back to Vostig, but Richel’s shot had been true— and as Vostig stared at the thing that was about to kill him, he saw some strange wave of understanding hit the maddened beast that its time had come. The creature fell to the floor with a moan of dismay. Its horned head fell at Vostig’s feet and the handgunner felt a warm sensation running down his legs.” – Forged in Battle
Beastman have a natural skill with ambushing, particularly in the forests. This allows them to outflank and sometimes surround enemies completely in this arena. However sometimes mistakes are made as
Chaos innovations (even tactics) are very unreliable. They might emerge delayed, find themselves completely away from the battle or even emerge right in front of an already prepared enemy firing line!
“He cursed himself, as he finally recognized the ruin he had inadvertently wrought. The orderly column of soldiers he had led into the Drakwald had devolved into a disorganised mass of men, milling about in a wild battle beneath the trees. The Drakwald ate men as surely as did the beasts it sheltered beneath its dark boughs, and staying within sight of one another was the only way way of not losing men to the shadows and false trails that blighted it. Even then it was no sure thing. How many men had he lost to the Drakwald over the course of his time as elector count? A thousand? More? How many good men had he fed unwittingly to the hungry dark? The forest seemed to press close to either side of the rutted track. The path was a narrow, muddy thing, barely wide enough for three men to march abreast. There was no space to form lines, no room for a proper charge. He was suddenly aware of how stifling the silence was, was, beneath the crash of arms, and how how thick the dark beneath the the trees was. It was as if the Drakwald were holding its i ts breath. Unease strangled his eagerness and he kicked his horse into motion. He needed to restore order, and swiftly. I hope you’re satisfied, old man, he thought bitterly. You know better! He began to bellow orders as he rode, trying to shout over the din di n of battle. In his youth, he’d had one of the best parade-ground voices in the Empire, but age had dimmed his volume somewhat. The flush of combat was was fading from him, and he felt tired and old. Every joint ached and the runefang runefang felt heavy in his grip, but he didn’t didn’t dare sheathe it. Not now.
The enemy was close. He saw that now, and he cursed himself for not thinking about it earlier. How often had his men been led into just such an ambush? How often had they done the leading themselves? He’d allowed his need for vengeance to blind him, and
he could feel the jaws of the trap grinding shut about him.
A long, winding note suddenly rose from the trees. The sound sound of it speared through his recriminations and struck his gut like a fist. fist. He jerked on the reins and turned his horse about, scanning the forest. More terrible groaning notes slithered between the trees and rose above the canopy, piercing the stillness. Brayhorns, he knew. The hunting hunti ng horns of the warherds. Then, with a suddenness which defied reality, the forest, so still before, was suddenly alive with the sounds of tramping hooves, rattling weapons and snorting beasts. Arrows hissed out from between the trees, trees, punching men from their feet. Todbringer yanked his horse about. He had to reach his men – men – if if they could form a shield-wall, they might manage an organised defence, long enough perhaps to escape the trap he’d led them into. But even as he galloped back towards his warriors, the beastmen burst through the trees on all sides at a run, slamming into the scattered column like a thunderbolt. There were hundreds of them, more than any shield-wall or line of hastily interposed spears could hold back, and men and horses screamed as they died. Todbringer howled in rage as he spurred his horse to greater speed. He crashed into the mass of snarling beasts and the force of the impact sent the foe rolling and squealing
as his horse trod on those too slow to get out ou t of the way. His runefang quivered in his grasp as he swept it out and chopped down on upraised maws and clutching hands. For a moment he was adrift on a sea of snarling faces, jagged tusks and rusted blades. He cursed and prayed and screamed, matching them howl for howl, as he hewed about himself. Blood hung thick on the damp air, and it dri pped into his armour and from his beard. Still they swirled about him, a never-ending never -ending tide of bestial fury. He glimpsed his men falling beneath filth-splotched blades one by one, dragged down and reduced to bloody ruin.”ruin.”- Lord of the End Times
Thanks to their commonality and extreme numbers, expect Beastmen to a count as a major percentage of the Chaos force. They are going to be the basic "meat" of such an army, for what they lack in ranged capability and armor they make up for in numbers, strength, and pure primal fury . They are hunters, but not of the silent stealthy type, for they are usually incredibly loud and boisterous. Rather the basic Ungors & Gors Go rs excel in surrounding and entrapping their prey, enclosing them in horrific melee. Once engaged Bestigors bully their way to the front, the equivalent of beastmen heavy armor. Minotaurs, ever driven by hunger, rampage amok in the melee. Harpies swoop down and pick out those that they can, carrying away the t he enemy weak and injured. All the while Bray-Shamans command from the rear, empowering their t heir engaged kin or unleashing terrible spells of their own. Such tactics refer o nly to the basic Beast Herd. On the plains fast moving Centigors, Tuskagor and Razorgor chariots rule the day. Should mass terror be the objective of a Beastlord he can take the time to summon a massive four-armed Ghorghon, a forest giant or insanity inducing Jabberscythe. Cygors will appear to provide a counter for enemy magic users, who they specialize in hunting. This and more Beastmen bring to the table, for they are at the forefront of all of Chaos's wars with order.
Northmen is a term that refers to the barbaric tribes of the Chaos Wastes, Norsca and the Eastern Steppes. They are human, though far surpassing the peoples of the more civilized south in strength
and vigor. Living in the shadow of Chaos, the Northmen are born into the worship of the Gods of C haos,
and few escape mutation in some form. Unlike the Southerners, those with mutations are looked on as blessed by the gods, even if said mutations are horrible. Amongst the southern races, the men of the North are commonly termed as 'marauders', for such is what they do when t hey take to their long ships and travel to the coasts of the Empire and beyond. Their earliest history has been lost in myth. Perhaps they were peoples who slowly moved north, or perhaps they had always existed in these realms since the time of the Old Ones. At the very least it is known that the Elves & Dwarfs fought them in the years prior to the ancient Sundering. Regardless, to the history-keeping figures of the South, it is enough to say that they have always been there, always raiding and seeking to expand their domination over the Southlands. Life for these people is always fast and brutal, with individuals over the age of thirty a rarity for the
tribes. They constantly war, if not with the Southerners then with each other other and the horrors of their land. To the men of C haos, the Chaos Gods are an omnipresent point of their lives. They are entirely dedicated to them and their service, se rvice, offering regular prayers in their day to day life. For example raiding party would naturally pray to Tzeentch to guide their path over the oceans, Nurgle so the expedition does not suffer from stamina problems, Khorne for skill in battle and Slaanesh to ensure the celebration feast is particularly debauched. Though many minor groups exist there are three prominent sub-groups for Chaos men.
The Norse are a fierce race who inhabit Norsca to the far north of the Old World. Like popular
representations of the Vikings , they are an ex ceptionally tall, fair or red haired, powerfully built race of warriors that are considered to be the very epitome of the followers of Chaos. They sail the oceans of the world in longships (known commonly as 'wolfships' or 'dragonships, referring to the ornamentation of their prows), raiding and pillaging in the names of the Chaos Gods and for their own wealth. They are the most likely Chaos Warriors to be found attacking the Empire and beyond due to their mastery of the sea and their insatiable thirst for battle. They are driven by an ancient ancestral hatred of all southern races that dates back to the Reign of Sigmar. The Norscans are arguably the most “civilized” of t he men of Chaos, having small cities, towns and a law system that essentially amounts to an “eye for an eye”. Indeed it has been said in some te xts that the Norscans were heavily influenced by the Norse Dwarfs and we re great friends before the fall Weguild
and Blood feuds are common, and thus the Norse fight almost as much among themselves as against the Southlings. However these are still laws, showing that the Norse are the most "civilized" of the
forces of Chaos , other than the Chaos Dwarves. They place a great deal o f importance into oaths and disdain a oath breaker. Along with the Chaos Dwar ves and a few rare tr ibes they are perhaps the only ones with a sense of industry, though one o nly capable of honor. Though savage they do have a system of honor, and will respect enemies w ho show great strength or fortitude, spurning the weak. Cowards who run away are shunned and hated in their culture. In addition the merchant city-state of Marianburg has cultivated trading deals with the Norse that, while extremely shifty and often resulting in betrayal, has led to some of the Southern Tribes possessing a degree of civility, willing to hire themselves out as guards, mercenaries and tradesmen so long as the price is right and the gods are not offended. They can even be found in Lustria, where they are the only non-native race other than the Skaven to set up a permanent holding there in the form of the town Skeggi. “...I pity you and all the world, that of all the races of Men, for the Gods favour we Norse alone.” — Haubr, Norseman
The Kurgans are a race of dark-skinned nomads native to the Eastern Steppes north of the Dark Lands and Kislev and east of Norsca. The Kurgans are the most numerous race of northmen(with hundreds of
tribes), highly nomadic and equally capable fighters and travelers on horseback and on foot . Due to their mobility and nomadic lifestyle, they are often t he quickest to join a major Chaos incursion, usually as scouts and outriders followed by larger, main forces. Despite this they are less often seen in the Old World (both in peacetime and when invading) than the Norse, though Kurgan raids are fairly common in K islev. When raiding the Empire, the Kurgans are often allies o f one of the Norse tribes. Indeed, the two peoples maintain passable relations with each other, though the Aeslings are known to constantly prey on Kurgan nomads.
The Kurgan are more primitive and savage t hen the Norse, and lack even the bare-civilization of those people. So primitive are they that they usually do not make use of even basic fire and instead cook meat under their saddles. Unlike the Norse, they are almost entirely nomadic. They have almost no industry, usually relying on scavenging or trade trade with the Chaos Dwarves. However they are excellent melee combatants, and most tribes compose of
extremely swift riders. They are arguably the most mutated and inhumane of the three, particularly those that live North of Norsica. Though they once had a great empire those days are long past and for the most part the Kurgan spend their time fighting amongst each other, only rarely invading South (or West/East) when an extremely powerful chieftain units them. “There was so much killing and bloodletting that no one could number the dead. The Kurgan pillaged the temples and the shrines and slew the Priests and virgins. They so devastated this land that it will never rise again and be as it was before...” before...” — Marcia Naissus, “On the destruction of a city in the Border Princes” extracted from Liber Chaotica
TONG The Tong are an extremely fearsome tribe even by the standards of the Kurgan, whose raids and incursions into other Kurgan territry always leads to a great exodus of Kurgan into other lands. In fact they are
probably the most feared of all of the peoples of the warriors of chaos. Two
times the Tong nearly wiped the Kurgan from their lands, and in neither c ase were they defeated conventionally but instead withdrew mysteriously. Nowadays they are only seen in loose warbands and never appear as a whole tribe, being elite horsemen and warriors of the Chaos Champions they align with. This tribe is rumored to be half-daemon, and is more mutated than any other tribe.
The Hung are an oriental race, shorter and squatter than the people of Cathay but otherwise resembling them. The Hung inhabits the Chaos Wastes to the north o f Cathay and Naggaroth in the New World. The Hung are an almost entirely nomadic, nomadic, primitive people who don’t believe in
basic hygiene and and rarely use fire. fire. They are excellent horsemen, and they breed tough, small horses on their cold mountain slopes which would survive where larger southern warhorses would starve. They ride these into battle when they attack the more civilized (if such can be said in the case of the Dark Elves) lands to the south. The Hung are modelled in many ways on the Mongol tribes of the Middle Ages or the Huns of an ear liest time. The Hung are the last known of the Chaos peoples, and not much is known about their culture save two facts. The first is that they are notoriously
fickle, legendary even among Chaos followers for never honoring a denote a bargain. In fact in Cathay the t erm “Word of a Hung” is used to denote useless promise. The second is that this fickleness and treachery applies to their own people, making it hard to form lasting bargains among the var ious tribes. Only to the gods do they show true devotion and faith. “We make deal, yes?” “You give us gold and women, we no attack.” “You not give enough gold or women, so we attack.” “We attack anyway.” “We make deal, yes?” —Hung — Hung negotiations
OTHER GROUPINGS Though rarely seen, other groupings do exist. I n the Southlands the fierce and dreaded leopard men dress as their titular animal to kill and main the bodies of the unwary, their rituals taking on beastial aspects. In the lands immediately above Cathay some Chaos tr ibes have taken to adopting Cathayn martial styles. In the waters of the grand ocean west of Naggarond there exist Polynesian style chaos men .
The Northmen have appeared in their millions all over the world to join Archaon’s inasion and, though perhaps not quite as numerous as Beastmen, nevertheless form a solid core core to Archaon’s armies. Primarily they are a melee force with a grouping of marauders, powerful warriors and knights of Chaos, as well as a s various other hero-centric units. There is some variation of course to this rule, with the Marauder horsemen of the Hung being noted ranged specialists in the vein of the mongols. The K urgan is a mixture of Norsican melee-based and Hung ranged based force, relying heavily on cavalry. Alongside this they have many assisting tribes and clandestine allies. These include corrupted ogres and trolls,
hulking giants, and all sorts of flying beasts. Even Chaos Dragons can occasionally be found in their force. “Suddenly, the air was filled with a particular sort of tension. Every dwarf on the parapet, Slayer and clansman alike, had a look of intense loathing on their faces. Mutters and curses slipped quietly into the air. Felix looked from the dwarfs back to the devices, which he thought must be the war machines of the enemy. The engines were harsh-looking things, heavy with what he thought were unnecessary scalloped blades and scything edges. One was recognizably a cannon of some sort, while the second machine appeared to be some form of bolt thrower. The ogres pulling them had the dull look Felix associated with broken farm animals, beasts used to the lash and the chain. Regardless, they still looked fully capable of ripping a man's head off with one twist of a meaty paw. Felix wondered wondered what it was about the machines that had set the dwarfs off, but before he could even attempt to frame the question, the reason became obvious. Two squat figures stumped into view through the ruined section of third wall to join the machines. They wore coats of dark, burnished mail and cuirasses of complex design. Heavy helms sat on their s quat heads, and great beards flared out from their jutting chins. One carried a heavy glaive, while the other rested his palms on the butts of the two pistols holstered around his waist. Their faces were twisted into expressions expressions of brutish malice and cold-blooded cold-blooded glee as they surveyed the obstacle before them. Felix felt a rush of horror fill him as he stared at the t he twisted mockeries of dwarf-kind. His mouth felt dry and he looked at Gotrek. The Slayer's teeth were exposed in a snarl that conveyed the millennia-old grudge of the dwarfs for their corrupted kin. Felix had heard dark legends of such Chaos dwarfs, though he'd never attempted to broach the subject with Gotrek, thinking the former merely a slanderous myth and not wanting to antagonize the latter. 'Gotrek,' he said softly. 'Are they-?' 'The dawi zharr,' Gotrek spat.”
-Zarkhan, Chaos Dwarf “Here in Zarr -Naggrund misery is free. Accept our charity, I insist. insist. “ -Zarkhan, slaver
Unfortunately precious little is known about early Dawi Zharr history, even among themselves. It is known that they were once regular dwarves who went ever eastward to find greater despots of minerals, eventually heading into land the Dwarves of the West con sidered tainted (in this preChaos age, that is a feat) and cursed. However the future Dawi Zhar then-kindly rebuffed the warnings of their westward brethren, so concerned were they at the best mineral deposits. Then came Chaos. The exact line of events of what happened is mostly unknown, but what little has been revealed suggests the Chaos Dwarves were nearly utterly destroyed in this time by the forces of Chaos. Only their stubborn refusal to die and the finding of a new patron, Hashtut, saw them survive through this dark time. Hashtut’s influence slowly twisted these Dwarves, first teaching them to hate the Dwarves of the West and their ancestor gods, and then subverting every aspect of Chaos Dwarf society into the cruel state it is in today. Wh en the regular Dwarves first discovered their Chaos worshipping cousins they were so ashamed that they immediately purged all records of evidence of Dawi Zhar clans, and evidence suggests that in those early years before the Elves even arrived in the Old World the non-corrupted no n-corrupted Dwarves made a serious attempt to put their corrupted kin down. It failed. At another point in their history, they succeeded in creating the Black Orc in an attempt to create an orc smarter and more obedient to demands then the previous unruly lot. They half-succeeded, for the Black Orc was indeed smarter however lacking in any obedience. These Black Orcs led a massive greenskin rebellion which nearly gutted their whole civilization, only being saved at the last minute by the betrayal of the Hobgoblins, Hobgoblins , which caused other greenskins to despise them utterly. As a result, many Hobgoblins joined the Chaos Dwarf legions, fighting under them as minions, overseers and expendable troops. Now their army expands to take over the world. Their philosophy is inherently against the rapid expansion and overextension done by other Chaos followers but the slow, steady, soulless drive of industry. Unlike the rest of Chaos, the Chaos Dwarves cannot be seen as solely chaotic in nature. What they do is rather orderly, and they are driven by cold calculation and greed in all their endeavors. Not for them is the anarchy and madness of the human followers of Chaos, the labyrinth schemes of the skaven, or the savagery of the Beastman. In form the Chaos Dwarves are little different than regular Dwarves, being both short, stocky and powerful. They have thicker skin than humans and typically typically are all muscle. However the Chaos Dwarves notably bear evidence of corruption such as horns sticking out of their foreheads or tusks emerging from their teeth. Some might even be part stone, a curse left by their Hashtut. They also have some amount of night vision. A Chaos Dwarf is strong enough
to crush a skull between their hands, durable enough to take punches from a chaos champion (almost space marine in strength) without breaking stride though with broken bones. The Chaos Dwarf share many of the same traits culturally with their non-corrupted brethren, only inverted and twisted by malice. They value loyalty, stubbornness, oaths, kinship and industry. They are also brilliant craftsmen. However they are utterly devoid of compassion and mercy and indeed, want to enslave the entire world. Even Daemons are not immune from the Dwarf’s domineering desire, and the daemonsmiths of Zhar are infamous for deliberately summoning and binding daemons to weapons in terrible rituals. They hold grudges and have continually raided Athel Loren every hundred years because once, long ago, a wood elf adventurer managed to kill a Chaos Dwarf sorcerer. It might seem odd for a culture bound by oaths but oaths but they are in fact treacherous to the extreme. extreme. They follow the letter of the oath, rather than the spirit, and looking for loopholes is considered cons idered perfectly acceptable (an oath you can get out of is a weak oath, and not worth holding to). Chaos Dwarf oaths are rare things, presided over by entire armies of archivists and those who argue how valid it is. The Chaos Dwarfs are the ultimate imperialists, capable of acts of extreme cruelty and malice in the name of expansion and industry. They're twisted pragmatists, acting on a skewed practicality. Cruelty is used to instill fear, because fear is a more efficient motivator than kindness. And malice is only sensible, when you live in a society like theirs. They respect those who hold similar values, but they don't consider them equals--non-Dawi Zharr are slave-races or soon to be slave-races. They value the loyal as a tool--once tool--once the tool is no longer useful, it's replaced. A hierarchy of sorts exists, with those on the bottom (hobgoblins, loyal servants, unrelated Chaos dwarfs) being the most easily replaced and those on the top (Chaos dwarfs from the same clan) being the hardest. They can form friendships, of a sort, bu t it’s a rare thing and usually more akin to a rivalry that neither party truly wants to end. Hobgoblins, the main servants of the Chaos Dwarfs, resemble taller, lankier goblins that
probably approach human stature . This race is normally clever but extremely cowardly and self-serving, being self-serving, being little different than the Skaven in regards to infighting/backstabbing. They do recognize the Dawi Zhar as overlords only thanks to extreme fear of them, and recognition that they provide protection from other greenskins, who would love to kill them.
On the base level the Chaos Dwarves are going to supply a vast arsenal that, while cheap for them to build and inferior in quality to what they kee p for themselves, is still vastly superior to anything a Chaos human can build . They will provide a source of logistics and can coordinate building projects (with tons of slaves) if n eed be. be . Too their Chaos Dwarf troops are noticeably higher quality than most of the Chaos force (as Chaos Dwarfs equip themselves with the best), and thus will be of aid on the battlefield. Hobgoblins provide the “meat” for a Chaos Dwarf force, and can be used for cheap massed strikes or strikes or harrying the enemy with wolfriders. By far their greatest contribution will be their various machines created in created in their horrific hellforges. These machines can be forged with a malevolent daemon inside, giving them extra power, however even normal Chaos Dwarf machines are extremely deadly and dangerous. All but the most powerful walls will fall before these machines, and whole enemy regiments can be devastated by their use. Historically it was these machines that brought down the g reat walls of Cathay during the End Times.
“Fools all. They know nothing of our great work, of what we have accomplished. Our kin will never progress while they continue to look to a meaningless past for guidance. The old Dwarf empires all fell, doesn’t that seem like a significant sign of their weakness? Their adherence to ‘tradition’ will be their downfa ll. I have accomplished feats with cannons, steam, and magic that they can only dream of. My people are prepared for the coming times, aligned with those who will be the final victors. We will have slaves in abundance for our aid to the forces of Chaos and that is well for it is blood that greases the cogs of Hashut’s sacred machines.” – Vikram Flametongue, Chaos Dwarf Sorcerer
All Daemons and Warriors of Chaos have the option to take a blessing from one of the gods, though doing so precludes getting any from the other gods. gods . These blessings, in the nature of such beings, can have a tendency to be double-edged, offering great battlefield advantages though some strategic disadvantages. Usually most of those blessed with mutations can expect them from their patron god, though at times the other gods take pity on them and bless them with their own mutations. However the
Chaos Gods are extremely capricious and fickle beings, who dish out rewards almost entirely on a whim. Thus a Marauder Chieftain- who doesn't care at all about gifts of the gods- might be rewarded over a loyal servant of 100 years. A years. A Daemonologist who occupied the momentary attention of a god might achieve more greatness then a Chaos sorcerer who has fought in that god's name for countless years. Possibly the only position they employ an iota of sense towards is the Daemon Prince, with aspirants usually requiring a great feat to achieve . Thus while a Marauder Chieftain or other lowly individual might still achieve that vaunted rank, the Chaos Champion/Sorcerer is closer in position to the much desired daemon prince than any other.
