View Full Version : Dark Elves Magic!
YajoojMajooj
12-07-2007, 02:24 AM
to all my fellow sorcerers ....... this a pdf file of 6 dark elves magic that the sorceress uses on the TT hope this will help u guys to know what to expect.......http://uk.games-workshop.com/darkelves/spells/1/
Arkane
12-07-2007, 03:27 AM
Thank you for linking that. One of those spells on the list was basically comfirmed.
[Scorn]Arkane wrote:
Well we knew one spell was called "Chillwind" from the podcast and it looks like we have two more from play magazine.
Surging Pain - Waves of shocking dark energy.
Stricken Limbs - Doesn't really need a definition. The example used in the magazine was "Grinding and snapping, arms and legs contort."
Arkane
12-07-2007, 03:54 AM
Here is the current list of "possible" spells:
Surging Pain - Waves of shocking dark energy.
Stricken Limbs - Doesn't really need a definition. The example used in the magazine was "Grinding and snapping, arms and legs contort."[/quote]
Chillwind - Calling upon the coldness of Nagealythe of the Utterdark, the Dark Elf unleashes a freezing wind against their enemies. Chillwind is a magic missile with a range of up to 24". The spell causes D6 Strength 3 hits, and a unit which suffers any casualties may do nothing in the next Shooting phase due to numbing coldness.
Doombolt - As the invocation is spoken, the otherworldly beast known as Khariadon unleashes a bolt of pure darkness upon the Dark Elves' adversaries. Doombolt is a magic missile with a range of up to 18". If successfully cast the Doombolt hits its target and causes D6 Strength 5 hits.
Word of Pain - Upon uttering the true name of Khaine as the Serpeant Lord, an unnatural and unbearable agony suffuses the body of his hated foes. This spell can be cast on an enemy unit which is within 24" and is visible to the caster. Any models in the unit have their Weapon Skill and Ballistic Skill reduced to 1. Once it is cast, the Word of Pain remains in play until the Wizard chooses to end it ( which she can do at any time ), it is dispelled, she attempts to cast another spell, or she is slain.
Soul Eater The daemon-crawler Anchan-Rogar reaches out from his domain and plucks the souls from the enemy. Nominate one enemy unit within 6", which may be in close combat. Every model in the unit takes a Strength 3 hit. For each unsaved wound causes, the Sorceress gains one extra wound. The Wizard may never have more than double their original number of Wounds, any extra are lost.
Dominion - Calling upon Lamehk the Slavemaster of the Third Hell, the Wizard takes control of the foe's thoughts. This spell can be cast on an enemy unit within 12". In the following enemy turn the Dark Elf player may prohibit one of the unit's following actions: the move of the unit; the shooting of the unit; any Wizard in the unit casting spells.
Note that any Wizard in the unit still adds the normal number of Power dice to the opponent's pile even if he does not cast spells himself.
Death Spasm - The wizard hurls a bolt of pure Dark Magic which will strike the first model in it's path up to 18'' away. Roll 1 D6. If the dice roll exceeds the target's toughness then it suffers terrible convulsions and dies, no matter how many wounds it has, and with no armour saving throw allowed. Such is the violoence of the victim's death throes that it inflicts a single hit at its own strength on any models in baste-to-base contact with it, whether they are friend or foe
Dark Hand of Destruction - Long talons of dark magical energy sprout from the Wizard's finger tips as he lungs a single hand-to-hand opponent. The razor-sharp talons slice through flesh and bone, inflicting terrible wounds (what it does you can figure out for yourself)
Power of Chaos - The Wizard mutters and chants, calling on the dark powers of Chaos to aid him. Roll a dice. On a roll of 1 the Wizard is drawn into the Realm of Chaos where he dies horribly, torn to piecces by a multitude of gibbering daemons. On a roll of 2-6 the Wizard may immediately draw three extra cards from the magic deck which he may uise in this magic phase
Soul Stealer – At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body giving him renewed strength and vigour.
Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her profile. Note: the Sorceress can never have more then one extra wound from the use of this spell and the extra wound is lost at the end of the battle.