The most common form of Chaos blessing is the so-called Marks of ChaosChaos - individual tattoos or markings that symbolize the mark a particular chaos god has on a given soul. Though many tribes are unaligned, seeking to draw strength from all four and worshipping them in unison, countless tribes have wholly dedicated themselves to one god and thus come with this mark. Individuals also can choose to favor one god over all others. Beastmen too can acquire the Marks of Chaos and of course all aligned daemons have one mark or the other. This usually manifests in certain common traits, though with some variance across unit types. Khornegors are beserkers with red pupils and braven sometimes metallic skin. They skin. They usually carry more armor then armor then other Beastmen and with more direct d irect power. Slaangors shave themselves in the manner of humans, humans , and are adorned with jewelry and trinkets. Naturally they are more sadistic and somewhat more agile then their Beastmen counterparts. Pestigors reek of pestilence and sickness, possess only one horn, and have the extreme vigor one would expect from Nurgle from Nurgle followers. Tzaangors have all sorts of interesting patterns and designs that fluctuate rapidly. They rapidly. They possess the same benefit as humans do in the Mark of Tzeentch. For the profiles below, assume that all human, daemon, or Beastmen units ( barring monsters) have a chance to come with a Mark of Chaos.
Khorne, as the god of war, blesses their endeavors in combat, leading to both mortal and daemon followers becoming more violent and terrible in combat. Physiologically this fills them with an unconquerable unconquerable need to shed the blood of their foes, to constantly war without end. Mortals with the mark are generally more muscled and angrier than their fellow man. In the event of Daemons it also provides provides them with a significant strength boost.
“With a sweep of his axe, he h e smashed aside three halberds aimed at him, the
blow knocking the weapons from numbed hands. Reversing his strike, he cleaved his axe into the neck of one soldier, decapitating him cleanly. The axe blade carried on into the head of another, crumpling the steel helmet he wore in a spray of blood and bone. Backhanding his fist into the face of another, feeling the skull crush beneath the blow, Hroth began to laugh. He waded into the midst of the enemy's formation, swinging his axe before him. With each blow another enemy died. In these close quarters, the enemy's halberds were useless, and they reached for short swords and daggers. Each blade that flashed towards Hroth was met with brutal force - arms were hacked from bodies, chests caved in and heads smashed to bloody ruins. ruins. Those weapons that did reach him shattered against his flesh, or were turned aside by his armour. Olaf the Berserker had dropped or lost his weapons, and ripped a man's throat out with his bare hands. The other Khazags laid about them with abandon, their brutal axes and swords carving through the Empire men with ease. Blood splattered all over Hroth, and he felt the hot metallic taste on his lips. He rejoiced at the slaughter, hacking left and right. With a roar, he raised his axe above his head in both hands and brought it smashing down onto the shoulder of an enemy soldier, the blow carving its way through breastplate and bone, cutting him almost in two. Kicking the body away, Hroth swung around in search of a new enemy, but could find none. He stood, drenched in gore, breathing heavily. The ground ground was littered with severed limbs and broken Empire soldiers, and the air was heavy with the stink of death. Several dozen soldiers had been slaughtered for the loss of three of his own. He resisted the urge to swing his axe into a Khazag standing nearby.” – Warhammer Mark of Chaos
Tzeentch, god of magic, offers his followers the chance to become more reliable mages and even alter reality somewhat. It is in this way that followers of Tzeentch are harder to hit in combat then their forms would bely, as realities course gets altered somewhat. It is the manipulation of probability, and it can ensure that what normally would have a 50/50 chance of hitting might instead be 45/55. Those champions blessed with the most potent forms of Tzeentchi gifts might be far higher. However probability can only go so far and the more certain an attack is going to hit the less effect the mark will have. In have. In other words even Tzeentchi champions have to find another form of defenses if the subject of a firing line barrage! Magic users of Tzeentch can cast their magic with slightly more reliability than of Nurgle and Slaanesh . However the winds of fate are fickle and these blessings don't always hold, sometimes fading or changing randomly, for that is the nature of Tzeentch.
“Upon reassembling the mess, he discovered that the suit of armour had an infestation. A cloud of tiny black flies – so tiny, they were all but impossible to make out individually. individually. All attempts to rid the rank plate plate of the infestation failed. When still, the flies settled and accumulated on the armour, making Archaon one with the darkness in poor light. When the Chaos warrior moved, the disturbed flies formed a haze drifting about him like a miasma or black mist. In combat Archaon found that the mist distracted his enemies enemies and masked some of his movements and evasions. Over time, the dark templar’s intentions to rid himself of the infestation faded, adapting his ducks ducks and weaves weaves to the mist’s movements.” -ARCHAON: -ARCHAON: EVERCHOSEN The pestilence god offers his followers various afflictions and a swarm of flies that surround them constantly, which has the combat effect of making them difficult to target in combat. Naturally Daemon and mortal follower both are often plague vectors from which various diseases are spawned ranging from the cold to truly devastating diseases. While good against the enemy, there is the potential for these forces to spread diseases among their allies, which they wouldn't mind doing. Nurgle followers are also said to be more resistant to pain, pain, courtesy of all their afflictions, and are more durable by their nature.
Thanks to all the terrible sensations they endure those with the mark of Slaanesh are often near immune to fear and panic, as they have already experienced the best and worst sensations life ( or un-life!) has to offer. offer. They also appear disturbingly attractive attractive and persuasive to other men. At times this can be distracting in battle. For Daemons Slaanesh goes one step s tep further and bestows upon them the supernatural skill with the notable application to bypass most armor.
For the most part, once a mortal acquires a mark they are bound to that god, forever. However there are rare examples of examples of a gods ‘stealing followers from other gods through mechanisms such as Slaaneshi seduction, Nurgle’s rot etc.
The Chaos Gods can be said s aid to generous, willing to dole out all kinds of blessings to their followers. However they are also fickle, sometimes bestowing negative gifts or overloading a followers with so much that they become a chaos spawn. spawn. These gifts include mutations, mutations, arms/armor, arms/armor, pet beasts, mounts, gifts of will (such as freedom from pain) and even daemonic titles. For the most part, these apply to Champion level characters including characters including captains of individual Beastmen/Human units( such as Marauder chieftain). Lore wise however there is nothing stopping particularly notable grunts from receiving such blessings! However most often leaders are the ones who receive the best mutations, while troops might receive those of less powerful nature.
Just about every mutation you can imagine can and has been given to the mortal followers of Chaos and for the most part every Man of Chaos possesses at least one (though usually minor). These could include the ability to breathe fire, magical ability (for sorcerers), scaly skin, a cyclopean or additional eyes/limbs, ability to bleed acid ect. Witchsight is is a notable example seen commonly in the North, which allows the mutant to see the existence and absence of the Winds of Magic. It might include some purely cosmetic changes like different eye/skin colors, temporal instability, making the person in question furry, or grow an additional nose. Still others might be harmful like making the character in question stupid or brainless, turning feet into slugs, turning blood into excrement ect. ect. Anyone acquires too many mutations mutations turns turns into either a Chaos Spawn or a Forsaken.
“ Adolph spun around with a knife in his outstretched hand. The slash streaked at Dieter’s belly. He flung himself backwards, narrowly avoiding the stroke, but but the frantic effort robbed him of his precarious balance and sent him staggering. staggering. Begrudging Begrudging the moment it would take to rise, Adolph Adolph
snarled the opening words of the th e spell that hurled shadow blades, and his single self-splintered into several.
Dieter could almost have laughed. Apparently it wasn’t a severe enough handicap that he had to fight when he was tired. His eyes needed to resume playing tricks on him as as well. Dark missiles leaped from the hand of the Adolph acting in advance of all the others. Dieter attempted to dodge but knew he wouldn’t manage it. He was still off balance, and the attack flew too fast. The first set of darts blinked out of existence partway to the target. As did the next, launched from the fingertips of another Adolph’s whipping arm. So did the third. It was only the last flight of missiles that travelled far enough to reach Dieter. He had in fact sidestepped quickly enough to evade those, and they hurtled harmlessly by. His multiple selves collapsing into a single image once again, Adolph goggled in manifest surprise surprise that the attack had missed. Dieter was just as surprised, but at least he thought he suddenly understood how it had happened. He’d surmised that his third eye sometimes saw a trail of after images a person or object in motion left behind, but he’d been mistaken. In actuality, it was peering into the future, providing glimpses of what was about to happen an instant before it did. It was an ability he might conceivably have turned to good advantage—except that, now that he finally understood understood it, his altered vision reverted reverted to normality.” The Enemy Within, Example of a Third Eye mutation
It should be noted that there are two different types of weapons Chaos may honor its servants with. Chaos Weapons have Weapons have relatively limited magical powers which are part of the blade of the weapon. These are determined randomly for each blade such as fire, freezing, and inducing terror or might be attribute buffs, such as making their owners stronger or more intelligent. Spirits of sentient life and animals may be bound to these blades, but never daemons. While a weapon generated generated using the system presented here can be quite powerful, for the most part it just modifies the abilities and skills of its bearer. The Hel or Plagueswords found in the Bloodletter and Plaguebearer profiles are examples of generic chaos weapons. Like everything else Chaos there is the potential for treachery, treachery , such as the blade’s attributes making the owner cowardly, lazy, or even turn on its bearer in a fight.
“For seventeen, long centuries have I remained in this blade, confined within these metal walls. During all of my time of imprisonment you are the first I have seen who is worthy to bear me into battle. Come,
take my hilt, and I will serve you in the manner of my kind, drawing blood of your enemies, protecting you in the midst of the fight, bringing bringing you safely home again. again. Now, draw me from the scabbard and test the fineness of my balance. See how easily I swing, how my keen edge cleaves the air. A good choice, am I not? Willingly you picked me up. Your first mistake. Willingly you drew me. Your second mistake. I do not allow my servants to make three mistakes, foolish mortal...” — Antinichus, Daemon of the Bloody Blade Daemon Weapons, Weapons, which are more rare, are the most terrible of all the arcane devices used by the followers and Daemons of Chaos. Each rune-carved blade is a servant of the Dark Powers in its own right. Bound within the metal of the blade, and imprisoned there for an eternity, is the spirit of a Daemon. Each blade, driven on by its Daemonic occupant, s erves only the interest of its Chaos god. A Daemon Weapon reaps souls for the glory of its master. These are not common at all but rare, and only the most powerful daemons and mortals may come into battle with them. The power of the blade varies depending on what type of daemon is bound in the blade, ranging from lesser daemon to greater or even a daemon prince. These blades carry the same traits as Chaos Weapons (such as being able to hit ethereal targets) but targets) but with the added bonus of t heir heir wounds being far more lethal and the ability to sap strength from the enemy every time it slays, slays, courtesy of the daemon nabbing souls. Some of this power is given to the Chaos gods while the rest will power the blade and its owner. Daemon blades not only might have magical traits such as fire as described in the Chaos section, but also the daemonic traits of traits of the creature bound within it. For example a Bloodlthirster gives a blade supernatural strength and its owner incredible fury. However if Daemon weapons are more powerful than normal blades, they are also far more treacherous as the daemons trapped inside are deceitful to deceitful to an inhuman degree. Such a blade may trick, tempt, dominate or even assault their wielder. Even Archaon, Lord of the End Times, must sometimes struggle with the greater daemon trapped inside his blade the Slayer of Kings. Sometimes the bound daemon might try to break free of its enchantment, often to the wielder’s peril. And the blade won’t let what they consider an inferior mortal wield it at all, s uch as how the Slayer of Kings incinerated the soul of a squire when the lad tried to pick it up to use against Archaon. In addition to the Chaos armor made by Chaos Dwarfs, there are a number of other Chaos artifacts known to be in uses such as special rings, potions and more. The Collars of Khorne, Khorne , for example, can provide the wearer with a great degree of magic resistance while other talismans from Tzeentch might help alter fate. Items exist that can hold enough magic to power a single spell, to appear more alluring or some other random gift. A tiny few can impact an entire battlefield.
“Goodbye, champion,' whispered Sudobaal, Sudobaal, and unleashed the th e power contained within him. The champion leapt forwards, but was not halfway across the cavern when the power struck him. It should have ripped through his flesh, rending it from his bones before sending him screaming into the Realms of Chaos, but the blue flames washed over him without touching him at all, passing around him and never getting within an inch of his flesh. Hroth could feel the heat and power of the spell that should have ended him, but it did not touch him.
With a gasp, the sorcerer fell back. Hroth emerged from the blast unscathed, but he took only two steps before he dropped to his knees, hissing in pain. His massive axe clanged to the stone floor, and his hands clawed at his neck. The flesh was bulging strangely, as if something someth ing within was struggling to escape. His head twitched to the side, and a series of brass spikes suddenly ripped through his flesh from within. Blood poured down the inside inside of his armour as the spikes continued continued to push out from within his neck, followed by a heavy metal ring. Finally, the pain gone, Hroth stood. Sudobaal crouched on the floor, staring in disbelief. Hroth reached up a hand to touch the spiked collar that had emerged from within his flesh to encircle his neck. Then he grinned, and turned his burning eyes towards Sudobaal with a shrug. 'A collar of Khorne.' gasped the sorcerer. Bestowed by the Blood God upon some of its favoured daemons, the collar of Khorne was a powerful artefact that protected the wearer from harmful magic. In desperation, Sudobaal spat a curse at Hroth, and a multitude of black, smoky figures appeared around the champion of Khorne, their red eyes filled with hatred. They reached towards the champion with long clawed hands to claim his soul, but they could not touch him, and recoiled from him in pain. He swatted at them with his axe as he strode towards the sorcerer, and their insubstantial forms dissipated into the air.” -Mark of Chaos, Example of Collar of Khorne in action. Some had not retreated, staying behind to protect their sacred herdstone. Their remains were splashed across the ground, torn asunder by the invader’s smouldering blade. The warherd’s shamans were among the dead. The horned sorcerer-priests had struggled to fell their human enemy with spells of death and ruin. Their efforts called c alled lightning from the mist, evoked green flames that blackened the earth, and summoned dreadful winds that stripped bark from the pines with their unseen touch. All the savage magics of the beastmen were called down upon the man’s head. Yet it was the Skulltaker, not his enemies, who still walked the Grey.
Spells crashed against the Skulltaker’s crimson armour, armour, shattering like ice against stone, casting sparks and embers of frustrated magic across the ground. Curses fell upon the champion of Khorne Khorne and turned to scarlet ash, sliding from the smooth plates of his mail. Hexes struck at his soul and were consumed, burned away by the malice of a hungry god. Then the shamans died, their protective charms and amulets useless against the black sword, s word, their magical wards and talismans broken by the shrieking steel. Their brutish bodies were cut down like wheat, their spirits -Blood for the Blood God devoured by the ravenous blade.” -Blood
The recipient might receive a hound or lesser daemonic servant, who are bound to the master’s will and can freely exist
in the real world so long as the master does. does. Otherwise this might might include mounts such as Juggernauts. In older lore a few Chaos sorcerers could be gifted with Chaos with Chaos familiars, which are minor daemonic pets used to store magic, help focus spells, cast a single spell or even help in melee combat. As with everything Chaos though, these beasts are fickle. fickle . A Familiar might abandon a mortal if it is weak willed, a Juggernaut would tear apart the owner unable to tame it.
A follower of the plague god or Slaanesh might become immune to pain, while that of Khorne might experience a bloodrage that he could never experience on his own. Other, rarer, mutations include supernatural charisma or intelligence.
The very rarest mutation or gift, only a handful out of many thousands of active active seekers could ever come close to this (and almost always only men, as Chaos Gods don’t really care about Beastmen) . The receiving of Daemonic Titles is usually a sign the applicant may become a Daemon Prince. However Beastmen never become Daemon Princes and Princes and if they get close they are turned into Chaos spawn instead.
In Warhammer all magic comes
from one source; the Winds of Chaos, which themselves come from the great Realm of Chaos. According to Liber Chaotica magic is the force of the Aether interacting with the physical plane, while spellcasting is the interaction of this metaphysical energy and the physical things of the mortal realm, controlled and directed by an attuned magical individual. Though magic comes
from an inherently chaotic realm
when it interacts with the physical it takes on some rules, such as manifesting as different colors. Below are the many different lores available to the children of chaos. Some are general, such as the Lores of Death or the Wild; others very specific, such as that of Tzeentch or Hashtut. It should be noted that, unlike 40k magic spells, the se do not always automatically bypass armor unless otherwise noted, and effectiveness will always be modified by that. However all magical attacks and conjurations are considered of magical prowess, capable of affecting immaterial ghosts and demons,
and of a particularly partic ularly higher plain of effect than t han the physically mundane. Just like Warhammer 40k, this list should not be taken as an all-inclusive nor exhaustive; there are literally thousands of spells in Warhammer’s existence ranging ranging from minor utilitarian to more powerful combat. The example spells I put into the profiles come from the latest iterations of the Armybooks however spells from previous ABs are also valid. Magic in Warhammer is low-inclusion but powerful . This means that most low-end spells in Warhammer can affect a half or a dozen at once, with medium power one’s going in affecting dozens
and the rare (but not ultra-rare) high end affecting even hundreds at once! The specific numbers given below are their official stats in game, but the amount affected can be higher (or weaker) in lore. However this comes at a cost, as magic in Warhammer is both harder to control then other fictions and
there are comparably fewer mages. Even for battles where one side has many tens of thousands, it is rare to see more than a dozen mages in a force. Chaos may have slightly more mages proportionately then other WF factions, but even then I would have a hard time seeing a starting force of 50k Chaos exceeding 100 magic users. Rituals do exist that, while they make take hours or days, can significantly increase the potency of magic. See the scene below which came about after Dark Elf Sorceresses channeled magic together for two hours. The increased strength and power of each spell makes it harder to cast, requiring a greater collection from the Winds of Magic pertaining to t hat particular lore for its use, though the more skilled a wizard
is, the easier they can absorb and safely cast the spells . Personal stamina does factor into the amount these wizards can cast too, and they will find themselves increasingly drained the more they cast . Potent spells will exhaust them very quickly.
All spells are sorted into three sections. ‘Minor Spells’ are weaker spells than normal in Warhammer, intended to be used either against w eak individual foes or small squads. These are sorted aphetically. Most Lores of Magic practiced by any race will have weak, but easily learned and well known spells
known as ‘signature spells’. They are so common that practically every wizard learning the lore knows them. Other spells are more unique in t aste and use, and it is unlikely and rare to find two wizards in the same army group to know the same spell. As few are detailed a lot of new the magic of individual lores can be considered by archtype as t hey share standard rules and archtypes. For example the Lore of Slaanesh is all about temptation and mental willpower, while Tzeentch's re lies on physical mutation and madness. Battlefield spells are spells that, while they may not cover the whole battlefield, are designed to devastate large regiments or else are specialized single person spells far more powerful than those in the minor section. All spells are listed in order from weakest and most basic to t he strongest, which usually requires master wizards to successfully cast. Or in t he case of a weaker more ambitiously impatient wizard, more magical power to be available. Finally the most powerful spells are listed at the end in the End Times Section.
The Winds of Magic is the raw essence of magic, unrefined, interacting with the physical realm. According to High Elven lore these t hen take the form of different ‘colors’ which can be isolated from the rest and directed by skilled wizards.
Aqshy, the red wind, is the part of the Winds that is most affected by experience and passion. Emotions such as brashness, courage, enthusiasm, aggression, excitement e tc. fall within its wing, and those that practice the use of fire are slowly molded into more impulsive, passionate individuals. It collects around
open flames, volcanoes and dry deserts scorched by the sun. It is also attracted to wherever there is
excitement and argument, courage and vehemence, since Aqshy is the Aethyric coalescence of passion in its widest possible sense. It is t hanks to this habit of collecting around fire that Bright W izards can “extend” their winds duration a little longer than most other lores, for they are ar e constantly creating more fires! Fire wizards have the lore attribute ‘kindle flame’ which means all fire attacks do double damage against a foe who has already been hit by a flame attack.
them—and any who hold Aqshy's Aegis - Both the caster and any of their allies who hold hands with them— their hands, and so on— on —become immune to the perils caused by fire , both mundane and magical. If the chain of held hands is interrupted, then anyone no longer connected to the caster, however indirectly, immediately loses this immunity.
Boiling Blood - Causes the target excruciating pain and hallucinations as their blood boils. Worse, those that die from this spell become a fountain super-heated blood! This is a touch spell, meaning the wizard has to be in physical contact with someone.
Bolt of Aqshy - An armour piercing magic missile capable of blasting through multiple enemies. Breathe Fire- Self explanatory Burning Vengeance - Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell. If successful, he becomes obsessed with getting revenge on the named character. He can’t articulate why; all he knows is that his enemy is a betrayer and deserving only of death. The spell lasts for one year and one day, or until vengeance is taken or until dispelled or (rarely) the subject can shake it off. tar get to become overwhelmed with hate. Should they fail Consuming Wrath - The pyromancer causes a target to resist, they become more effective in combat scenarios. However, they suffer gradual injury from the consuming fires of rage burning within him, further they attack the nearest creature, regardless of being ally or enemy. This is a touch spell.[
Crimson Bands - Snaking crimson magic entwines any one target within range of the spellcaster maje stic crown of shimmering flame above the caster's head. During Crown of Fire - This spell creates a majestic the spell’s duration, the pyromancer becomes more effective at commanding and intimidating. Furthermore, enemies that fail to resist its magic cannot willingly attack him in melee combat. The flaming diadem provides the illumination equivalent of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell
Curtain of Flame - The pyromancer creates a temporary curtain of flame whose contour he can shape at will. Although it always hangs downward like a curtain affected by gravity, the figurative rod that supports it can be bent at any angle, follow any curve, or be at any height the wizard chooses. The
curtain itself and the smoke rising from it obstructs vision and missile attacks. The curtain billows in wind as a curtain of heavy cloth wo uld, which can cause it to blow into nearby creat ures or set nearby combustibles on fire
Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage. Fiery Blast - Between one and ten fiery projectiles are made to fly at a small squad within the targeted area. t han a Fire ball, but quite potent. Fires of U'Zhul - A reflexive bolt o f fire that is shorter range than
Flashcook - The caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell t heir allies, enabling them to Hearts of Fire - The pyromancer unlock the fires o f courage in the hearts of their resist panic and supernatural terror, provided they r emain in the immediate area of said-caster.
Inextinguishable Flame - Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether m agical or natural. This effect can last between a day and a year depending on the caster's level of skill. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell’s fuel is scattere d, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. After the spell expires, the fire continues co ntinues burning naturally until its fuel is consumed or some force puts it out.
Ruin and Destruction - Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature.. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection o f charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the sword itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is ove r, the object is le ft cold to the touch. This is a touch spell
Sanguine Swords - The air around the wizard t akes on a fiery glow as up to 6 red swords materialize, floating before him. At a gesture, the swords fly toward a victim and attack, and the target can be switched over time
Scarlet Scimitar - Strands of scarlet power assume the form of a brightly glowing scimitar in the gr asp of the wizard Re d Wind, which shields them against fire Shield of Aqshy - Wraps the caster with currents of the Red attacks. This works only against fire damage such as dragon breath, fire balls, etc. The wizard cannot cast this spell on others.
Wings of Fire - The wizard is enveloped by fiery wings and is carried into the air at incredible speed. The wizard can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally. de siccation upon his foes' flesh. Withering Heat - With a triumphant gesture, t he wizard sets a curse of desiccation
Fireball: Not surprisingly the basic attack of the Lore of Fire is the fireball. The power and range of the Fireball is variable, with more powerful wizards capable of increasing this magical abilities strength (with the draw off of being harder to cast and uses more magic). At the low-end it can have a range of 300 meters and strike multiple targets at once. “Before I kill you it is only right that you should know the name of the one who has robbed you of your strength, your art and your life, so that when your soul has become the plaything of daemons you will be
tormented for all eternity by the knowledge,” the Chaos sorcerer declared cruelly. “I am Vendhal Skullwarper and the warping storms of Chaos are mine to command!” the sorcerer pronounced, his voice rising above the howling of the storm and its Chaos-spawned offspring. “And I,” growled a sweat -streaming Gerhart, “am Gerhart Brennend, pyromancer of the Bright order and keeper of the keys of Azimuth. Now burn in hell, you bastard!” and with that the fire mage mag e released the spell he had been holding back —one last magical missile that burned with the intense heat of a volcano. The monstrous fireball, a flame-wreathed screaming skull of a comet, blasted at the sorcerer, hitting him with all the force of a meteorite crashing to earth. Possessed of a supreme arrogance in his own abilities, the gloating sorcerer had fallen for Gerhart’s piece of ham acting, and had left himself open to a close range attack. Vendhal Skullwarper was sent flying through the whirling air by the impact of the fireball and smashed through the burning bricks and mortar of a building. With a ravenous roar, the blazing timbers of the structure’s roof gave way, crashing down on the sorcerer in a great cloud of blossoming of blossoming sparks.” Magestorm
Cascading Fire Cloak: The Wizard surrounds himself and his closest allies with a cloak of fire, which scorches nearby foes attempting to attack in melee.
Cauterize - The pyromancer can lay their hands on an open wound and sear it shut. While t his does not restore their health, it does count as medical attention and can thus save the critically injured from certain death. This spell can be used for similar tasks, such as branding. The wizard's hands must be bare to cast this spell successfully
Choleric - A nearby target becomes irate towards another target the pyromancer designates. If the target fails to resist, it attacks the secondary target
Flaming Sword of Rhun: Upon targeting a friendly unit within 300 meters (or 1 kilometer if the wizard is very good) can get all their weapons magically augmented via this spell, which causes them to burn continuously. These weapons now count as magical and flaming attacks, so they can hit magical creatures otherwise immune (ghosts) and cause their targets to burn.
The Burning Head: The wizard conjures up a cackling which then bounds towards the enemy like a bouncing cannonball. Any enemy
caught up within its bounce, which can go on for up to a 100 m eters, gets burned and may even cause some in said afflicted unit to panic! A skilled wizard c an extend this range to 500 me ters.
Piercing Bolts of Burning: Focusing all of his mystical might, the Fire Mage conjures giant burning magical projectiles and unleashes them on any unit within 300 meters (1 kilometer if high end). Each rank of the target unit is then pounded by spear-sized burning bolts.
Towering Inferno - Binding the Wind of Aqshy into the very stone of the walls before him, the Wizard gestures and the magical energy is unleashed as a torrent of raging flame. This attack is designed to break fortifications.
Fulminating Flame Cage: With outstretched hands, searing flames shoot towards the enemy and seek to surround them in a fiery prison. Those caught in it are slowly burned to a crisp, while those trying to escape must leap through a ring o f fire. Has a range of 300 meters and has to be channeled
Flame Storm/Conflagration of Doom : A roar of flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its c reation. A typical fire storm has a radius of ten meters, though a better wizard can extend that to 20. In both cases once created the column then explodes outward, extending briefly the flame several meters at least, up to a max of 25 meters for the smaller storm and 50 m for the larger storm.
Wall of Fire: The wizard raises a blazing wall of fire in front of the enemy regiment. This immolates the front rank and prevents those behind from advancing.
Ghur, the Brown Wind, the Wind of Beasts, is the antithesis of order. It is attracted to Wild animals and places, and starts to flee when near cities or other aspects of civilization. Not surprisingly the unit power of this wind makes it easier to t o cast on Beasts and animals rather than people. Ghur can inspire beastial terror among men ,transform into different animals, enhances senses or even summon wild beasts!
The Amber Trance - The Amber Trance mesmerizes a single individual. They will fall into a rigid trance, and their body slowly turns to transparent amber. The e ntranced individual cannot be moved or harmed in any way. When the spell wears off the victim returns to normal, remembering none o f the “lost” period
Awakening the Wood - On casting this spell, a circular area of woodland 48 yards across c omes to life with the power of Amber magic. Powerful winds blow through the trees, hurling a storm of branches and leaves at anyone caught within the wood, or who is within 24 yards of the affected area. Shortly after the storm subsides, and the trees fall into their usual slumber.
The Beast Made Well - Touching an injured animal, the caster heals its wounds. Only natural animals may be healed by this spell; magical creat ures (including familiars, even if animalistic) and monsters are unaffected.
The Beast Unleashed - Unleashes the primal savagery of the caster's allies, driving them into a frenzy. This spell does not work on animals; they are already beasts
The Boar's Hide - Skin becomes as tough as a wild boar’s Calm the Wild Beast - With a soothing and hypnotic voice, the caster calms one animal, able to approach the beast and touch it without fear, as it remains placid. If a mount, their skill in riding it is improved. The animal remains friendly towards them for a time unless the shaman attacks it, in which case the enchantment is broken immediately.
Claws of Fury - The caster's fingernails turn into razor-sharp claws as they take on a feral aspect. The drawback is being unable to wield any weapons while the spell is in effect.
Cowering Beasts - The shaman thunderously rebuke their foes, comparing them to base animals that had best cower before their t heir master. This panics between two or even twenty nearby foes, starting with those closest to the caster, unless focused on a single target
Cruelty's Desserts - While touching an animal, wild or domestic, the caster makes is so that any intelligent creature who harms or is otherwise cruel to that particular animal before the next full moon to be spurned by others (or o therwise become unlikeable) until the full moon after that o ne
The Flying Bower - The caster is swallowed up by a whirlwind of swirling amber energy and transported a multiple of 100 yards in any direction. This spell may be used to carry the wizard into close combat, in which case said caster can be considered charging while approaching. The wizard can only move to a place within his line of sight - it is not possible to reappear inside buildings, even if it is possible to see through a window or door. The spell cannot be cast on anyone else
Forms: The Wielder can transform into a w olf, bear, raven or horse. Kadon's Bestial Surge - Uttering a spell that Kadon himself first devised, the Wizard infuses a Scroll of Binding with all the savage energy of Ghur, magnifying the target creature's animal fury. c haracter, creature, or animal and all leather goods they're carrying Leatherbane - The shaman causes a character, or wearing— wearing—belts, pouches, straps, scabbards, and even armour— armour—to shrivel immediately and turn permanently to dust. This is a touch spell
Master's Voice - Commands one animal to do the caster's bidding. On its next turn, the caster decides what actions the animal will take, and it will do as commanded
Repugnant Transformation - Mighty magic transforms the shaman's target into its basest form, revealing its true character. Unless the victim is able to resist, they undergoes a terrible transformation, sprouting hair all over their body, losing the capacity for speech, and behaving in strange and inexplicable ways. This is a permanent condition unless successfully cast on the target again, which reverses it, or c ast dispelling magics on the target. This is a touch spell
The Talking Beast - If cast immediately before taking on animal form, the caster can speak while so transformed. The spell can also be cast on an animal to gift it with the power of speech for a short period of time
Tangling Thorn - This spell may be cast on any point within 100 yards of the caster. At that point, vegetation erupts from the ground, rapidly covering an area 24 yards across. Creatures in the area as the vegetation sprouts are entangled. Entangled creatures may not move. The growth will only last until the following sunrise, unless burned off or killed with a suitable spell.
The Vengeful Hood - A cowl of amber -coloured light forms around the caster, which will absorb the force of any non-magical attack against the caster. If the caster is in hand-to-hand combat, any absorbed blows will be repulsed and turned against the originator. stro ng enough to bear them aloft. Wings of the Falcon - Grow wings from the caster's back, which are strong The stronger their magic, the faster they fly. Obviously, simple folk, seeing someone transformed by wings of the falcon, will assume they are some form of Chaos Daemon and react appropriately
The Winter's Long Slumber - The caster touches a willing character, creature, or animal, causing it to immediately fall into a deep sleep akin to a bear’s hibernation. This state persists for many months, until the solstice or equinox after the next (that is, the remainder of the current season, plus the full season after that). During this period of slumber, the character need not eat or drink.
The Writhing Worm - The caster summons a slithering worm of Amber energy which drops to the ground and wriggles up to 48 yards toward a single enemy an unearthly speed. The Worm crawls over its victim and swiftly cocoons and renders helpless said victim
this spell is cast on a fleeing regiment, it automatically makes them sto p fleeing. The Oxen Stands: If this
The Eagle’s Cry: When targeted on the mounts of the enemy within 300 meters, it makes them temporarily uncontrollable, halting the momentum of the riders.
Wyssan’s Wildform: This spell, with a range of fifty meters (or 300 with increased effort), unleashes the beast within his allies, shaping its fury to make a target unit or squad stronger and tougher.
Flock of Doom: With a bellowed command a horde of crows is summoned to peck at a chosen unit’s eyes, any within 300 meters or a kilometer for the stronger variant.
Pain’s Impenetrable Pelt: Calling upon the Beast Spirits of the Wild, the wizard temporarily covers sheathes his vulnerable flesh in layers of thick hide and fur. Essentially this makes the wizard (or whoever he casts it on) much, much tougher to hurt. Through additional effort he can cast it on all important characters within 50 meters.
The Amber Spear: Sounding a Gnarled horn, the wizard conjures up a glowing giant amber spear which is then hurled at any enemy within 300 meters, ignoring armor entirely. It functions just like a ballista and can penetrate multiple individuals at once, to a max o f six. With increased effort the wizard can summon a larger spear that can penetrate up to ten enemies at once or wound even the most monstrous and armored of creatures.
The Curse of Anraheir: Summoning nebulous and insubstantial spirits, the wizard then has them seek out a target squad and claw at them. This provides a potent distraction for the enemy as they struggle to move across terrain while being clawed at and struggle to hit the enemy. Can be cast on any enemy across 500 meters or, with increase charge, any enemy across a whopping ten kilometers! Horros The Savage Beast of Horros: An extreme upgrade of Wyssan’s Wildform, the Savage Beast of Horros fully unlocks the beast within. This powerful spell is then targeted on a fellow hero or champion, making them drastically stronger and much, much more ferocious in combat. As a result they hit far harder and attack much faster. With increased casting effort, the wizard can target all heroes or champions within 50 meters to give g ive them this buff.-The Wolf Hunts: When cast on a frie ndly unit within 300 meters of the caster, it causes them to move forward with supernatural speed.
Transformation of Khodron: The ultimate expression of mastery of Be asts, the wizard when he uses this power transforms into a truly monstrous creature. This can include chimeras, manticores, hydras or even dragons! While the wizard cannot use magical items or cast spells when in this this form, he doesn’t need to and is significantly more powerful. The only drawback is that very rarely the wizard c annot transform back however most of the time in battle he won’t need to.
A lore of magic exclusive to the Beastmen, this lore seems to carry many similar traits to the Lore of Beasts in that its users often deliberately de liberately abstain from civilization. However the difference is degree, and
while ordinary Lore of Beast users (known as Amber wizards in the Empire for ex ample) abstain from civilization, those that practice this lore (Bray-shamans) actively want to tear it down. Whereas the Lore of the Wild has evidence in nature and is as neutral as that, the Lor e of the Wild appears to emphasize em phasize only the malevolent aspects of beasts and nature, its users far more evil and afflicted by Chaos. ““I have seen a bray -shaman, -shaman, when I was a young battle wizard. My flesh creeps at the memory. It was leading a warband of fithy half-human brutes as they ravaged a settlement north of Altdorf. Yes, even so close to our glorious capital, these half-breeds plot our destruction. The regiment I was attached to was ordered to rescuethe settlement and destroy the herd. As we stalked stalked through the the undergrowth, undergrowth, hoping to take take the beastmen beastmen by surprise, surprise, I noticed a crow, flitting from tree to tree tree alongside us. us. In retrospect I should have have killed the ill-omened bird, for the beastmen knew of our advance, and we were ambushed. I am convinced that the shrike was the brayshaman metamorphosed.Beware metamorphosed.Beware even the birds and beasts of the forests, for they might be spies for dark powers. The bray-shaman snorted incantations from the rear of the attackers, and the beastmen were driven to bloodlust by its presence, leaping at our soldiers with inhuman agility. A miasma of corruption surrounded the creature – twisted – twisted ram’s horns curled either side of the over -sized -sized bear skull that it wore on its shaggy head. Fierce yellow eyes glared from its matted fleece, daubed with brightly coloured mud. It loped with a stoop, great protrusions of bone jutting from the hump on its back. Its left hand was a withered claw, its right clutched a knotted staff decorated with a chain of rotting fingers. Where its hooves scraped the ground, filthy, poisonous insects and worms writhed from the earth. Its touch blighted the forest leaves. The bray-shaman sensed my presence and I felt a stab of utter hatred in my mind as it issued an unspoken challenge. It rattled its staff and the men either side of me fell on all fours, hooting and snarling, ripping up grass with their teeth like deranged livestock. I was on my own. My sword flared white with the power of Hysh, and I advanced on the beast, disembowelling its horned bodyguard. I raised my searing blade to cut the shaman down, but it grinned with feral madness, raised its arms as though to receive my strike and shrieked. The bray-shaman exhaled all its bitterness in that dreadful wail, and it struck me like a furnace blast. My ears bled, and my right eye burst from its socket, and in agony I fell to my k nees. I would have died then, and my beleaguered regiment too, had not the sudden whistle of arrows sliced the air. Many beastmen were cut down, and the survivors fled howling into the shadows of the forest, the bray-shaman being the fi rst to run. Our rescuers never emerged from the trees, but the arrows embedded in the flesh of our foes appeared to be of elven design.”
— Warhammer Fantasy Roleplay, Winds of Magic, pg29-30
“Exerting his will, Malekith tried to seize back the magical power being leeched leeched by the shaman, but he could not stop the vile spell. A thick black cloud of flies erupted from that staff, its buzzing deafening, blotting out all other sound. The swarm lifted above the beastmen and flew straight for the Naggarothi, but it was not the sight of the droning cloud that so disturbed Malekith. He could sense the dark energies writhing within the living fog; like the stench of rot or soured milk the magic flooded Malekith's unearthly senses. The fly cloud descended on the elves with an ear-splitting hum. Where each fly landed, it brought decay. Armour began to to spot with with rust, and wooden spear shafts shafts grew weak weak with mildew. mildew. Malekith Malekith saw an elf flailing at the the swarm with with his shield, shield, but within within moments moments it had split split and disintegrated disintegrated into orange orange dust. Plates of armour cracked, leather split and frayed, and scale links turned to a rusted mass. Suddenly, like a great inhalation, the magic disappeared. Like a cleansing wind blowing through thick smoke, something new disturbed the mystical flow of energy, dissipating it. The swarm dissolved in the air, leaving the Naggarothi swinging rusted gauntlets and broken spear staves into thin air. The breeze became stronger and then grew into a consuming immaterial whirlwind, like a great gulf that had opened up under under the sea to swallow all the waters.” - The Sundering: S undering: Maleketh
Bestial Surge: The shaman inflames the Beastman’s uncontrollable urge to rip a e nemy limb from limb, causing them to surge forward in a roaring, bellowing mass. In effect this causes ev ery Beastman within 25 meters of the caster to, with inhuman agility and speed, rush forward to the nearest foes.
Viletide: Unleashed upon a single squad, this spell summons a massive horde of spiders, centipedes, and beetles to swarm over any enemy within 500 meters.
Devolve: Cast on any enemy within 50 meter s, this spell magnifies the target unit’s animalistic and savage parts until they are little more than growling beasts. The effectiveness of this spell is dictated by how strong enemy morale, discipline and willpower is. t he Bray-Shaman only any Beastman that he blesses roars a Bray Scream: In a move that ignores armor, the cry of supernatural hatred and contempt. This roar is so intense that it smashes eyeballs and mashs brains of those within the scream’s immediate presence.
Traitor-kin: Calling out the War-beasts of the enemy, the Bray-Shaman drives a red-hot spear of wrath into their hearts, causing them to t urn against those that dare tame them. Every enemy unit within 50 meters that rides a beast is affected, with a modifier being how loyal the beast is to the e nemy. The shaman’s ragged ears pricked. His eyes opened and r otated in their sockets. Interlopers. Intruders Intruders on unholy ground. Fresh sacrifices for the herdstone. His thick tongue wrapped itself around curses and ancient bewitchments. bewitchments. Emil’s horse reared with sudden savagery. The squire instinctively moved, sending his bolt wide. The quarrel tugged at the shaman’s rags and shattered off the herdstone behind. The squire’s steed was not itself. The creature was glazed of eye and flashing out with its hooves. Emil ducked and backed from out
of the cover of the obelisk as his horse’s shoe sparked off the stone. The packhorse was similarly affected, hawing and bucking the corpse of Yurian S partak from its back. This had nothing to do with the dead warrior of Chaos, Kastner decided. This was the shaman asserting its control over the wild natures of its beast-kin. Kastner watched as Oberon’s eyes glazed over like a northern lake. The stallion’ s lips curled back from the long pegs of its teeth. The knight had to act fast. Kastner ran at the steed, his mail and plated fist bringing his crusader shield up, smashing the horse’s skull aside. The animal stumbled backwards, both the sense and spell’s influence knocked from it. Legs faltered and the stallion crumbled and crashed to the ground unconscious. “from Archaon: Everchosen
Mantle of Ghorok: This buff blesses the spirit of Ghorok, a minotaur legendary for its ferocity, on any character within 50 meters of o f the Bray-Shaman. This character gets massive stre ngth and ferocity buffs, allowing him to hit far harder and faster. However at times the spirit of Ghorok is dangerous for the wielder, and it might tear them apart.