Flamesword – Summoning Dark Magic the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. A weapon with these flames acts as a normal weapon of its type, but also adds a +2 bonus to the users Strength. Hits inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting phase.
Deathspasm – The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down.
Witch Flight -The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a fleeing enemy in the close combat phase she will score 1 automatic hit and then the opponent will flee again.
There you have it for now. Feel free to speculate on how each may translate into an MMO if they choose to put it in game.
Special thanks to: YajoojMajooj, Xurre ,and Alota for finding more possible spells.
Xurré
12-07-2007, 04:26 AM
Maybe someone should (re-)post the 4th-edition spell list (I don't have my armybook with me here).
- Xurré
YajoojMajooj
12-07-2007, 04:54 AM
the link i posted is from the game workshop site so its the latest i guess don't have the army book either :( guess our sorcerer will have cold and purple dark death spells
Alota
12-07-2007, 05:07 AM
Got the book right next to me:
Death Spasm: The wizard hurls a bolt of pure Dark Magic which will strike the first model in it's path up to 18'' away. Roll 1 D6. If the dice roll exceeds the target's toughness then it suffers terrible convulsions and dies, no matter how many wounds it has, and with no armour saving throw allowed. Such is the violoence of the victim's death throes that it inflicts a single hit at its own strength on any models in baste-to-base contact with it, whether they are friend or foe
Dark Hand of Destruction: Long talons of dark magical energy sprout from the Wizard's finger tips as he lungs a single hand-to-hand opponent. The razor-sharp talons slice through flesh and bone, inflicting terrible wounds (what it does you can figure out for yourself)
Power of Chaos: The Wizard mutters and chants, calling on the dark powers of Chaos to aid him. Roll a dice. On a roll of 1 the Wizard is drawn into the Realm of Chaos where he dies horribly, torn to piecces by a multitude of gibbering daemons. On a roll of 2-6 the Wizard may immediately draw three extra cards from the magic deck which he may uise in this magic phase
Those are the 3 Dark Magic spells in the DE book. The other Dark Magic spells are from the Battle Magic supplement.
Kellaris
12-07-2007, 05:32 AM
Power of Chaos: The Wizard mutters and chants, calling on the dark powers of Chaos to aid him. Roll a dice. On a roll of 1 the Wizard is drawn into the Realm of Chaos where he dies horribly, torn to piecces by a multitude of gibbering daemons. On a roll of 2-6 the Wizard may immediately draw three extra cards from the magic deck which he may uise in this magic phase
And now we know where "russian rulette" idea comes from...;)
Ojike
12-07-2007, 07:07 AM
Yay we have a WoW Warlock in WAR! :P Without the pet obviously.
If wow warlock was like this I'd consider playing them. The DE version is however frost/shadow not fire/shadow as it's wow "counterpart". They make sense in their lores, but demons are handled in different ways in the settings.
Arkane
12-07-2007, 12:46 PM
Updated the list with Alota's spells.
Gundam
12-07-2007, 12:57 PM
Yay we have a WoW Warlock in WAR! :P Without the pet obviously.
No, this isn't the WoW Warlock, its the DAoC one with a different mechanic for the same effect, once again Mythic will bust out the nerf bat because they cant balance high burst DPS classes. (If you don't believe me go look at the DAoC Warlock.)
Xurré
12-07-2007, 01:33 PM
Which reminds me. This is the spell list from Mordheim:
Dark Elf Magic
The Dark Elves are as accomplished practitioners of magic as their arch enemies the High Elves but whereas the High Elves essentially use magic defensively and for the power of good, the Dark Elves utilise the evil powers of Dark Magic a very destructive force indeed.
D6 Result
1 – Doombolt – Difficulty 9
Whispering an ancient incantation the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand.
The bolt of doom may be targeted at any enemy model in line of sight. The Doombolt has an 18" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength than the previous hit. The bolt will keep leaping until there are no more targets within range or until its Strength drops to a one. Each model can only be hit by a bolt once per turn. Take armour saves as normal.