Savage Dominion: The Bray-Shaman sends his mind winging to the wilds to find the largest creature it can find, be it Chaos Giant, Jabbescythe, Ghorghon or other creature. They then bring it back to the battlefield to unleash vengeance on the enemy. The Bray -shaman cannot cast other spells while doing this, and should he be slain it usually results in the c reature breaking free. However there t here are some accounts of the possession lasting after death, with t he Beastlord now having a new body. Account of several Beastmen spells in action:
“Instead “Instead of charging the defensive wall, the beasts gathered below the Udose, snarling and roaring as the beast-shaman chanted a filthy incantation. A creature with a body that was a meld of man and fox with sable fur threw itself to its knees before the beast-shaman, its head thrown back and its throat bared. A slash of the beast-shaman’s beast- shaman’s claws and its black blood arced up to spatter the grotesque sorcerer. Bathed in sacrificial blood, the beast-shaman let loose an ecstatic cry, its clawed hands twisting and tearing at the air. At first it seemed as though though nothing was was happening, but within moments it was clear that that something something was horribly wrong. It began among the clan warriors of the Gallis. Their hurled insults changed, losing the form of speech and becoming honking brays, bellowed roars and bestial growls. Horrified cries rippled outwards as the men and women of the Gallis began convulsing and the full terror of the beast-shaman’s beast-shaman’s sorcery took hold. Proud Udose warriors fell on all fours as their bones crack ed ed and reshaped into new and hideous forms. Flesh slithered and swelled, bristling fur erupted from pink flesh, and screams screams of terror became animal barks. Men fought to get away from these abominable transformations, and as the beast within each man took hold, the newly-birthed monsters monsters threw themselves at their former comrades-in-arms. Within moments, the Udose were in disarray as the horribly altered warriors of the Gallis went on a bloody rampage, fangs
tearing out throats and claws ripping flesh from bones. The pipes fell silent and the songs died, as what had begun as a gloriously raucous fight became a desperate battle for survival. As the Udose Udose formation collapsed, collapsed, the beasts below attacked. And there was was no one to stop them.” them.” The Legend of Sigmar
Chamon is the yellow wind of magic, and is associated with the Lore of Metal. Chamon C hamon is the densest of the colors of magic, and is attracted to heavy metals such as gold and lead. Spells involving Chamon frequently make use of these two metals; gold as a magical conductor, lead as a magical insulator. Compared to other magics, Chamon is rooted in the physical world, and it is relatively easy to get to grips with its basic concepts, although it has deeper complexities which make it difficult to truly master. Chamon is an interesting lore in that its properties are
actually more effective against armored foes then non, with heavy armor being most vulnerable to this lore. Conversely those without armor at all or really light ones are nearly immune. For allies this lore can be used to strength or empower armor and weapons.
Armour of Lead - Causes the armour of a group of enemies to have the weight of lead, encumbering them severely
Burnished Gauntlet - A burnished gold gauntlet materializes o ut of thin air and flies off to strike a single enemy up to 25 meters away. It vanishes after making its attack
Breach the Unknown - Allows the alchemist to unlock all se crets of the object, learning the material composition as well as any mundane special properties it might contain. For instance, a Gold Wizard using breach the unknown could learn the me dicinal character of the toadstone.
The Crucible - The caster takes o n a golden glow that gets fierce r and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster c an then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards away from the casting point. The spell only allows the caster to move somewhere within line of sight, and cannot be cast o n anyone but the caster
Curse of Rust - Rusts and corrodes one metal obje ct within close proximity of the caster making it pitted and useless. enchant an item to give a small boon to any one of the user’s Enchant Item - Can temporarily enchant characteristics. Function must follow form. The caster could enchant a sword to give a prowess in combat, for example, or a circlet for a talent in socializing. The enchantment lasts for one hour and an item can only bear one at a time. The item counts as magical. This is a touch spell.
Fault of Form - Subtly alters the composition and characteristics of any single nearby weapon. That weapon temporarily loses the effects of any beneficial qualities for at the most nearly two m inutes. Baneful weapon qualities are made worse: experimental weapons j am, slow weapons become even slower, tiring weapons never have an impact, and unreliable weapons jam or explode
Fear of Aramar - The Fear o f Aramar fills the minds of living creatures with visions of their own worst terrors. It can be cast on any individual within 48 yards of the caster, causing that person to flee immediately.
The Golden Touch - When a Gold wizard casts this spell, the next person he touches w ith his bare hands is turned to gold and rendered helpless. After some time the caster will turn back to flesh and blood, with no ill-effects - unless someone has pushed them into a deep lake in the meantime, fo r example. Any attempt to damage the statue will cancel the spell, but c ause damage to the victim
Guard of Steel - Summon shimmering orbs of steel t hat rotate around the wizard's body and protect them from incoming attacks for about a minute and then disappears
Law of Age - Causes a solid, inanimate object to become brittle, making it shatter e asily. Its weight and feel is unchanged. Typically, this results in a reduced difficulty to break an object, such as kicking through a door or window, bursting bindings, breaking bars and so on. Law of Age lasts for a number minutes.
Law of Form - Transmutes a solid, inanimate object, making it harden like steel. It gains the weight and feel of solid metal, though its appearance r emains unchanged. Typically, this results in an increased encumbrance for the object, increasing the difficulty to burst through doors or other barrier s (including glass windows), strengthens rope bindings, prevents torches from igniting it, and so on. This is a touch spell. C hamon, suppressing its Law of Gold - Enshrouds a nearby magic item of the caster in strands of Chamon, abilities. The item loses all its magical functions for at least fifteen seconds
Law of Logic - Uses the magic of logic to aid one task. The alchemist must cast this spell before the attempt is taken, and the spell can c an aid either them or a nearby ally. The boon must be used within five minutes of the spell’s completion
Replication of Levorg - With this spell, a Gold wizard can conjure literally anything out of thin air. A basic item can be anywhere up to 8 cubic yards in size, t hough it can be bigger with a higher expenditure of magic. Living things cannot be created, and complex items may be difficult to conjure. The item c reated will last roughly one to eight hours before disappearing abruptly with no warning - the wizard has no idea when the item will vanish. All items conjured by this spell are magical facsimiles. It is impossible to create a magic item using it, or even an item to be used as a component in another enchantment
Rigidity of Body and Mind - The wizard's body and mind take on properties of metal that make them strong, resistant, and immutable. They further find that they are resistant to changing their mind during the spell’s duration. These effects last for a number of minutes.
Secret Rune - Can be cast in two ways: to record a secret message or to view a secret message so recorded. The former is cast in the same way as inscription, but rather than being visible for all to see, the message is invisible to all, even upon close examination of the item. In order t o see a message inscribed by secret rune, the spell is cast in the second way, re ndering the message visible. Gold Wizards frequently use this spell to communicate with one another.
Short Change - With this spell, a Gold wizard can conjure up a maximum of t welve gold coins out of thin air. It will be impossible to tell the magically created coins from the genuine art icle by mundane means. The coins produced will match the caster's wishes, as long as the caster has previously seen the coins in question - it is not possible to create a foreign currency that the caster has never seen.It is not unusual for Gold wizards caught to be heavily fined or expelled from their college. There ar e also stories of wizards being hung or disappearing mysteriously after using these c oins on the wrong people
Silver Arrows of Arha - Creates a number o f magical silver arrows and the caster can hurl them at one or more opponents. They disappear after impact
Stoke the Forge - Causes an already-burning fire in any forge, fireplace, or other man-made housing where heat and flame are bent to Human purpose to burn as hotly as is naturally possible and without consuming additional fuel for at most an hour and a half
Tale of Metal - The caster touches a metal object and looks into its past, s eeing the circumstances of its forging and creation as if they were there.
Transformation of Metal - Transforms one metal object into a different one. This does not change the type of metal, only its shape. The caster could, for example, transform a metal buckler into a flagon. This spell does not work on magical items. This is a touch spell.
Transmutation of the Unstable Mind - Transmutes a sick mind into a healthy one, which is quite a dangerous task. This is a touch spell. The caster cannot cast the spell on themselves. This spell does not work on animals
Trial and Error - Guides the efforts of all nearby allies, potentially improving the results of their labour
met ers, Sizzling doom is a magic missile. Sizzling silver er upts from Searing Doom: With a range of 300 meters, the wizard’s fingertips, killing a small portion of the enemy regiment via a most horrible fashion.
Fool's Gold - Temporarily alters the quality of an inanimate object to make it appear more valuable than it is. Pennies become Gold Crowns, a rusted sword becomes a masterfully crafted broadsword, and a set of wooden teeth shine with a silver sheen. Cast upon a single unit within 300 meters, causing them to admire their own weapons stupidly.
Rule of Burning Iron: Drawing power from Chamon, the wizard commands the armor of a enemy unit to recall the heat of its forging. Essentially causes said armor to become extreme ly hot, with the more damage being done the heavier and more potent armor the enemy is wearing. Has range of 300 meters.
Gleaming Arrow - An arrow of pure golden power bursts from the caster's forehead, soaring high into the sky. The arrow seeks out a single target within 144 yards, dropping down and striking t he victim as if from nowhere. The target must be in line of sight, and armour protects as normal. The arrow disappears once it has struck
Plague of Rust: At a wizard’s command, the armor of the enemy unit begins to rapidly decay away in clouds of tiny flakes. The more powerful and durable the armor, the longer it takes; however the more rewarding the plague will be. Can be cast on any unit within 300 mete rs or, with greater casting time, 1 kilometer.
Fear of Aramar: A supernatural fear spell that, if not resisted, causes the enemy to flee. r ing of metal. The Gilded Cage: Traps a regiment within a ring
Commandment of Brass: Targets a single enemy war machine and stops it in its tracks, t emporarily rendering it unable to fire or move.
Distillation of Molten Silver: Cast at about 300 meters, the gold wizard hurls a giant orb of molten silver at a enemy unit.
-Enchanted Blades of Aiban: The wizard sends powerful magic coursing over allies’ weapons, making them far sharper than before. Cast on any unit within 500 or 1 k ilometer, this spell makes weapons much better at piercing armor and counter as magical weaponry.
-Gehenna's Golden Gun - The Wizard drops a golden nugget to the floor, summoning the artifice of his race to transmute the enchanted ingot into a mighty weapon of war, such as a cannon or bolt thrower
Glittering Robe: Usually cast on a single unit within 50 mete rs, the wizard can, with additional effort, cast it on ALL units within 50 meters. This spell conjures a large, shimmering, scale cloak to protect allies and gives them a boost to armor proficiency.
Law of Gold: Cast upon an enemy unit within 300 meters, this spell can either temporarily suppress the magical weapon attributes or an enemy unit, or remove them entirely.
Gehenna’s Golden Hounds: This spell conjures a pair of massive golden hounds and sends them after a target. These powerful hounds can be summoned right nex t to the enemy and only those e xceptionally durable or with great bodyguards will be able to fend them off.
Transmutation of Lead: As the wizard extends his hand towards the e nemy unit, their weapons become twice as heavy, burdensome and unwieldy. This makes it harder for them to hit enemies or o r even properly defend.
Final Transmutation: With a incarnation the wizard targets a enemy unit and unleashes a spell that transmutes them into unliving gold! Though some may escape the spells effect obviously this is a devastating morale effect on the enemy. Worse some might be overcome by greed and attempt to cover the riches as t heir own! Normally has a range of 100 meter s, with some having 500 meters.
Ulgu is the grey wind of o f magic, and is associated with the Lore of Shadows. Ulgu is a mysterious wind, which spreads disorientation and confusion amongst those it touches. It is spoken of as a thick grey fog, and it is drawn to still lowlands and waterways w here natural mists gather at dawn. Deception, mystery, and illusions also instinctively draw this wind. Ulgu invokes the sensation of being lost, or perplexed by something that you can’t quite put your finger o n. The Shifting Isles of f the coast of Ulthran are shrouded with the power of Ulgu, and provide an impenetrable maze to protect the isle from invaders. Its wizards are masters of illusions. Their spells have minor teleportation woven within them, and they can switch places with characters nearby, up to 100 meters nearby, after a spell is cast.
Assume Illusionary Appearance - The caster m ay assume the appearance of any other living, bipedal creature under 10 feet in height. The caster can appear in the guise of a speci fic individual if desired.
Banish Illusion - The caster may use this spell against any group of creatures, single character, or object within 48 yards which he or she suspects of being an illusion. If the target is an illusion, it will be destroyed
Bewilder - The shadowmancer casts this spell on any one character or creature nearby. If successful, the victim becomes bewildered, their actions randomly ranging from wandering aimlessly, to attacking anything in reach, or even curling into a ball on the floor.
Bewilder Foe - This spell can be cast on any single individual within 24 yards. It is not an illusion as such and does not interfere with the m aintenance of other illusions. Bewildered individuals move at half speed in a random direction, can neither attack nor parry, and count as prone targets. Spellcasters may not employ magic whilst bewildered and any magic requiring their concentration or a constant expenditure of magical energy is dispelled instantly w izard's command, a bridge of shadow and spite whisks his allies across the Bridge of Shadows - At the wizard's battlefield
Burning Shadows - Causes the shadows around the c aster to burn like acid, inflicting pain and misery on any enemies upon whom a shadow from any light source as-or-more powerful than a torch falls at the moment the shadowmancer casts this spell. Lack of light alone does not constitute shadow for the purposes of this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does do es not count; the building’s structure is not “casting a shadow” inside of Camouflage Area - This spell can affect an area up to 10 feet in each direction. It has the effect of concealing anything within that area - doors, t reasure cheasts and the like - and making the area look just like the rest of the space in which it is situated. The main purpose of this spell is to discourage discourage people from searching an area
Camouflage Illusion - This illusion creates the impression that the caster is 2 yards away from his or her actual position. This makes the caster a very difficult target to hit in hand-to-hand combat or by missile fire
Cloak Activity - Allows the caster to perform any act while appearing to do something completely different. They appear to be exactly w here they are, but e ngaged in a different activity. For example, the caster can appear to all eyes to be reading a book when they are actually punching someone in the face. If their action affects someone else (an attack, spell, picking a pocket, etc.), the victim has the potential to see through the illusion. The spell lasts for only a number of moments, but if cast successfully, it also disguises the act of casting the spell.
Clone Image - This spell allows the Illusionist to create one or more clone images. When the spell is cast, the Illusionist will appear to split into 2, 3, or more identical images - only one of which is the real Illusionist. The images always stay within 2 yards of the caster. Each image may move individually, leaving any observer unsure which is the real Illusionist. The whole group of images counts as a single illusion and lasts for 1 hour per level of the caster. individual or group. The target 's Complete Illusion - This spell creates a convincing illusion around an individual entire environment appears changed, to all the senses. For instance, a person in a forest could be made to believe to have been transported to the middle of a city - the victim would see the crowds, feel them jostle by, smell the fruit on the market stalls, hear the cries of the stall-holders and so on. The illusion will be completely convincing - the victim could buy fruit in the market, talk to passers-by and so on, and the illusion would react accordingly. To anyone watching, the targets would appear to be stumbling around, talking to nonexistent people, and generally acting as if they have lost their senses. If attacked by an illusory foe in the illusion, the target would feel all of the pain of an attack and see the blood - an illusory death-blow would cause the victim to fall unconscious, only awakening once the spell had worn o ff, but being undamaged physically, at least. The illusion can continue on its own, in which case individual images in it will come from the victim's subconscious mind; or, by concentrating, the caster can see what the victim is experiencing and add new elements to the illusion as it unfolds
Confound Foe - This illusion can be cast by an illusionist who has suffered combat damage. It can be cast even if the caster has been killed , so it is a somewhat exceptional spell. The spell has the effect of negating all damage sustained over a select amount of time, just as if it didn't re ally happen - because it didn't !
Destroy Illusions - When this spell is c ast, all illusions within 1,200 yards currently maintained by any and all casters are instantly dispelled. This spell affects illusions maintained by the caster.
Doppelganger - The wizard can t ake on the appearance (including clothing, armour, and so on) of any other living, humanoid creature under ten fee t in height (Human, Elf, Orc, etc.) for a number of minutes. The spell does not disguise their voice, only their appearance. The caster may look like like an Orc, for instance, but if they can’t speak the Goblin Tongue, it’s best to keep their mouth shut around around
Greenskins. Should the caster somehow act in a suspicious manner, viewers may potentially see through the illusion. If the wizard wants to look like a specific individual, they must successfully channel the spell to perfect the disguise. Otherwise, they look like an undistinguished member of the same race
Dread Aspect - Makes the caster look like a nightmare creature of purest dread, causing terror for one minute in all who perceive them.
Eye of the Beholder - Makes any moderately sized item appear to be either worthless or valuable, whichever the caster chooses. Worthless items appear rusted, rotten, broken, or the like, depending on their nature, while valuable items appear to be finely made, ornate, and crafted with great ingenuity. The apparent flaws or virtues of the item do not affect its actual behaviour: be haviour: A normal sword enchanted to appear worthless still cuts just fine, and a crooked arrow enchanted to appear m asterfully crafted doesn’t fly any more true. This effect lasts for a number of hours.
Ghostly Appearance - This spell allows the Illusionist to assume the appearance of any Undead creature. The caster can take the guise of a specific individual, if so desired. This does not prevent prevent the Illusionist from casting spells as normal.
Glamour - This enchantment will temporarily increase the attractiveness and influence of the target for 10-60 minutes
The Grey Wings - A single target within 36 yards of the caster is surrounded by a great flock of greywinged birds, which hide the target from sight. The target disappears reappearing at any point decided by the caster and may be moved a multiple of 100 yards from the starting poin
Hallucinate - This spell may be cast at any group or individual within 48 yards. The individuals see themselves being charged by any creature of the caster's choosing. They may then have to make appropriate psychological tests, depending on the creature
The Horn of Andar - A piercing horn blast echoes out, affecting everyone within 72 yards of the caster. Any friendly individuals hearing the note are filled with courage. All enemies who hear the blast are overcome by a feeling of dre ad and doom
Illusion(various) - Creates an illusion anywhere nearby t hat is a nearly perfect simulation of reality, complete with sight, sound, and smell. The shadowmancer can m ake this area look like anything, the spell lasting for a number of moments at a time, but can be ke pt going with a successful concentration. Furthermore, the caster cannot cast any other spells or the illusion disappears immediately. Viewers may be allowed to see through the illusion if they have cause to suspect it's a trick. With added magic, the illujsionist can create imagined monsters, groups of he nchmen, change his physical appearance, make a random forest etc. However the most powerful spells need to be channelled.
Mindhole - Cause one character nearby to wholly forget the caster ex ists. All knowledge and memory of their existence is wiped from the t he target's mind. However, they can still notice the wizard as normal and remember anything so perceived going forward.
Mockery of Death - Causes someone to appear and behave as if dead to all sight and inspection. That person continues to sense their environment through hearing, sme ll, and— and—if their eyes are open— open—sight, but they cannot move their body in any way whatsoever until the spell ends. However, they continues to require air and other essentials of life. This state persists until the caster wills it to end or until a number of days pass. An unwilling target can resist the spell, and the caster can c an also cast this spell on themselves. This is a touch spell
Mutable Visage - Makes the caster's target subtly more or less attractive, but in a way that has a noticeable effect on the way people regard him in social situations. The wizard may cast this spell on themselves. This is a touch spell.
Pall of Darkness - Creates a swir ling area of impenetrable darkness anywhere within a large area around the caster that lasts for a number of moments. Those affected cannot see, even if normally they could. The confounding effect of this spell means that those affecte d can only take minor actions if they can resist the magic therein
The Pit of Tarnus - A dark pit 6 yards in diameter and 6 yards deep opens within 48 yards of the caster. Anyone standing within the area of the pit falls in. These victims will be buried alive unless they can climb out before the pit closes shortly t hereafter. If buried alive, they will nee d to climb out through loose soil, or else suffocate to death
Radiance of Ptolos - An individual or group within 72 yards of the caster begins to glow with a powerful light, so bright that they are impossible to look at. This intense brightness prevents anyone from accurately targeting the target with missile fire, but the glow c an be dispelled by a hand-to-hand combat hit. Those within the effect of the spell are not affected by the blinding radiance, but c an see out of the glow normal
Shadowcloak - Wraps the caste r in shadow, making them difficult to detect, and lasts for a number of minutes
Shadow Knives - Conjures up a number of shadowy projectiles that can be hurled at o ne or more opponents nearby. Furthermore, their shadowy nature means that all non-magic armour is ignored.
Shadow of Death - Uses the power of illusion to make the caster look fearsome and deadly for one minute
Shroud of Invisibility - Shrouds the caster with magic and disappear from sight for between six seconds and a full minute. While invisible, they can’t be t argeted with ranged attacks, including magic missiles. missiles. Anyone within four yards can potentially detect them using non-visual senses, though it is incredibly difficult. Even if successful a would-be attacker suffers impediments to combating the wizard. This spell cannot be cast on others
Steed of Shadows : Essentially, summons a shadowy horse that runs at top speed!
Stormcall - This spell may only be cast out of doors. A small, localized storm descends upon an individual or group, buffeting them with strong winds and flaring lightning.
Teleport - This spell is similar to the Vanish spell, allowing the caster to briefly enter another dimension for a select amount of time. The caster may return to the scene of action or may, instead, return to a point anywhere within 100 miles of the spot where the spell was cast - assuming the Illusionist has been in that place at least once before (home or a safe place, for example). This spell may not be used more than three times in a day.
Throttling - Sends ropes of inky darkness to throttle any one target, cutting o ff their ability to breathe entirely and forcing him to physically resist the effects the spell. The caster can maintain this spell, but may cast no further spells while doing so. I f they maintain the spell, the effects compound until either the spell ends or is broken, the target breaks free, or one of them dies
Throw Voice - The caster can t hrow his voice, making it appear to come from somewhere else within 48 yards
Vanish - The Vanish spell allows the Illusionist to vanish into another dimension for a select amount of time. The caster may do nothing while in the other dimension, but is able to see ev ents in the place left behind. The Illusionist may decide to return to the scene of the action at any time t ime before the spell expires, but must return to within w ithin 24 yards of the exact point where the spell was used.
Melkoth’s Mystifying Miasma: This spell conjures up a mystical numbing fog enemies to foolishly wander about and stumble. Used on any unit within 1 kilometer (meaning it can be used on artillery)
this drastically reduces the accuracy and skill of that unit’s range as well as makes their movement and actions clumsy and uncoordinated.
Creeping Death: As the wizard stret hches out his hand, the creeping shadows underneath come alive with wiggling, worm things that slither to the target, biting and tearing. Cast o n a single unit within 300 meters
Radiance of Ptolos - An individual or group within 72 yards of the caster begins to glow with a powerful light, so bright that they are impossible to look at. This intense brightness prevents anyone from accurately targeting the target with missile fire, but the glow can be dispelled by a hand-to-hand combat hit. Those within the effect of the spell are not affected by the blinding radiance, but c an see out of the glow normally
Steed of Shadows: Conjures a single flying shadow drake that can pick up a beleaguered friendly character or the w izard himself and extends their movement to have flight characte ristics.
The Crown of Taidron - A crown of sparkling steel forms about the caster's brow and crackling bolts of energy play across its shining surface, leaping out toward t he caster's foes W izard’s magic, the enemies burdens become literally heavy, Enfeebling Foe: Deceived by the Grey Wizard’s sapping the strength of a enemy unit. Can be done on any unit within 100 mete rs or, through increased casting, 500 meters.
Illusionary Army - The caster cr eates an illusion of between two and twelve groups, eac h comprising up to 20 humanoid or Undead troops. These groups appear within sight of the caster and can be controlled and moved as if real g roup of buildings Illusionary Buildings - This illusion allows the caster to cr eate the appearance of a group anywhere within 1,200 yards. The illusion may take the form of a village, farmstead, or whatever the caster chooses. If the illusion is create d so as to appear between two groups of observers, it will mask them from each other, but creatures occupying space presenting an illusion of streets o r open ground will be seen normally. Creatures within the bounds of the illusion are not affected by i
Illusion of Darkness - The Illusionist creates an illusion of complete darkness in a circle with a diameter of 24 yards, centred anywhere within 96 yards of the caster. This darkness is magical and cannot be illuminated by any normal or magical light sources. Within the area of darkness, creatures can only move in a randomly-chosen direction at quarter pace, w hile missile fire and combat is impossible. Individuals within the area are totally blind, unable to see e ven a lighted torch in front of them.
The Withering: This spell reaches into the minds of the foe, instilling feelings of doubt and weaknesses. The mental weakness makes them more vulnerable to the enemy on the physical realm. Can be cast on a enemy unit anywhere over 300 meters or, with more casting power, 500.
Shades of Death: a glamor spell that c hanges the appearance of an allied unit to matc h the friends and family of the enemy.
The Penumbral Pendulum: A ghostly razor-edged pendulum swings above the wizard. At a command it swings straight for the enemy and upon re lease bounces like a ghostly cannonball. Enemies that don’t move out of the way quick, and are unlucky to get hit by the bounce, die unless super durable. This bounce has a max range of 500 meters or, if the wizard puts a lot of power into the cast, 3 kilometers!
Traitor of Tarn: Through shadows the wizard manipulates an enemy unit, causing it t o attack all those around them (including allies), move into dangerous artillery zone etc. It should be noted that the affected unit are not puppets and will not do anything suicidal like jump off cliffs, drop weapons etc.
Unseen Lurker: This spell temporarily cloaks a friendly unit and allows them to travel unseen. The Pit of Tarnus - A dark pit 6 yards in diameter and 6 yards deep opens within 48 yards of the caster. Anyone standing within the area of the pit falls in. These victims will be buried alive unless they can climb out before the pit closes shortly t hereafter. If buried alive, they will need to climb out through loose soil, or else suffocate to death. Can be used against structures.
Pit of Shades: The Shadow wizard opens up a vortex to the infamous pit of shadows, swallowing up any that don’t get out of the way quick enough. enough. Those that fall in a realm of infinite shadow and t he wailing of those that lie beyond. At its base the vortex is 10 meters wide, though with greater casting it be 20 meters
Mist of Shadows - The Wizard envelops a segment of a castle battlement with choking cloud of magical darkness. When the mysterious fog dissipates, there is no one to be seen
Okkam's Mindrazor : The Wizard summons phanstamal weapons for his allies that shred the folds of consiousness and reason. Victims of these midrazor believe themselves slain, and so they die. Essentially makes it so physical durability is near useless and instead mental durability- i.e. refusing to accept death or believing themselves not dead- matters more. Can be targeted on any unit within 100 meters or, with increased magical effort, 500 meters.
Shyish is the purple wind of magic, and is associated with the Lore of Death. De ath. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that
even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an e nd. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of t his, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer.
It is because of t heir ability to gain from slaughtering the enemy that wizards of the Lore of Death c an sometimes “re“re-charge” their Winds of Magic, utilizing their expended life force for energy, allowing them to summon greater spells or cast more. “Black coils of energy whipped around around the Skulltaker, surrounding him in a writhing shimmer of profane power. The planks planks beneath the the Skulltaker’s boots turned turned brown, withering withering with rot. A warrior warrior standing too close was caught by the gnawing unlight. His skin turned white, crumbling from his bones as the curse of years consumed all the days yet to come. The dust collapsed against the floor of the howdah, dust and a few miserable bits of decayed bone.” -Blood -Blood for the Blood God
Acceptance of Fate - Causes allies to temporarily put aside their fear of death, making them immune to mundane and supernatural forms of terror
Death's Door - The caster's power over death is such that they can briefly delay the inevitable. Death’s door lasts a short time, but affect s the wizard and all their allies within the area. Those affected, if slain during the spell’s duration, remain alive to do one final act. As soon as the action is resolved, deat h beckons
Death's Messenger - Infuses the spiriter with Shyish, emanating an aura of m enace that strengthens their attempts at intimidation. c reature. Death's Release - Conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their release from the mortal world
Deathsight - For one hour, the wizard can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies. o ne question of the departing soul of a slain character within Final Words - Allows the spiriter to ask one several yards range. This must be done within t he first minute of the character’s deat h or the soul will have already passed on to the realm r ealm of Morr. The soul is not compelled to answer t ruthfully (or at all, for that matter). Final words cannot be cast on creatures without souls, like Daemons and the U ndead
Grief's End - The wizard speaks comforting words to an individual bereaved by the recent passing of a blood relative. The target’s pain is lessened as their understanding of fate deepens. Any psychological effects that were brought on by the death are eliminated or nullified.
Knock of the Departed - The spiriter asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered w ith a number of audible knocks other than zero (“How many robbers c ame into your house on the night you were beaten to death?”), or answered with a yes or no (“Would it please you for us to bring your body b ody on our pilgrimage to Altdorf?”). In the case of yes/no questions, the spirit of the deceased knocks once for “ yes,” and twice for “no.” No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which he had in life, and can lie if he wishes.
Life's End - Forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all wizards in a five mile radius are aware of the disturbance in the Aethyr that casting life’s end causes. limb—arm or leg— leg—of a single target near by. The caster may choose which Limbwither - Deadens one limb— exact limb of the target to affect, and it becomes utterly useless for several minutes. Normal use of the limb returns when the spell ends
The Purple Scythe: The Wizard summons a giant purple scythe that allows him to inflict incredible damage in melee combat.
Steal Life - Sucks the life e ssence of a foe and uses it to heal the caster. The target suffers serious wounding unless able to resist the spell. Meanwhile, the caster is healed of as many wounds as they have inflicted unless there are none left to heal. Steal life has no effect e ffect on Daemons or the Undead.
Swift Passing - With a touch of their fingers, the caster can dispatch a critically wounded character. Swift passing kills any already near to dying, including monsters and animals. Souls dispatched in this way are immune to spells such as Final Words but still remain at risk of Necromantic r esurrection
Telepathy - This form of silent mental communication and limited mind-reading was designed for Amethyst wizards to exchange thoughts, questions and ideas amongst each o ther without speaking. They can only use it to transmit tr ansmit the most rudimentary of messages to anybody else, and it is a laborious and strenuous process – process – for for each attempt to communicate with anyone other than another Amet hyst wizard, the caster must make sure they are accurately comprehended, lest there be a significant misunderstanding. To communicate, Amethyst wizards need only think what they want to say, and any Amethyst wizard within 100 yards will hear it. However they cannot read the minds m inds of the nontelepaths.
Tide of Years - Causes one non-magical item to age and decay, with poorly made objects turning to dust. This is a touch spell
Tomb Robber's Curse - The spiriter casts this spell in the presence of a corpse or at a tomb or grave site. Anyone who desecrates the dead body or site any time over the following year feels the effects of the curse, becoming weaker in will, intellect, and social activity for at least a week. The culprit also risks insanity.
Ward Against Abomination - Upon casting this spell, and for as long as the wizard remains motionless thereafter, undead creatures are incapable of coming within several yards of their person. Mummies, Vampires, Wights, Wraiths, and other powerful or strong-willed Undead may attempt to resist the spell, however. g uardian The Wild Kin of Zandox - Purple shadows form and lurk at the caster’s heels like two great guardian hounds. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slavering dogs with needle-sharp fangs and long slobbering tongues
Wind of Death - Calls down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction. The effect is many meters across
Youth's Bane - Causes one character to age years in a matter of seconds, often withering and growing feeble. While it affects animals, Youth’s Bane has no effect on Daemons or the Undead. Similarly, it has no effect on items and natural mater ials such as food, plants, leather etc.
Spirit Leech: The caster chooses a single enemy c haracter (1) and tries to drain his soul. The success depends on enemy overall willpower, with the gr eatly willful capable of fighting it off entirely. Has a range of 50 meters normally, that can be via more energy extended to 300 meters.
Aspect of the Dreadknight: The wizard targets a friendly unit within 300 met ers and surrounds them with a invisible aura of horror, making enemies scared to fight them. The wizard can upgrade this power to make them even more horrifying, so that only the bravest would consider tangling with them.
Dark Hand of Death: The Dark wizard creates a shadowy avatar of himself and sets it loose to freeze blood, marrow and heart. Capable of being cast on a regiment and killing many.
Amaranth - Enhances a single targets target's physical endurance, doubling it. In other words a basic ungor will become as physically tough as a minotaur.
Iyrtu's Embrace - This spell allows the wizard to attempt to crush a single hand-to-hand combat opponent. Power surges through the caster’s arms, sheathing them with pulsating purple energy and giving the person the strength of m any. Through this supernatural boost, a Northman may come to have the strength of a giant.
Speed of Lykos: Essentially, a friendly unit is given superspeed to charge into combat. The Wild Kin of Zandox: Summons two protective shadow beasts with the strength of ogres that watch over the wizard, pummeling those that come into melee.
The Caress of Laniph: Laniph was a Arabian sorceress known for both her capriciousness and passions that haven’t stopped after death. In c asting this spell the wizard calls her back from t he spirit world and sics her on a single e nemy character. While she might just caress him she has a chance of trying tr ying to forcibly drag him back to the spirit wor ld. Should the enemy not be strong enough to fight her off, she’ll succeed. Has range of 50 meters or can be enhanced to 300.
The Manacles of Caloe - A heavy manacle of energy forms round the waist of a single enemy or group within 48 yards. The spell’s targets cannot move until the manacle is dispelled. They are not affected in any other way: they can still fight if engaged in combat, they may fire missile weapons, and wizards may use magic. While the spell lasts, the caster cannot create a second Manacle of Caloe.
Soulbright: Harnessing the sickly power of death, the conjurer hexes a enemy unit and we akens his will to live. This correlates into being slightly weaker and less durable in combat. Can be cast on any unit w ithin 300 meters or, with additional prowess, cast on all units within 300 meters.
Doom and Darkness: With this terrible spell, the wizard has spirits of the departed assail a enemy unit, sapping its willpower. This makes it easier and more likely to rout, along with its willingness to follow orders. Has a range of 300 meters that can be upgraded to a range of about one kilometer.
Fate of Bjuna: This odd little spell conjures the fate o f the warrior of Bjuna, a powerful warrior infamous for never smiling. He then laughed so hard his sides burst, perishing that way. This spell targets a single enemy character and causes him to laugh uncontrollably, with the potential of his sides literally bursting from the strain. Should he survive he still has giggling fits the rest of the battle, and thus won’t be totally mentally competent. for ces of entropy against all Drain Life: Calling forth the darkest of magics, the deth wizard directs the forces who oppose him, tearing their souls from their bodies and casting them to the void.
Soul Harvest - Uttering fell words of power, the Wizard suffuses the stone of the fortress with a sickly aura. Those that fall beneath this dread emanation lose mo re than just their lives
The Purple Sun of Xerus: The lore of death’s most powerful spell, this conjures a colossal orb of purple edged darkness over the battlefield. With a diameter of 9 meters, it will then start to roll in a direction directed by the caster. Any that fail to get out of the way die immediately. How far it moves is a bit random, but many dozens of meters easily. The wizard can, through increased casting, upgrade its diameter to 20 meters!
However this power comes with a drawback, for death can be incredibly fickle. Should the wizard me ss up the cast the giant purple orb will always still appear, but directly on top of him! It will then roll in a random direction for a couple dozen meters, killing those allies nearby (for wizards are usually near the back of enemy armies).
In Warhammer divine magic refers to magic from the Realm of Chaos C haos being channeled and focused through a god, who can then mold t he magic however he or she pleases. Thus Slaanesh ensures that all of his magic is seductive and preys on the weak will, while Nurgle is all about plagues. Power and mechanics wise there is little difference between ‘regular’ magic and divine. Lorewise if a w izard messes up any feedback he or she incurs is likely to come from divine punishment.
Hastut is the grim, evil god of the Chaos Dwarves. Known affectionately as the Father of Darkness, this god lends its aid to Chaos Dwarf so rcerers with
living fire that hungers to burn flesh. Those that are already particularly flammable, such as ents, have a lot to fear, as t his fire is even more effective against them then normal fire. This lore is exclusive to Chaos Dwarfs. It should be noted that many o f the Chaos Dwarfs spells are area o f effect with the good possibility of indiscriminately harming allies in the way. As these allies are usually Hobgoblins the Dwarfs don’t really care.
Magma Pool: The Sorcerer begins t o melt into molten lava which flows away into the ground. The Sorcerer reappears in another part of the battlefield, slowly seeping through the gr ound then gradually re-forming and solidifying.
Breath of Hatred: An augment spell, the Breath of Hatred c auses any Chaos Dwarf unit within 50 meters to hate the enemy with all their heart, making thme more m ore formidable in combat. With increased casting power the Chaos Dwarf sorcerer can spread this to ALL Chaos Dwarves over 50 meters.
Burning Wrath: The Sorcerer calls upon the fires of the deep earth and as a result a torrent of lava erupts over the enemy unit, raining r aining down on them. Typically this spell can reliably take down six at once but with increased power this can be upgraded to twelve.
Fist of Fire - The sorcerer's hands are enwrapped with glowing bands of magical fire that snake out and envelope hand-to-hand- combat opponents
Flaming Hide - The sorcerer may cast this spell upon himself or a single nearby person. The skin of the afflicted begins to glow red hot and flickers with sparks, limiting the effectiveness of wounding the afflicted c loud of hot volcanic ash with appears under a close by enemy Ash Cloud: The Sorcerer summons up a cloud unit. The ash cloud stings the eyes of the unit members and causes coughing and spluttering. Cast o n a single unit within 100 meters and though not generally fatal, it makes fighting in combat very difficult.
Eruption - The Sorcerer chants words of power and smashes his staff on the ground. There is a low rumbling then the ground erupts spewing forth molten lava and clouds of hot ash. The eruption can be cast on any unit within 300 meters and has a radius of 9m. Any that don’t jump out of the w ay quickly are sprayed with lava.
Dark Subjugation: The Chaos Dwarf calls upon the Dark Will of his master to crush the will of his enemies. Any unit within 300 meters must fig ht off the attempt (determined by morale, discipline and willpower) or generally get more and more terrified, disorderly and gradual degradation in morale. Unbreakable units, those without the concept of fe ar, are immune to this spell.
The Curse of Hashtut/Sorcerer’s Hashtut/Sorcerer’s Curse: Curse: Channeling the malediction that infests his own twisted body, the Chaos Dwarf targets a single enemy character. This character, unless exceptionally tough, has his bones begin to petrify and flesh grow brittle before crumbling into dust. There is also a slower, easier to
cast version of the spell which causes the enemy to slowly turn into stone. Both have a range of 100 meters. c loud of hot volcanic ash with appears under a close by e nemy Ash Storm: The Sorcerer summons up a cloud unit. The ash cloud stings the eyes of the unit members and causes coughing and spluttering from the scalding of the lungs. Movement becomes hazardous and the unit struggles to fight at all under such an onslaught. Wizards cannot cast except on themselves, assuming they manage to get an incarnation out at all while choking. Any inside the ash cloud are exceptionally flammable.
Lava Storm: With a sweep of the Sorcerer's arm, the air fills with balls of molten lava. The Lava Storm flies in a straight line, hitting the first unit in its path until it dissipates. Has a range o f 100 meters.
Hell Hammer: The Sorcerer conjures above him a giant immense ram of roiling energy that takes t he form of a giant hammer or bull’s head. It then bounds across the battlefield with crushing crushing force. Those that don’t get out of the way are crushed beneath the t he projectile, which can travel a whopping max of 100 meters under normal conditions, or 500 if upgraded. So rcerer grows cold and a shadowy form begins to coalesce Shadows of Hashut - The air around the Sorcerer next to him. It forms into a visage of Hashut, the mighty God of the Chaos Dwarfs. With a deafening roar, the shadow bull charges forward smashing everything out of its way. Has a range o f 100 meters.
Doomroar - The Sorcerer 's eyes blaze with power and his head slowly begins to transform, taking on the aspect of the mighty Bull-God Hashut. Massive twisted horns spout from his temple and large flared nostrils belch forth smoke and fire. The transformed Sorcerer lifts his bull-head and bellows forth a deafening roar across the battlefield. Friends hearing it are filled with courage, while enemies suffer a feeling of doom and dread. Has a range of 500 meters.
Flames of Azgorth: Fire leaps out of the Dawi’s mouth and e yes as they call upon their most terrible incarnation of destruction, the ground cracking open and boiling lava exploding forth. Those directly under the 9 meter hole are swallowed up by it, and more are wounded as it explodes outwards 25 meters in all directions. The sorcerer has line of sight range, and can with increased power increase the hole size to 20 meters.
Nurgle, as the plague-god, blesses his followers with bodies bloated with decay and disease. Not surprisingly those instruments of the plague god prefer to utilize plague-based spells when in combat. Nurgle sees magic as a means me ans to an end, something that can be utilized to spread his plagues, not necessarily as an end itself. Thus while his practitioners generally lack the skills of their Tzeentch counterparts, their disease based spells nevertheless are extremely potent. However as Daemons and mortals are not equal, both receive different unique traits. His mortal followers have a chance continually bloat themselves with pus and disease, which oddly enough actually increases their vitality each time they cast their spells successfully. The gift is bestowed roughly 15% of the time. Mortal wizards of Nurgle that had already cast a lot of spells can be exceptionally durable foes to take down, requiring many consecutive hits w ith very powerful weapons. “A swordsman to Ursula's left coughed violently, his blade clattering from his grip as he collapsed to his knees. The man next to him turned, only to drop his sword and shield and clutch his throat as he too fell retching to the ground. Like corn scythed at harvest, a line of several dozen soldiers became similarly afflicted, some running forwards gasping, others toppling into their comrades, who backed away and began pushing and shoving amongst themselves to get away from the inflicted men.
'Sorcery!' snarled Ruprecht, pointing towards the robed figure still on the hill. 'Curses from the Lord of Decay.' 'Shallya protect us,' whispered Ursula, as more and more swordsmen fell victim to the unnatural plague or ran away away from their their infected countrymen. countrymen. She She ran forwards, Ulfshard blazing blazing in her hand. hand. 'Have faith!' she shouted, grabbing men and urging them back to the line. 'Resist their vile spells!' Seeing their maiden-champion joining them, many of the swordsmen recovered their nerve, though fully a third of them lay dead or writhing at their feet. Even as the line was redressed and order restored, the first of the Norse were within fifty yards. A forest of short spears appeared in their hands and was launched through through the air towards the defenders.” -Heart -Heart of Chaos
For Daemons, Nurgle’s main advantage is that, eve ry time a Nurgle-aligned Nurgle-aligned wizard successfully casts a spell on an enemy, there is a chance that more plaguebearers or small horde of nurglings appears on the field. Lore-wise this is representative of slain/wounded enemies popping into Chaos pustule life, the new daemons forming up as reinforcements to ne arby brothers of their likeness. While this would probably not produce a new plaguebearer on tar gets such as on a giant, it can potentially produce Nurglings. It can be imagined that a festering wound on his arm or genitals rotting and growing coarse, bubbling and moving until a Nurgling pops out, tries licking the area of the wound before falling off to join its like-minded swarm. Praise Grandfather Nurgle for the gifts of the plague!
Disease Spells: Too many examples of a follower casting a deadly disease or debilitating affliction on someone to name.
From One to Many - The sorcerer's body collapses into a man-shaped cloud of buzzing flies. Anything they wear or carry falls to the ground, as does any equipment they were carrying. This allows the caster to fly. While in this form, they are immune to all damage from non-magical weapons. They cannot be the target of spells (except (exce pt dispel), unless they are damaging area spells. The caster can change their shape so long as they remain in one continuous form, meaning the caster cannot separate themselves (and therefore cannot be separated) into two or more different clouds. The caster can squeeze through tight spaces, as small as those a single fly can fit through. The spell lasts for a number of hours, though the caster may end it any time. If the spell ends prematurely and they are contained in a space too small for their body to fit their body, they are instantly (and gruesomely) slain)
Joyous Aspect/Nurgle’s Aspect/Nurgle’s Boon: Boon: A spell used by a Nurgle sorcerer to outwardly hide their disease ridden form. A second spell that is helpful with Joyous Aspect, Nurgle’s Boon, allows instant stealth transference of any disease to the one the sorcerer touches.
Pillar of Putrefaction: A magical pillar raises the Chaos sorcerer above the battlefield, giving him gr eat line of sight but making him a target .
Pit of Slime: The Nurgle sorcerer casts a pit of slime underneath the e nemy, entrapping them and potentially slaying them with the infectious diseases.
Reveal Inner Beauty : A touch spell that ages a target between two to twenty years. Sumptuous Pestilence - Infects all living creatures within the immediate area with a terrible disease. Affected targets may recover (or not recover) from the diseases as normal, but the ailment in question is always random
Stench of Nurgle : See Plaguestrangler Vilestench. Basically creates an extremely bad, knockout smell around the caster.
Poxes, Scabs, Boils, Buboes, Afflictions: A variety of pox-related alements inflicted on a single unit in a hundred yards. Buboes afflicts a single individual with a deadly pus bubble which then explore to c ause damage. Scabs makes all enemies within a unit immensely uncomfortable while fighting in combat and Poxes weakens their combat ability. Boils can potentially cause fatal wounds as the skin is split. split. Afflictions is a temporary spell that, while active, halves how fast a unit can move.
Steam of Corruption: The Signature spell of the wizards of Nurgle, steam of corruption is only applicable in the wizard’s immediate presence, being a breath spell. When unleashed the Nurglite’s jaw distends wide like a serpent before expending e xpending a stream of disease and filth that c hokes and suffocates those near him. “Alkhor’s foul laughter gurgled on the breeze. Its crow host cawed and chattered as a stream of utter foulness retched from the daemon’s daemon’s ugly mouth. mouth. Thurgin and his clansmen were overwhelmed, drowned in a stinking mire of vomit. Dwarf skeletons, half clad in rotting plate and scraps of burned leather, bobbed to the surface of the miasma. Hundreds died in seconds, their gromril armour no defense against against Alkhor’s disgusting gifts.” – The The Great Betrayal, extremely powerful Greater Daemon version
Miasma of Pestilence: The caster “blesses” a friendly unit with Nurgle’s ghastly odor, the spell being so potent that enemies in close contact with said unit must try to fight while struggling to hold in their vomit! Can be done on any unit within 100 me ters, and this spell, with increased power, can be boosted in potency. In that instance enemies must fight the nearby nurglites while suffering extreme bouts of violent vomiting and diarrhea.
Blades of Putrefaction: The wizard blesses weapons of a choice unit to ooze with Nurgle’s foul contagions. Cast on any one unit within 50 meters, this makes that units weapons poisoned. If already poisoned, the effect becomes more potent.
Curse of the Leper: Can be cast on any single friendly or enemy unit within 100 meters, or 5 00 meters with additional effort. If spoken on a friendly unit, that unit be comes blesses with Nurgle’s supernatural resilience, becoming much tougher to attacks. If spoken on an enemy unit this unit gradually becomes weaker and easier to kill in combat. Bones become brittle, movements become weary. In most extreme cases limbs might fall off. “With a spine-splintering spine-splintering crash of wood, scores of Norscan longships ploughed into the docks, disgorging rabid berserkers and huge armour-clad champions onto the shore. Men dropped even as they ran, bodies marked not by arrow or spear but by blistering black abscesses on their throats. A block of Marienburger regulars fought on amongst the rushing shapes, striking out with halberds while their captain whistled furiously and their their horn-blower horn-blower sounded the order order to rally rally and reform. Marienburg stood, but without the mercenary auxiliaries auxiliaries and high elf naval power on which she had come to depend she stood alone, and one by one her soldiers fell. ‘Plague!’ Cazarro cried, tearing off his helmet in a bid to clear the cotton wool fug from his head and keeping shoulder-to-shoulder with his fellow Verezzians to either side as the company withdrew. They did so with flawless disciple: pikes low, shields front. Ordinarily, Cazarro would have been proud. A mercenary could fight for many things – wealth, wealth, the honour of his regiment and the reputation of his homeland. But no man could fight a disease. They fell into an alley. A warehouse loomed to the right and a shipwright to their left. The cramped air smelled of guts and sawdust. Cazarro had hoped that discipline and the narrow front would confer an advantage on their retreat, but if anything it was the reverse. Man-for-man, they had nothing to contend with the might and fury of what came after them. A Chaos warrior warrior in bulky armour armour scarred by by boils and verdigris verdigris hoisted a weeping axe axe and led a score score of howling warriors in a charge. Cazarro parried a sword thrust as the Verezzian to his left was cleft in two by a downward slash of the barbarian’s axe. The man to his right met a Norscan’s blade with a clang, then coughed blood and black spores as he fell in the grip of some seizure. Another man took his place before he too was split open from hip to hip by a deathstroke of that infernal warrior’s axe. Men were being carved open left and right. Even those to the rear were not spared, coughing and spluttering as they fell to be trodden on by those that followed. The horror was as inescapable as the stink. ‘Retreat. Run. Back to the road.’ Alvaro Cazarro Cazarro cast down down his sword and helm and ran.” - Mariangburg’s stand “Up ahead, Ethrac’s conjured cloud began to rain nameless black fluids onto the uniformed the uniformed troops marching down Suidstrasse. At first, only a handful of southerners dropped to their knees, coughing up blood. A few moments later a scattering more had fallen, then a crowd. Those that had succumbed to the cloud’s vile contagions found cl usters usters of boils bubbling across their skin, blistering their tongues and
gumming their eyelids shut. The regiment’s champion shouted hoarsely in an attempt to restore order, but it was no use.” -Glotkin -Glotkin
t he enemy unit is Rancid Visitations: As the wizard reaches out, the seized by a terrible affliction that blackens their flesh and turns organs into mush. However not all of this damage will be done at once. In classic disease fashion it only kills a few (max 6) at once before continually spreading. The enemy unit must rely on innate toughness, any magical resistance, or counterspells to dispel the disease lest the entire unit be destroyed.
Fleshy Abundance: The wizard gifts a chosen friendly unit with a repulsive growth spurt. Great wobbling mounds of grey-flesh spill out to seal wounds moments after they are hit. In essence this gives the chosen unit Regeneration, or improves it greatly if they already have regeneration. Normally has a range of 100 m eters. However through a massive expenditure of energy the wizard can choose to give this buff to all frie ndly units within 100 meters, creating a mass of highly durable troops.
Plague Wind: The wizard summons a swirling whirlwind of maggots, bile and blight-ridden fluids to eat away at the enemy’s skin, flesh and soul. soul. Though normally this storm has a diameter of 9 meters, w ith additional effort this might increase to 20 mete rs diameter. It has the potential to move, once cast, dozens of meters in random directions. Any caught within the storms must either be exceptionally excepti onally tough, magically resistance, or move out of the way quickly enough or else they will soon be naught but flesh. However this spell has a blowback in that if the wizard messes up the spell it will still be summoned, but summoned on top of him. It then travels in random directions, tearing through Chaos forces as wizards usually take up positions in the back of combat.
Slaanesh is the god of pleasure, pain and all ex cess sensations. Not surprisingly his gifts are given to those that inflict torture and despair. Like eve rything else, Slaanesh is constantly striving to try and perfect his magic, for it is a means of power. He'll never succeed, for like every other god he is in a predestined role and will never be able to match Tzeentch in this arena, however that doesn't stop him from trying. Slaaneshi magic is extremely reliant on willpower, with those of weak will falling in droves while the strongest wills are all but immune to the powers of his followers. For mortal followers, whenever they inflict some torturous death they are able to feed off its energy. At times this will increase via supernatural means the wizard’s skill at arms, speed and reaction time. For Daemons, Slaanesh’s main advantage is that, every time a Slaanesh-alligned Slaanesh-alligned wizard successfully casts a spell on an enemy, there is a chance that more Daemonettes or Fiends appear on the field. Lorewise this is representative of the t he power of Slaanesh growing as pain and sensation is inflicted by his followers. These daemons always appear in the back-ranks.
“Ahead of him he could see the Slayers, fighting amid a horde of beastmen and marauders and more than holding their own. Dead and dying foes lay all around them. The Kislevites, heartened by their presence, fought like men possessed. possessed. Here at least, it seemed possible possible to believe, believe, if only for a moment, moment, that victory might be theirs. Another monstrous siege tower crashed into the wall. A smell something like musk, something like perfume wafted into Felix’s nostrils. For a moment, moment, he thought nothing of it, but then his skin started to tingle, and a ticklish sensation started started at the back of his throat. He felt all of the killing lust draining out of him, and turned to find the source of this delightful odour. All around him, him, men and beastmen beastmen were were doing the same, same, temporarily temporarily forgetting their enmity in their desire to find the source of the sweet perfume. Felix saw a massive iron drawbridge crash onto the battlements. Exotic, strangely strangely beautiful, oddly familiar figures leapt forth from the siege tower, and raced into the fray. They looked like shaven-headed women. Despite the chill, they were near naked, wearing black leather tunics that revealed one perfectly formed breast. In place of one hand, they had crab-like claws. In the other hand some held long stabbing swords, some held whips, some held nets. Moving with an eerie grace they glided across the battlements. Wherever Wherever they went, men died. Felix recognised them as creatures of Slaanesh, Lord of Unspeakable Pleasures. Felix watched one huge Kislevite warrior who had only moments before slaughtered three beastmen stand like a lamb waiting to be slaughtered while one of the beautiful woman things clipped off his head with a claw. Instead of avenging him the man’s comrades calmly wai ted wai ted for death to come to them. Felix watched it all fascinated, and filled with an odd elation. There was something perfectly enthralling about the whole performance: the grace of the females, the way the red blood glistened in perfect droplets on the snow. There was something sensual and deeply arousing about it. He doubted he had ever seen anything quite so attractive as the daemon women. It would be a pleasure to die at their hands. In fact, he could hardly wait. He took a stride towards them, eager to f eel eel death’s embrace. Part of him, deeply buried in his psyche, screamed that it was wrong. Those were not women. They were daemons. They were the enemy. Their musk or some other sorcery had him enchanted. Yet there was nothing he could do about it. His feet kept moving as if they belonged to someone else, the sword dangled limply from his fingers and it was all he could do not to let it slip to the ground. A smile was frozen on his face. face. He could see the same smile written written on the lips of other other enthralled defenders. defenders. A beastman aimed aimed a blow at him. He did did not want this. It would would prevent him embracing embracing the womanthing of his choice, an enchanting creature with pale white skin and ruby r ed lips. He ducked the blow and took his assailant’s hand off at the wrist. As A s it fell backwards, he rammed his sword into its throat. Behind him he could hear the sound of running feet, and the sound of something heavy hacking through flesh like a butcher’s butcher’s cleaver. cleaver. Felix sincerely sincerely hoped it wasn’t another another rival for for the favour favour of his his chosen one. He wanted to look back to make sure, but he could not keep his eyes off her. Look at the way her smile revealed those gleaming ivory fangs!
Something rushed past him, and he almost stabbed it before realising that it was Gotrek. Did the Slayer intend to challenge him for the she-daemon’s she- daemon’s favours? He would see about that. Felix aimed a stab at the Slayer’s back but something restrained him. He seemed unable to move his arm. Looking down, he saw a massive hand was locked on his wrist. He tried to struggle but someone immobilised him with the same ease with which he might immobilise a child. “Snorri thinks that’s far enough,” said a deep voice from somewhere around the region of his lower back. Felix fought against the steely grip and raved curses as he saw what the cruel Slayer intended. Gotrek moved among the Slaanesh worshippers. Their light weapons could not withstand his axe, which now blazed lantern-bright with an evil red glow. One by one he chopped his way through them. They did not die as human warriors might have. Instead, as they fell their bodies disintegrated into showers of sparks and clouds of vile perfume. Smelling that stink broke the spell, and made Felix realise how close he had come to being slain by its evil enchantment. All around him other human warriors appeared to realise the same. They shook themselves, looked at their foes, and took up the fray once more.” – Beastslayer. – Beastslayer. Sometimes the strong willed can disrupt the spell for the weaker.
Blissful Throes - A long whip of pure Chaos energy lashes out at the enemy with a de lightful crack, leaving its victims wracked with pain, to the envy of the caster.
Bondage of Slaanesh: Target cannot move, completely at the mercy of the Slaaneshi caster. Breath of Inspiration - Blows a stream of scented air into the face or ear of an adjacent living creature, filling its head with glorious visions of his capabilities and skill, yet simultaneously sullying his soul and filling him with shame. Any benefit the spell grants must be utilized within a number of days after casting, or else be for naught
Cutting Wit - Creates a long writhing tongue that probes the crevices of those struck by its lascivious form. The sorcerer can strike targets as far as twelve yards away. Those struck by the tongue suffer injury, the tongue ignoring armour as it delivers a pulse of pure agony. The Tongue is magical in nature so can hit ethereal foes. wi th Flesh Puppet- Takes control of a single foe’s actions so long as that foe is in long of sight. Those with great willpower can break free and should the sorcerer try to make the victim do anything construed as suicidal it becomes easier to break free.
Fleshy Curse - Causes a single c reature nearby to sprout horrible, uncontrollable growths of fat, sinew, and muscle, slowly becoming buried beneath the mess. If not resisted, the victim risks suffocation or worse c reature to warp and twist. The subject perceives From Pain, Pleasure - Cause the senses of a nearby creature pain as pleasure and pleasure as pain for a number of minutes. In addition, if the target assaults or is assaulted by something, they become more proficient in m artial combat, as well as enduring physical recompense.
Golden Torrent - Boiling out from the palm of the sorcerer's hand is a pulse of ye llow light. The beam can affect any single nearby target in the caster's line of sight. The target is filled with pleasant, mindnumbing emotions. For moments at a time, they stand and smile mindlessly, giving up all actions they would normally take.
Mask of Desire: Makes a person extremely irresistible to o thers. Pavane of Slaanesh - All living creatures nearby are forced to do nothing but stand and dance lewdly to the Aethyreal sounds of Slaanesh’s music for a number of minutes. During this time, they can do nothing nothing else, rendered helpless by the spell. If attacked, they are immediately freed from the spell's effects. As a side-effect, each minute a victim dances, t hey grow more and more insane as a result of listening to that unearthly tune.
lash-like energy tongue erupts from t he wizard’s head and slashes forward into Lash of Slaanesh: A long, lash-like ranks of enemies. This tongue has a range of 300 meters and is skilled at piercing armor. It might only hit one or two enemies per rank, but it can go and attack at tack multiple ranks.
Acquiescence: With a gesture the wizard engulfs an enemy unit in a haze of br oken dreams and unattainable desires. Though still capable of fighting, the distraction is potent enough that they are sluggish in fighting and sometimes move in a daze. Has a range of 300 meters, however howev er can be upgraded with additional casting power to 1 kilometer.
Luxurious Torment - The targets are engulfed by a wave of hysteria and begins crying o ut and weeping, clawing at themselves and turning on their friends with their weapons. Can be cast at 300 meters.
Pavane of Slaanesh: The Slaaneshi wizard jingles a dark tune and curses a single enemy character, causing them to jerk sporadically until bones break. Only the exceptionally disciplined and strongest mentally can resist the song. Has a normal range of 300 meters, can be upgraded to one kilometer.
Blissful Throes - A long whip of pure Chaos energy lashes out at the e nemy with a delightful crack, leaving its victims wracked with pain, to the envy of the caster. Basically like Lash of Slaanesh but with a distance of 50 meters and effects more people.
Hysterical Frenzy: The caster’s victims are engulfed in a torrent of unreasoning emotion, causing them to claw at themselves in excruciating pain and blissful rapture. With a range 300 meter s it can be cast on any single friendly or enemy unit. Either way it drives the target into a bloodlust state, causing them to fight more chaotically but fiercely. If the target is already in a frenzy then it makes them “frenzier “then before. However in return to for going all out on the enemy (perce ptive to whoever it was cast on) t hose of the target unit hurt and kill themselves in such a state. “As the crimson knights fought, Sigvald looked up at the rolling clouds and held held out his hand in a summoning gesture. Silent forks of lightning splintered across the ink-black sky at his command. He shook his head in wonder, following the brittle needles of light as they knifed towards him. Then, as the snowstorm doubled in fury, Sigvald hurled himself headlong back into the fray. He crashed into the
toiling figures like a comet, scattering armour, weapons, limbs and even rock; but rather than halting, the fighting only intensified. Sigvald emerged right in the heart of the schism, drenched in gore and rolling his eyes ecstatically. His animal frenzy was infectious and the knights around him began to swing their weapons indiscriminately, not caring whose flesh they severed. The whole scene quickly descended into a sadistic orgy of bloodletting, captured in brief bursts by the flickering light and accompanied by Sigvald’s joyous, ringing laughter. “I’m a god,” he cried, his voice exultant and musical. As the knights knights fought, some some of them began to tear tear at their own own armour, removing helmets helmets and breastplates until they were naked, seeming to savour every wound that tore their exposed flesh. As their movements became more erratic and frenzied, some of them even began to change physically: grinning lustily as their flesh drained of colour and a nd their hands became hard, serrated claws.” - Sigvald
Slicing Shards: The wizard flicks his wrist and a cloud of razor sharp darts break from his hands, flensing the target unit mind, body, and soul. Up to six can die at once. These darts count as armor piercing, though the heaviest armor might yet slow them. Further damage is done as t he magic darts continue on, killing more and more until the either unit is dead, or the shards are dispelled. As these shards are weapons of Slaanesh they rely on sensation and e xtremes among the enemy (such as fe ar) and those who are exceptionally disciplined or have such a high morale to not care would be able to weaken and dispel the shards without incurring further causalities.
Delectable Torture - Forces an enemy outside of combat to immediately attack the unit he is with. If the enemy is not inside a unit, he will immediately use any ranged weapon he has available against a single visible friendly unit chosen by the caster. Mounts are not affected by this spell.
Enrapturing Spasms - The enemy unit upon which the spell is cast cannot move voluntarily except to flee, shoot, attack in close combat c ombat or cast spells. They are hit automatically in close combat and are rendered immune to psychology
Titillating Delusions - Slaanesh creates an illusion of the enemy's deepest desire, and they find it impossible to resist the urge to capture it. Essentially causes a single enemy unit within 300 me ters, not already engaged in combat, to wander r andomly. “More of the beasts were gatheri ng, ng, and they were getting dangerously close. Marius frowned as he realised the mercenary crossbowmen were allowing them to climb unmolested towards the defensive wall. He felt tingling warmth in his hand as a strange, bitter taste of metal fizzed in the air. ‘What in the name of Manann are those fools doing?’ demanded Marius. ‘Why are they not loosing their bolts?’ The taste of metal grew stronger and the hairs on the back of his neck stood erect in a primal warning of danger. ‘I… I don’t know, my lord,’ said Bastiaan, his voice sounding dreamlike. ‘Perhaps they don’t want to hit all the chests of gold.’
Marius gave the boy a sidelong glance. ‘What foolishness are you talking about?’ he asked. ‘What gold?’ ‘There,’ whispered Bastiaan, moving towards the wall. ‘So much gold!’ Marius watched in horror as the mercenaries climbed over the defensive wall, fighting one another as they made their way towards the beasts without fear. A muttered ripple of heated conversation came from the ranks of Jutone warriors warriors behind him. He turned to rebuke them for breaking silence, but his his harsh words trailed off as he saw the glassy avarice in their eyes, each man lost in a dream of something wonderful. The warmth in his hand became heat, and he looked down to see the etched lettering running the length of his sword blade shimmering as though bathed in twilight. The golden-skinned king who had presented it to him had claimed it could turn aside evil spells, though Marius hadn’t believed him at the time. A whispering evil urged hi m to sheath the blade, but Marius knew that his sword’s power was all that was protecting him from whatever whatever fell sorcery affected his warriors. Bastiaan had reached the wall, but Marius ran forward and took hold of his arm. ‘Get back here, boy,’ snapped Marius. Marius. No sooner had he touched his aide-de-camp than the boy shuddered and blinked in surprise. He looked from Marius to the beasts and back again. ‘What did you do with it?’ he cried, tears spilling down his cheeks. ‘With what?’ demanded Marius. ‘Have you lost your mind?’ ‘The gold!’ shouted Bastiaan. ‘It was there… All the gold in the world. It was mine!’ ‘There is no gold there, you fool!’ said Marius. ‘Snap out of it, you are ensorcelled.’ Bastiaan shook off Marius’s grip. ‘Of course you’d say that!’ he protested. he protested. ‘You ‘You want to to keep it all for yourself! You You don’t want want anyone else else to have any of your precious gold!’ Marius slapped Bastiaan, tired of the boy’s theatrics. He brushed past the youth and leaned over the wall. The olive-skinned mercenaries were almost at the bottom of the slope. None of them had their weapons drawn, and their movements were like those of sleepwalkers. Marius saw the dreadful hunger in the eyes of the monsters. Saliva drooled from their jaws and he knew that he had only seconds to act. He turned to shout at his Jutone warriors, but before he could open his mouth, searing pain exploded in his side. Marius looked down and saw the golden hilt of an exquisitely fashioned knife pressed against his leather and silk doublet. Blood welled around the blade, and he watched, uncomprehending, uncomprehending, as it spilled onto the stone flags.
Bastiaan twisted the knife, and Marius cried out in pain, clutching his aide-de-camp’s aide-de-camp’s shoulder as the strength in his legs gave out. ‘I won’t let you take the gold!’ hissed Bastiaan. ‘It’s mine. All mine. You can’t have it!’ ‘There is no gold,’ whispered Marius, sagging to the ground, and leaning against the wall as his vision greyed. He heard the screams of the mercenaries as the beasts tore them apart, and the slaughter began. We failed, thought Marius, and this city will fall.” – fall.” – The The Legend of Sigmar
Phantasmorgia: This spell summons illusory creatures that roam the battlefield, their dark promises of fulfillment seducing and bewildering their enemies. This translates into increasing difficulty with following orders and maintaining discipline. It can be cast on any unit within 300 m eters or, through great doubling of casting power, can be unleashed on all of those within 300 meters. L ike the previous spell this spell is affected by enemy w illpower, discipline, morale, and other such effects. A force that does well in those quarters will have far fewer of their units hampered then those with low discipline. ‘'Keep formation,' Morek cried, again and again, watching the ap proaching Norscan Norscan hordes, knowing knowing that the time was nearing when they'd clash. He ducked, as the stone throwers flung a low barrage. Their deadly shadow had made them seem closer than they actually were and he reddened at his foolishness. Arrows Arrows and bolts bolts followed swiftly and the eldritch flames of the the Norscan shaman shaman rose again to immolate them. Only this time a tapering smoke exuded in their wake, growing and coiling into a thick roiling mist. Clinging to the ground, the mist surged across the plain at a f rightening pace, easily faster than the Norscans, and engulfed the foremost elves. Strange shapes coalesced in that mist as it billowed into a rising fog. Morek's dwarf eyes discerned the lithe bodies of elf females, writhing within the bilious soup. The elf spearmen, ensnared by the tendrils of smoke, were seemingly beguiled. They cried out names in elvish - Morek could only assume they wailed for their loved ones - and more more came forward, forward, all of them them dropping their their weapons to the ground. As the mist slowly dispersed, dispersed, the dwarf dwarf saw the spearmen held in the embrace of the ethereal maidens of the mist, their expressions soporific as they became utterly enamoured. 'Valaya preserve us,' he gasped in awe and terror.” - Honourkeeper “It was as though she were there with there with him, inside his plate. His true love r eturned. She kissed him and he responded. His affections were hers and her lips were his. ‘Trudi…’ ‘Knight!’ ‘My love…’ ‘Kiss me, my love…’
They were swiftly doused by the intoxicating touch of Trudi’s lips on his h is own. A scream suddenly escaped her. She roared her anguish, almost into his mouth. Horrwitz’s eyes fluttered open. The cold was suddenly back. The mist parted and Rhaanoc was there. The heavy chains were coiled at his feet. He was bleeding through his shattered shattered plate. Horrwitz’s templar templar blade was in his hand, stained red with Trudi’s blood. With horror, he realised that he had been disarmed, that his prisoner were free and that he held in his arms the murdered Trudi. ‘Knight!’ Rhaanoc roared again. ‘Look down.’ ‘Look down.’ Horrwitz allowed his dreamy gaze to travel to his armoured boots. They were splashed with blood and grit. The floor was littered with shattered bone and skulls. He was half standing in a ribcage. Horrwitz looked up at the marauder and then back at the cavalcade. Priests, knights and witch hunters were all but lost in the mist, but the templar could hear groaning. Raven-haired beauties of sickly white flesh writhed about about them, seemingly inside inside their robes, robes, cloaks and plate, mesmerising mesmerising the Sigmarites. Sigmarites. The things were a living temptation, all sick beauty and obscene claws. Horrwitz returned to his senses. Trudi suddenly felt cold, clammy and alien on his skin.” – Archaon: Archaon: The Fall and the Rise
Delicious Excruciation - The unit upon which the spell is cast, whether allied or enemy, becomes unable to be broken, rallying even if t hey are fleeing from combat
Cacophonic Choir: The wizard screams a soul-shattering chorus that tortures souls and shatters sanity of those caught in its path. Some are slain outright while those that survive struggle to m aintain both cohesion and sanity, being thus much slower in combat while the spell lasts. Usually cast on a single unit within 50 meters, with increased magical power it can be cast on all enemy units within 50 meters.
Of all the Chaos gods, the Daemons of Tzeentch can claim to be the most skilled, for their god is the patron of magic . I n general their magic can be described as wild and destructive, however with the typical randomness one might expect from the God of Change.The Lord of C hange offers special attribute bonuses for his followers. For the Warriors of Chaos every time a spell is successfully cast from this lore they have a chance to ‘siphon back’ some of t he magic they cast and add it it to their fuel reserves. For Daemons, Tzeentch’s main advantage is that, every time a Tzeench-alligned wizard successfully casts a spell on an enemy, there is a chance that more Pink Horrors or Screamers appear on the field. Lore-wise
this is representative of the power of Tzeenth growing as the enemy e nemy is forcibly changed by the magic inflicted by his followers. These daemons always appear in the back-ranks. All Tzeenth magic, both of mortals and daemons, has lingering warpflame that persists after a spell is cast. Sometimes, if the enemy isn’t tough enough to survive, these lingering warp-fires warp-fires light up to cause further burns among an already weakened enemy unit. However if they are tough enough t he unit is instead blessed with actual low-grade regeneration (those already possessing regeneration have better regenerations)! Chaos, and Tzeentch in particular, is fickle!
Destroy Magic - Intones the profane words of D aemons, drawing the energy found within a targeted magic item into the caster. A magic item of their choice within w ithin six yards immediately loses all magical properties for up to ten minutes. If resisted, the caster suffers permanent mutation
Dispel Mortal - If the target lacks the willpower to fight the spell off then he/she is sucked into the Realm of Chaos to become the plaything of Daemons.
Enrage Beast - The caster's eyes flash with unwholesome light as they inspire fear in a single ordinary animal nearby. The target animal's reaction ranges between panic, m urderous rage, flatulence, or death by heart attack. Except in the latter case, the animal returns to normal after a number of minutes
Flames of Fate - Pale orange flames spring up from the ground all around the sorcerer . Contained within the flickering tongues of fire are images of the future, giving them foresight for the next couple of minutes.
Gift of Tzeentch - This spell enables the caster to make an appeal to Tzeentch for mor e power, gaining the ability to use a spell they o therwise would not for one to three days.
Mindfire - Causes a lance of m agenta flame to leap forth from the sorcerer's hand and strike a single target within a wide area. If hit, the target potentially goes c ripplingly mad. If already insane, the spell does the opposite, the target becoming more lucid even as the spell injures their person, regardless of armour or natural constitution. In this case, the spell can potentially render a madman free of derangement entirely.
Slave to Chaos - Send the caster's consciousness into another living creature within the nearby area. The subject of this psychic attack may atte mpt to resist the intrusion. If they fail, t he sorcerer takes control of the subject’s actions for a number of moments. If they command the subject to act in a suicidal way, the target becomes more able to break the effect. While in possession of a mortal body, the caster's body lies in a deep sleep. When t he spell ends, the subject risks gaining mutation.
Shield of Fire: Tzeentchi sorcerer summons a magical shield aro und him that makes him incredibly difficult to hit in melee
Subvert Strength: Allows the caster to t urn any item he touches into something soft and malleable.
Transformation of Tzeentch - Chosen target that fails to resist the spell collapses helplessly as his body undergoes a series of horrific horr ific transformations. When the spell expires, the target mutates for each moment under the influence of the spell. Tzee ntch for the Dark God’s blessing. They are answered Tzeentch's Blessing - The caster cries out to Tzeentch with either a permanent mutation, or granted knowledge of a spell from any Lore to their repertoire for one day.
Orange Fire - The flames that spring up around the Sorcerer contain scenes of the future, warning him of what is to come for a limited time.
Blueflames: The Tzeenth wizard unleashes a small torrent of blue flames upon the enemy, potentially consuming a half a dozen at once! However the number of causalities inflicted are far more randomized then other spells, for Tzeentch does not like consistency. Has a range of 300 meters that can be upgraded to one kilometer.
Yellow Fire - The Sorcerer is surrounded by a shield of fire that blocks enemy attacks Treason of Tzeentch: The wizard reaches into the thoughts of his victims, instilling thoughts of treason and mistrust. In the short run this affects morale and cohesion, particularly of those not cohesive and disciplined to begin with. In the long run it might cause loyalty problems among the affected units. At normal it has a range of 300 3 00 meters on a single unit; however this can be upgraded to one kilometer with additional magic. Only spell that does not invoke warpflame.
Green Fire: With a range of 300 meters, this spell briefly convinces the targeted unit to attack itself. th e wizard’s hand as he holds it out to immolate any Pink Fires of Tzeentch: Malefic energy pours into the that run up to slay him. This spell is going to be used only as the enemy is already r eaching close quarters, and essentially functions like a magical flamethrower.
Bolt of Change: The wizard hurls a single bolt of ene rgy that blasts through enemy ranks, wracking their bodies with sickening and uncontrollable mutations. It functions very much like a ballista shot, only a ballista shot whose magical residue causes great causalities on those that it hits. Cast on a single unit at 300 meters.
“The formation of pegasus knights had banked and were swooping in for another skewering pass. Archaon readied himself himself for another another sky-searing sky-searing attack but he didn’t have to. Bolts of unnatural energy struck a crooked path up from the battlefield, striking the pegasi and their knightly riders. It was Vilitch the Curseling, striding up through the destruction of Archaon’s progress. The warrior -twin -twin slashed menat-arms out of his path with his sorcery-searing blade, while the twisting worm-like thing growing out of his shoulder directed his staff at the sky. As the Curseling’s bolts struck the pegasus knights, both mount and rider were transformed into sacks of leathery flesh that fell from the heavens. The disgusting fusions of flesh splattered into the battlefield before sprouting tentacles, claws and exotic appendages that reached out for nearby unfortunates. Whip-winding tendrils about the boots of fleeing squires, the spawn dragged the boys back through the mud and into the abomination’s abomination’s absorbing fleshiness.” Archaon: Lord of Chaos
Glean Magic: The Tzeentch wizard challenges the enemy wizard to a mental dual, seeking to steal magic from his mind. If the enemy wizard is more skilled, powerful, or with sufficient resistance, the Tzeentch wizard is repelled. If the Tzeentch wizard is stronger the enemy wizard takes warpflame fire and forgets some of his spells. The Tzeentch user c an then use that spell just as he would any other. e nough strength of character, lest he disappear into the Realm Violet Fire - A chosen victim must show enough of Chaos to be instructed by his new master
Tzeentch’s Firestorm: A scarlet ball of scarlet flame swirls around the caster being cast towards the enemy. This storm is normally 9 meters in diameter, though it can be increased to 20 meters through additional spell power. This spell can potentially potentially consume an entire regiment in its balefire, and inflicts more after it violently scatters. Some versions of the spell might create mor e Pink Horrors.
Incandescent Assassin : the Tzeentchi wizard summons a creature o f magical flame over a single target within 300 meters. This creature attacks with a blow that degrades, but not outright ignores, armor. – An enemy unit up to 100 meters is enveloped in mutating, indigo flames. Though relatively Indigo Fire – An weak any that are killed by it turn into Pink Horrors.
Infernal Gateway: The wizard tears through the fabric of reality, opening up a small portal to the Realm of Chaos. Unless the target unit or creature is strong enough to physically pull himself away, he is then sucked up into the realm where his soul then becomes the plaything of daemons. “ The wintry winds winds were now beginning beginning to give way to something something far more Chaotic Chaotic altogether. altogether. Such was the warping way of the great mutator; nothing remained free from the effects of change for long. Almost as abruptly as it had begun, the blizzard blizzard ceased but the the storm did not abate. Tendrils of Chaotic Chaotic power began to snake down from the seething seething clouds, striking like lightning. lightning. Only unlike the caress caress of lightning, these strange tendrils had an altogether different effect. Vendhal watched with unalloyed unalloyed pleasure as a coil of cloud, rippling with all the colours of the visible spectrum, whipped down from the boiling sky. The warping tendril struck the side of a house. Where it hit, the wall was stone no longer. Instead, something more akin to dark purple flesh bubbled and blistered there. Another tendril tendril struck, earthing earthing itself against the cobbles of the street. As the the power discharged, discharged, bulbous, glistening eyes blinked in terror from the stones and gaping, leech mouths opened and closed in the road spasmodically. A woman ran screaming from from the crumbling crumbling ruins of a lightning blasted blasted house. Vendhal watched watched as her foot snagged in an opening leech-mouth leech-mouth and she fell onto her hands hands and knees. Another twisting twisting tendril tendril of energy lashed down from the storm and struck the woman. Her cries became a harsh, braying wail as her whole body underwent a terrifying transformation. T he he woman’s legs became boneless, rubbery tentacles. tentacles. One arm sloughed its skin and became a serpentine protuberance, her hand now a fanged maw. Her other arm sprouted iridescent feathers and became a flapping wing. Great clumps of hair fell from her scalp as her head swelled and contracted again. It was as if something was writhing inside her skull trying to claw its way out. Vendhal walked past the woman with a sick smile on his lips. He was revelling in the glorious changes wrought by Tzeentch upon Wolfenburg. The thing that was left after this terrible transformation fortunately did not survive survive much longer. The sorcerer knew well the stories of what had happened to the city of Praag in Kislev after the attack of Asavar Kul. Once he was finished with Wolfenburg, Praag would seem like a mere experiment. The sentinel city would become the new renowned masterpiece of Chaos Across the street, houses houses burned amidst amidst the last flurries of snow. snow. Vendhal raised his skull-staff skull-staff and pointed at a man man fleeing from from the Chaos looters. He still still clutched the pearlescent skull in his other other hand. Another bolt of warping energy energy seared down down from the fiery clouds, blasting blasting the sorcerer’s victim victim from his feet. The man tumbled to a halt against against the side of a building, building, from which blinked blinked tearful eyes. eyes. The man now resembled something more like a toad, with a forked whip-tongue, whip-tongue, cockerel’s wattles and scuttling crab legs.
” – Magestorm Magestorm “‘Stand!’ yelled Sierck, sweeping his sword high through the misted breath that wreathed his torso. The temperature temperature continued to plummet. The professional soldier’s voice was taut with worry. That troubled Markus almost as much as the sorcerer himself. ‘Show them Empire st–’ He never finished. His raised sword ignited with black fire as though it had been struck by lightning. In that sudden flash, Markus saw the man’s bones silhouetted against the writhing grey of muscle and flesh. The men to Sierck’s immediate left and right were screaming as searing ash fell on bare flesh and set light to their clothes. One of them was clubbed down by a triumphant beastman, but all Markus could do was stare in dumb horror. A disgusting wave rippled across Sierck’s charred remains. His chest began to bloat. Markus broke from his fugue, some instinct pulling his friend, Höller, behind him as he turned his shield from the beastmen beastmen and onto onto his former sergeant sergeant instead. instead. An anaemic anaemic tentacle lined lined with suckers suckers and barbs punched through his wooden shield and his cured leather vest and burst from his back. ‘Doomed!’ Markus croaked, Markus croaked, before an eruption of prehensile limbs tore his company company apart.” - Slayer
As death magic spreads throughout the wor ld and the power of Nagash rises, the restle ss dead forsake the grave. Every single Wizard can harness the Lore of Undeath, drawing Zombies, Skeletons and worse to the battlefield. The faction in question does not matter, and even those that abhor necromancy, from High Elves to Chaos, can use this lore in at least an emergency fashion (though obviously, the force s of Nagash will be more inclined to use it). It’s a self -sustaining -sustaining lore in that each time a full unit is resurrected the power of Undeath in the world temporarily increases, allowing the nec romancer of this
scenario to summon a few excess units (so if a Necromancer summoned a couple dozen zombies, the excess necromantic magic would bring up an addition 3-4 more than otherwise). The Forces of Chaos do not part icularly like this lore, as it is antithetical to many of the Chaos Gods and owned by one who is one o ne of the Dark God’s greatest foes, but they can use the weapons of the enemy. Specifically in Athel Loren Northmen sorcerers we re described as using the lore to harass the Elves of that Realm. It might also be possible for a Nurgle necromancer to exist for this is a means by which plague zombies could be created.
Ryze: Drawing forth the dark energy coursing the land, the caster sends te ndrils of power seeping into the ground in search of long dead bodies to answer his summons. This spell can allow the summoning of such creatures as zombies and skeleton warriors, dire wolves or, with increased effort, even elites like black guards (wights) . “It was time. The necromancer tossed the bag aside and stepped into the centre of the circle. He felt He felt each tiny tremor of energy in the web he’d created – a a net of sorcerous power that he merely had to speak the proper phrases and and draw tight tight over the plain. plain. Nagash looked out across the open ground. Skeletal figures waited in the darkness, silent and patient as death itself; the hetman stood among them, his rune-sword glinting balefully. Clenching his fists, Nagash threw back his head and began to chant, spitting the arcane words into the sky. The arcane symbols within the ritual circle blazed with light, and the bruised clouds recoiled overhead, receding in every direction as the power of the necromancer’s invocation spread in a great wave across the barrow plain. Power flowed in a torrent from Nagash’s body, racing across the fields and sinking like claws c laws into the hundreds of barrow mounds. The energies sought out every corpse, burrowing into rotting flesh and yellowing bones and stirring up the ghosts of old memories buried within. The spell was attuned to the worst passions of the human soul: anger, violence, jealousy and hate, and it lent those memories a semblance of life. Bodies trembled. Limbs twitched. Dead hands clenched, scattering dust from decayed joints. Pitiless flames burned in the depths depths of old, dead eyes. Nagash felt them stir, hundreds of them, caught within the strands of his sorcerous web. Ragged lips pulled back in a triumphant snarl. ‘Come forth!’ he shouted into the tumult. ‘Your master master commands it!’ it!’ Sealed up in their earthen barrows, the dead heard Nagash’s command, and they obeyed. obeyed. Hands clawed at muddy earth, or tore at wooden boards. The earthen surfaces of the barrow mounds rippled and heaved. Flashes of lightning silhouetted the stark outlines of skeletal figures dragging themselves free from their graves.
Silent figures shambled shambled out of the stormy night, drawn by Nagash’s command. When the southern barrows had been emptied, and a horde of more than a thousand skeletons stood at his back, the Undying King stepped from the glowing circle and ordered his army to advance.” - Nagash the Sorcerer
Morkhan - Breath of Darkness: The wizard draws te ndrils of the Wind of Death into a dark fog that restores the undead and fills them w ith unholy vigor. Targets any undead unit within a hundred feet of the caster and that unit will regains lost units and those units become more formidable to damage. . For example it was this spell that helped t he Undead weather volleys of longbow and trechubet in the siege of La Masontail Abbey, greatly reducing causalities. Has range o f 50 meters.
Sulekhim- The Hand of Dust: Grasping hold of his foe, the wizard pours forth the decaying power of ages, desiccating armor, flesh and bone, and reducing his victim to dust in a heartbeat. Can only be done in close combat and, if successful, all that stolen life force can be used to boost the next spell cast. “Eltharion lunged with a roar worthy of his slain mount. Arkhan released his captive and spun. Eltharion slammed into him, his hands closing about the liche’s bony neck. Arkhan glared at the elf. ‘Release me, war rior.’ Eltharion rior.’ Eltharion slammed slammed him back against the cauldron as if to snap the liche in two. ‘Very well. I have no more time for mercy.’ Arkhan’s hands snapped up and caught the elf’s elf’s wrists. Instantly, a cloud of rust billowed up from from Eltharion’s vambraces. As Mannfred watched, the entropic curse consumed him. It rippled across metal and flesh with equal aplomb, warping and cracking armour as it withered flesh. The elf’s hair turned white and brittle, and his flesh took on the consistency of parchment, but he did not release his hold on Arkhan. To the the last, his gaze held the the liche’s.
– End Then, with barely a sigh, Eltharion the Grim, Warden of Tor Yvresse, burst apart in a cloud of dust.” –
Times: Return of Nagash
Khizaar- The Soul Stealer: The Wizard tears souls from his victim’s bodies before breathing unlife into their sundered corpses. Can be used o n any unit within 50 meters, with morale and leadership being the modifier. The weaker the unit’s morale and le adership, the more this spell kills and any that are killed can be used as fuel for further necromantic attacks.
Razkhar- the Abyssal Swarm: The wind binds the bones of predatory creatures with dark magic, drawing them from their grave. This spell c an be used to summon bat swarms, dire wolves, c arrion vultures or locust swarms.
D ark Arts can summon forth the most Kandorak – Kandorak – the the Harbinger: The greatest practitioners of the Dark fearsome champions and creatures creatures of the undeath. This can be a Cairn Wraith, Tomb Herald, Necrotect or Necromancer. With additional power the caster can summon a monster (such as a Necolith Colossus), chariot or war machine (like a shrieking skull catapult).
Arkar’anan – the – the Dark Riders: At the Wizard’s command the ground opens up to reveal a portal through which long dead knights ride forth to do battle. This may include Tomb King Skeletal Horsmen or Black Knights.
“ The The storm of Chaos was upon them. For a moment he felt as if the power of the building storm was more than he could bear, as if he was about to unleash a force upon the world that was so devastating it could not be controlled by a mere mortal. But Vendhal Skullwarper was no mere Northern shaman. He felt that he was no longer even just a sorcerer of Chaos. He was something much greater. He was the chosen channel of the power of the Dark Gods of Chaos, who dwelt beyond space, time and the comprehension of primitive mortal minds. Vendhal threw back his head and looked up into the vortex of power surging above him. He luxuriated in the energising essence of the magical forces gathering there. “The power of Chaos is mine!” the sorcerer screamed to the tortured heavens. With a howl like a hundred packs of hungry wolves, the winter storm rushed in and the warping power of Chaos tore through the summer night. The wail of the tempest drowned the excited cheers of the Kurgan as the power of the north laid siege to Wolfenburg. Snow did not so much fall as sweep across the countryside in a whirling wall of white. In no time at all thick frost covered the landscape for a league in every direction and ice, growing upon thrashing branches in minutes, weighed down the trees of the surrounding spurs of woodland. Then the night exploded. Forked lightning clawed the sky, striking the city walls like repeated hammer blows rained down by a storm giant. Masonry exploded from the stonework where the lightning lashed at the curtain wall with flashing talons talons of actinic white white energy. This was the power of the Dark Gods in all its terrifying glory. Nothing could stand before the might and the supremacy of raw Chaos. With a roar like the crashing scream of a landslide the ancient gatehouse of the city, which had withstood attacks for two thousand years, collapsed in an avalanche of rock and stone. Men fell screaming to their deaths, crushed by the very battlements that they were sworn to defend. The city had been breached.” -Magestorm
The End Times have come and with it Chaos in a much more powerful incarnation. The Magic of the End Times have been ripped from the Gr eat Vortex that once stabilized it, resulting in the world being saturated with greater amounts of magical energy. Though this magic is far beyond the majority of magic users to utilize, those who have m astered the lores can deploy wholly unique spells of ultimate
battlefield potency. If these spells backfire they are more destructive, it takes more time to gather up the spell to cast and comes with other problems however they are all very potent. It is important to note that, t hat, in the End Times, daemons can move aro und freely with only threat of banishment if the winds recede (for it takes longer for that to happen now). Though still unstable Daemons in this period essentially have to be put down with blades. For the KC setting, after Winds of Magic reaches End Times levels, this advantage will constantly apply. Before the specific spells can be discussed, it is important to mention Arcane Fulcrums, for the y are essential to understanding what follows. These Fulcrums can be either magical or otherwise important buildings in the vicinity. Sometimes too, when none are available, they are summoned randomly into existence, appearing with no particular pattern throughout the battlefield. These fulcrums are key to successfully controlling the Winds of Magic enough to cast the awesomely powerful spells seen below. The price of messing up spells can be extreme. The arcane fulcrum can explode, killing the wizard and his allies nearby, it can create a 300 meter aura of darkness that prevents the wizard and his allies (or enemies trapped within) from seeing anything, cause spontaneous transformation or temporal displacement. This transformation may make it so all wizards using the Winds of Magic on t he battlefield turn into frogs temporarily or that t he miscasting wizard turns into a ferocious monster, stopping him from using any magic but giving that side a monster to use! Temporal displacement includes randomly switching the location of fulcrums (and the wizard occupying it) around the battlefield, even temporarily removing all of them and redistributing them! Sometimes magic bursts free from its creator to be used potentially by the enemy. In addition to those issues, which are universal to all Warhammer factions in the Storm of Magic, Chaos has one unique issue and that is Khorne. The God of War hates cowardly sorcery for it is through these magical means that he has never outright destroyed any of his Dark Brothers, for in direct combat on the field none can compare to him. Though apparently the other gods protect wizards to t he best of their ability from Khorne, when a spell is cast in error and the protection is weakened Khorne lets his displeasure be known- by hurling a giant, brass skull right at them! This is in addition to the other miscast effects. So a wizard might appear randomly at another point on the battlefield, thanking Tzeentch/Slaanesh/Nurgle for his luck in not exploding, only to die when a random brass skull hits him at supersonic speeds. This only applies to wizards who use the Lores of Tzeentch, Slaanesh and Nurgle, as only their servants can drive him into such r age. Spells are split up here between ‘Presence’, “Equilibrium” & “Dominance” sections, based on the old Storm of Magic system. Presence spells are going to be easy to cast though still requiring a lot of magic, while those in the Dominance section are ultra-rare and incredibly difficult to create!
Fireball Barrage (Lore of Fire): The wizard conjures a firestorm, bombarding the enemy with countless fire and killing up to thirty-six at once!
A Murder of Crows (Lore of Beasts): Calling upon Corvus the Crowlord, the wizard summons a voracious flock of crows to tear flesh from bone. This horde,up to 20 meters in diameter, rapidly consumes all troops in its path under dispelled, avoided or possibly killed. If miscast then the swarm of crows unleashes itself upon the casting wizard and its allies.
Meteoric Ironclade (Lore of Metal): Casting charms of silver and iron, the wizard cr eates a magically enchanted suit of armor that no mortal weapon can break. Essentially this extremely powerful spell, until it phases away or is dispelled, makes it so a targeted unit is immune to all but t he most powerful attacks.
Ribauld’s Retroactive Illusion (Lore of Shadow): A shadow wizard of sufficient guile can stretch his illusions into the past, deceiving the enemy long before battle. Cast anywhere within 300 meters. Essentially this odd description means that the wizard can choose to place like a small forest or stream suddenly in front of a portion the enemy troops to slow them down and likely cause aiming problems. It cannot be anything impassible however, like a mountain or lake.
The Choking Foe (Lore of Death): Purple energy oozes from the wizard’s eyes, ears, nose and mouth to form a suffocating mass that flows over an enemy unit. Can be cast on any foe within a kilometer and can only be resisted through strong willpower. Failing that and the unit will ultimately suffocate to death.
Primal Onslaught (Lore of the Wild): With a guttural roar the Bray-Shaman feeds the rage of the beasts around him. Once cast this spell makes all Beastmen on t he battlefield much, much more ferocious and powerful in melee combat. During the battle of six peaks the Empire’s lines were driven back multiple multiple times by massed frontal bestial assaults of uncommon fury.
Slothful Stupor (Lore of Slaanesh): Slaanesh is the god of all the seven great sins, and sloth is one of them, though rarely seen. In typical t ypical fashion turns what is ordinary laziness into a deep and abiding spiritual ennui that saps all sense of purpose and enthusiasm from a victim. Such a affected unit is difficult to give orders to, has t rouble in combat, and cannot be inspired until the spell is cast o ff. Has a range of 300 meters.
Invisible Fires of Tzeench (Lore of Tzeench): There are some colors so vile only a madman could see them. The Lord of Change’s whispered te aching allows mortals to wield them, and they burn like no mortal blaze can. They have chance to ignore armor . Targeted at an enemy unit within 300 meters.
“Beast of darkness!” he roared. His voice echoed across the narrow way, rebounding from the high cliffs of granite above. Even amid all the slaughter, one of the chimera’s three heads turned to face him. For a moment, moment, a pair of jewel-red eyes glared straight at him. There was nothing but bestial hatred in those eyes, a hatred for every other living entity that walked the earth. No desire existed in that ruined visage but to slay, to destroy, to maim and to consume. The eyes blazed, and black lips pulled back from blood-slick fangs. The chimera sensed the magic building up within Rathien, and knew what danger it was in. With a savage growl, the creature shook off the warriors clustered around it and lunged towards the real threat. As it pounced, its wings thrust out and down powerfully, hurling the mass of muscle, flesh and bone towards Rathien with the force of a massed cavalry charge. All three heads screamed with hatred, leaving long strands of saliva hanging in the air behind. Rathien held his ground, and thrust both hands out before him.
“Calamann ya noresh aqshy!” he cried, feeling the power within him surge to the surface like water boiling over in a cauldron. Streamers of fire, angry and spitting, burst from his open palms. The twin columns of roaring flame crashed into the oncoming chimera, stopping it dead and running across the corrupted flesh like quicksilver. The creature bellowed in pain and fury. The rock broke under it as it flailed and writhed, trying desperately to regain its feet. Rathien remained unmoving, unmoving, his arms extended, his legs braced. He could feel the throb of magic swelling up within him, roaring and boiling in a seething morass before spilling out of his physical form and slamming into the beast before him. He heard himself crying words of power, words that he had thought he had forgotten years ago. The blazing pillars of conflagration grew ever more devastating, tearing into the hide of the monster and burrowing deep into the black flesh beneath. The chimera made one last attempt to get to him. It reared up, claws raking. Ebony fluid cascaded down its broken withers, boiling and steaming as it coursed through the curtains of fire. With a huge lunge, it pounced, reaching out to grasp Rathien in its foreclaws, goaded by its insatiable need to kill even in the midst of its agony. Still Rathien didn’t move. He stood as rigid as the statues of the Phoenix King, waiting for the impact. He channelled more power, shuddering as the flames discharged from his body, struggling to remain conscious as he became the conduit for such terrifying force. The chimera plunged through it all, screaming and roaring. It stalked through the flames, reaching out with its hooked claws and straining its long necks to bite. It almost made it. For a fearful moment, Rathien was only inches away from the horror’s jaws. He stared into the closest set of eyes, facing off with the beast, gazing defiantly into the reflective orbs. The torrent of fire never let up. It thundered out of him, making the air shimmer and shake, consuming its target in rolling bursts of rose-red immolation. immolation. Then, with a howl of anguish that made the earth tremble, the chimera crashed to the ground. Its scorched flanks shuddered. Its charred wings cracked. It struggled on for a while, rolling back and forth, trying to summon the strength to rise again, but the vital energy had been seared from it. With a final cry of release, Rathien cut off the deluge. The flames guttered out. He staggered forward, suddenly faint.” – High High Elf Mage using powerful, Storm-enhanced Fire attack against a gigantic Chimera.
Withering Heat (Lore of Fire): With a triumphant gesture, the wizard hexes the enemy unit, setting a curse upon their flesh. Essentially this unit now suffers from extreme heat and struggles to carry out some of their more exhaustive actions like charging or fleeing. They also count as exceptionally flammable, and a second fire spell against the e nemy unit will surely spell doom.
Hunter’s Moons (Lore of Beasts): The wizard howls and the moon turns red as blood, shining its ruddy rays on allies to increase their physical prowess. Essentially when cast all friendly units on the battlefield become stronger, tougher, and can move faster.
Quicksilver Swords (Lore of Metal): At the wizard’s command, friendly blades flow eloquently like water, seeping through gaps of flesh and armor. Cast on any single unit within 300 meters, this spell makes it so their weapons ignore armor while in effect.
Bridge of Shadows (Lore of Shadow): At the wizard’s command, a bridge o f shadow and spite whisks a friendly unit across the battlefield. With a range o f the wizard’s line of sight, this can be used to remove a friendly unit that is suffering in combat behind friendly lines to safety or potentially re-position another unit in a place disadvantageous to the e nemy. Its only limits are line of sight and the fact that the unit cannot be teleported onto impassible terrain or already existing units.
Ashes and Dust (Lore of Death): A choking dust cloud (around 20 meters diameter) emerges from the wizard’s finger tips before being unleashed on the enemy. Though the cloud itself can be resisted easily enough by those with sufficient strength, it c an travel many dozens of meters before dissipating. As always if miscast this spell appears directly on top of the casting wizard before flowing into friendly troops.
Ruiner of the Wrought (Lore of the Wild): Slamming his staff into the ground, the Bray -Shaman unshackles stock and stone from the bonding of artifice, unmaking the enemy weapons of war. This spell has the range of a entire battlefield and essentially targets all buildings and siege weaponry, destroying large portions of them. Only truly t ruly well armored artillery can hope to survive if the spell isn’t disrupted quickly enough. In the battle of Six Pe aks the Empire’s Steam Tank managed to survive the onslaught while most of the empire’s cannons perished.
tiny-mites burst from the wizard’s gaping mouth. Upon being Rotbomb (Lore of Nurgle): A host of tiny-mites directed at the tar geted unit, the mites giggle with glee as they fall upon and consume said army,
barring the most powerful magical enchantments. However these nurglings are a bit indiscriminate, and will not only eat the unit’s army but everything within 25 meters of that unitunit- friend or foe.
Grandfather Nurgle’s Circle of Life (Lore of Nurgle...obviously): Nurgle...obviously): Calling upon hidden fragments of Nurgle to be found within every being, the wizard targets a enemy unit, ravaging the enemy unit with plagues. Should enough deaths be reached a Gr eat Unclean One or Nurglite Daemon Prince will be summoned to the field, depending on if the c aster is a daemon or mortal follower of Nurgle.
Song of Seduction (Lore of Slaanesh): Every man has his price, even if he knows it not, and Slaanesh’s capering wizards can divine and manipulate such things while the Storm o f Magic flows. With a range of 300 meters, the afflicted unit immediately switches loyalties and attacks its erstwhile allies. Any heroic characters within- individuals of exceptionally strong minds- must struggle to resist the temptation, with some potentially staying loyal to the army. Overtime the unit will struggle to assert its will, and may eventually succeed, returning to its original faction and fighting with a vengeance! “Picked out in the spotlight, the grinning prince could be seen for miles around and the knights nearest to him stumbled in confusion. None of them had ever witnessed such a dazzling vision of unholy power. The column of light resembled the gaze of a god, shining down benevolently on its most beloved child. A glittering mantle of snowflakes surrounded Sigvald as he surveyed his brutish enemies. “Avert your gaze!” he cried, his voice voic e ringing out across the battlefield and his eyes blazing with scorn. He turned his sword towards Mord Huk’s knights. “Do not presume to turn such repulsive faces in my direction.” To their amazement, whole swathes of the army looked away in shame, humbled by the prince’s words. Others roared in defiance and launched themselves at him, but before they could reach the Geld-Prince, their brother-knights clubbed them to the ground, desperate to protect the glittering prince. Within minutes, all of the dog-helmed men near Sigvald had turned on each other, hacking fiercely at their own kin and forgetting about the vast Norscan horde bearing down on them.” - Sigvald
Daemonfire Vortex (Lore of Tzeentch): A prismatic haze,a bout 20 meters in diameter, erupts from the wizard’s hand and rages across the battlefield, c onsuming that within its path. It will move in random directions before collapsing, consuming those without extraordinarily tough magical defenses or that don’t get out of the way quick enough. As always if if miscast it spawns right on top of the casting wizard before unleashing itself on his army.
Magma Storm(Lore of Fire): The wizard sets a fire in the rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf foes. This 20m diameter storm t ravels
randomly from its spawn point, immolating all those that get in the way and fail to flee. Towards the end of the spell it then ex plodes outward, killing more in a final burst of fury. However as w ith other powerful magic, its volatile. It has a chance of dissipating randomly and furthermore if the wizard messes up the incarnation it can appear direc tly on top of the wizard, before spreading death to the wizard’s friends.
Merciw’s Monstrous Regiment (Lore of o f Beasts): The wizard calls upon the strength of the wild world and bestows it upon his chosen allies. All units within 300 meter s, save the most powerful characters, get 2x strength, toughness, and attack much faster in combat.
Gehenna’s Golden Globe (Lore (Lore of Metal): Speaking the three sacred syllables of transformation, the wizard hurls a brilliant golden sphere (20 meter s) towards his foe. Those touched by the ball may become gleaming statues, and though the magic required to affect monstrous creatures is greater, even they can be turned into golden g olden statues. This ball can roll many dozens of meters though its direction is random and uncontrollable by the wizard. However if this is miscast in typical fashion it will spawn right on top of the wizard before rolling into his allies. “The golden glow that suddenly flared across the Steilstrasse could be seen all across Averheim. Before the flash had faded, molten gold came running up through the cracks in the cobblestones. It rose over the dead and wounded, reforming into hundreds of statues that stood silent amongst the raging battle. A second flash followed a heartbeat heartbeat later, later, and the statues were statues no more, more, but dwarfs ready and eager for battle. This was the magic of the Crucible: the ability to turn living flesh to biddable metal, and back again without harm. Gelt had toyed with such magics for decades, but the results had never been less than fatal. Only that day, with with Chamon’s Chamon’s voice sharp sharp and clear in his mind, and its power power streaming through through his blood, could the wizard have achieved such a feat – much much less been able to have the transmuted ore flow like a river river through the the bedrock. Even Even so, the casting casting had been imperfect, and not all the transmuted had been restored. Scores of dwarfs would never fight again, would last until the end of the world in their new, auric forms, but counting the cost would have to wait. For now, there was a battle to fight.” – End End Times Archaon
argets all enemy The Dance of Despair (Lore of Shadow): The Shadow Wizard’s most potent spell, it t argets units on the battlefield. When casting the wizard produces a string-less fiddle and haunting dirge that takes all sense of hope and urgency from his enemies’s minds. This has has the effect of making all units lackluster in melee and ranged combat, reaction time and morale to bare m inimum. Only the death of the wizard, the dispelling of the magic, or a miscast can stop this spell o nce in place.
Crystal Maze (Lore of Death): The wizard reaches into the magical realms, drawing forth a portion of that great crystal labyrinth of legend t o bind an enemy unit. Sometimes these units manage to esc ape immediately, sometimes it takes them a long t ime, and sometimes they are stuck forever in that maze.
‘Summon Infernal Legion Spell” The wizard channels his power to summon forth daemonic servants to the battlefield. While the base spell is only strong enough to summon the most basic daemons(such as a unit of plaguebearers), more ener gy can summon greater numbers or more powerful daemons (though Greater Daemons, fortunately, are still powerful enough to require a ritual). Can only be done for followers of the ascendant god.
Summoned Monsters As to be described in the “specialist support” section, a sorcerer may choose to allocate a portion portion of his magic to summon monsters instead. This is rare in use however sometimes it does come into play. “ The screeching grew to to an unbearable pitch and, and, just as Groot thought thought he could stand stand it no longer, a huge portion of the town walls exploded inwards, revealing a towering, flame-shrouded flame-shrouded dragon. “Gods preserve us,” gasped the b?rgermeister b?rgermeister as the dust settled. The monster was over thirty feet tall, covered in thick, blood-red scales and drooling fire from its long, quivering snout. As it waded into the town, it rolled its huge head on its shoulders and flexed its enormous clawed fists. Its eyes mirrored the light pouring from Gabriel’s staff and the two of them were linked by great cords of diaphanous power. As it lurched across the flagstones, the town wall exploded behind it in several other places. Groot’s panic grew as more dragons smashed into Schwarzbach, belching flames, tearing through walls and making straight for the town hall. “Is this you?” he cried, grabbing Gabriel’s robes and trying to rouse him from his fit. “Have you summoned these things?” The b?rgermeister howled in pain as electricity scorched his hands, throwing them back. Gabriel slumped weakly to the ground and gave no reply, but as more of the dragons entered the town, his shaking grew more violent and needles of light began pouring through his translucent skin. A deafening crash crash came from the foot of the steps and Groot whirled whirled around to to see that the first of the dragons had launched itself into the air and was now hanging directly over the battle, beating its vast, tattered wings with slow, booming strokes.
Some of the beastmen beastmen were still struggling struggling with their their shroud of beetles and, and, even if they had wanted to, they could not have fled. The rest of them were racing towards the town hall with such momentum that, even as they saw death looming overhead, they could do nothing to halt their charge. As the dragon’s ferocious breath blasted down on them, they erupted like kindling, with no chance of escape. Dozens of horned, blackened figures crashed into each other, wailing furiously before collapsing in smouldering heaps. Other dragons swooped across the square, scorching the flagstones with rippling gouts of fire. Noise and heat filled the air and winged monsters struck from dozens of different directions, devouring the beastmen with piercing, hungry shrieks. The dragons’ acrobatics whipped the storm into an even greater frenzy. As they banked and dived, they scored dazzling lines of magic across the sky, wrenching the winds to even greater violence. The reiksgraf and his knights backed away from the madness, wide-eyed and speechless as they watched the colossal beasts at work. The dragons were quickly butchering the packed crowds of beastmen. It seemed for a while that they would destroy the entire army without any serious resistance; but then the leader of the beastmen climbed across the charred remnants of its kin and raised its two handed axe over its head, bellowing in defiance at the circling dragons. As its booming cry rang out, the other beastmen howled in reply, raising thousands of axes and spears as the dragons banked around for another attack. As before, the monsters poured columns of flame across the army, incinerating swathes swathes of beastmen, beastmen, but this time, those who evaded the fire fought back, hurling a thick cloud of spears at their swooping attackers. Most of the weapons bounced away, but a few found their mark — piercing soft fleshy joints joints and huge amber eyes. One of the monsters veered off course with an agonised screech and demolished an inn, scattering bricks and barrels across the square. At the same moment, the bull-headed beastman leader hammered his axe into the wing of another dragon, sending it thrashing wildly to the ground. Hundreds of beastmen saw their chance and swarmed over it, hacking and jabbing with furious determination, until the thrashing ceased and the creature lay still. As the dragons dragons died, Gabriel’s Gabriel’s eyes blinked blinked open and he curled into a foetal ball. “Caspar,” he groaned, groaned, shedding the cords of light and sending them dancing up into the heavens. “It’s too much.” As Gabriel writhed in pain, pain, the bonds that linked him to the the dragons broke free and the creatures creatures faltered. Some of them swooped swooped up into into the heavens, heavens, leaving the battle completely, completely, but others turned on their kin. Pairs of struggling dragons began tumbling from the sky, scattering chunks of scaled flesh through the air and hurling thick bolts of fire. The monsters’ frenzy blinded them to their danger and as they crashed to the ground, the bull-headed beastman led a furious attack, swarming over the flailing creatures with a chorus of howls.”
-Razumov’s tomb. Example of Monster summon