2 – Word of Pain – Difficulty 8
The Sorceress calls the curse of the Witch King down on his enemy reducing their willingness to fight.
The spell may be cast at an enemy model within 12". The victim must re-roll all successful hand to hand or missile attacks and all to wound rolls. If the victim wishes to charge, he must pass a successful Leadership test first. Lasts until the beginning of the next Dark Elf turn.
3 – Soul Stealer – Difficulty 9
At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body giving him renewed strength and vigour.
Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her profile. Note: the Sorceress can never have more then one extra wound from the use of this spell and the extra wound is lost at the end of the battle.
4 – Flamesword – Difficulty 8
Summoning Dark Magic the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. A weapon with these flames acts as a normal weapon of its type, but also adds a +2 bonus to the users Strength. Hits inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting phase.
5 – Deathspasm – Difficulty 10
The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down.
6 – Witch Flight – Difficulty 7
The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a fleeing enemy in the close combat phase she will score 1 automatic hit and then the opponent will flee again.
- Xurré
Arkane
12-07-2007, 02:27 PM
The list was updated with your spells Xurre.
Arkane;565328']Here is the current list of "possible" spells:
Surging Pain - Waves of shocking dark energy.
Stricken Limbs - Doesn't really need a definition. The example used in the magazine was "Grinding and snapping, arms and legs contort."
Chillwind - Calling upon the coldness of Nagealythe of the Utterdark, the Dark Elf unleashes a freezing wind against their enemies. Chillwind is a magic missile with a range of up to 24". The spell causes D6 Strength 3 hits, and a unit which suffers any casualties may do nothing in the next Shooting phase due to numbing coldness.
Doombolt - As the invocation is spoken, the otherworldly beast known as Khariadon unleashes a bolt of pure darkness upon the Dark Elves' adversaries. Doombolt is a magic missile with a range of up to 18". If successfully cast the Doombolt hits its target and causes D6 Strength 5 hits.
Word of Pain - Upon uttering the true name of Khaine as the Serpeant Lord, an unnatural and unbearable agony suffuses the body of his hated foes. This spell can be cast on an enemy unit which is within 24" and is visible to the caster. Any models in the unit have their Weapon Skill and Ballistic Skill reduced to 1. Once it is cast, the Word of Pain remains in play until the Wizard chooses to end it ( which she can do at any time ), it is dispelled, she attempts to cast another spell, or she is slain.
Soul Eater The daemon-crawler Anchan-Rogar reaches out from his domain and plucks the souls from the enemy. Nominate one enemy unit within 6", which may be in close combat. Every model in the unit takes a Strength 3 hit. For each unsaved wound causes, the Sorceress gains one extra wound. The Wizard may never have more than double their original number of Wounds, any extra are lost.
Dominion - Calling upon Lamehk the Slavemaster of the Third Hell, the Wizard takes control of the foe's thoughts. This spell can be cast on an enemy unit within 12". In the following enemy turn the Dark Elf player may prohibit one of the unit's following actions: the move of the unit; the shooting of the unit; any Wizard in the unit casting spells.
Note that any Wizard in the unit still adds the normal number of Power dice to the opponent's pile even if he does not cast spells himself.
Death Spasm - The wizard hurls a bolt of pure Dark Magic which will strike the first model in it's path up to 18'' away. Roll 1 D6. If the dice roll exceeds the target's toughness then it suffers terrible convulsions and dies, no matter how many wounds it has, and with no armour saving throw allowed. Such is the violoence of the victim's death throes that it inflicts a single hit at its own strength on any models in baste-to-base contact with it, whether they are friend or foe
Dark Hand of Destruction - Long talons of dark magical energy sprout from the Wizard's finger tips as he lungs a single hand-to-hand opponent. The razor-sharp talons slice through flesh and bone, inflicting terrible wounds (what it does you can figure out for yourself)
Power of Chaos - The Wizard mutters and chants, calling on the dark powers of Chaos to aid him. Roll a dice. On a roll of 1 the Wizard is drawn into the Realm of Chaos where he dies horribly, torn to piecces by a multitude of gibbering daemons. On a roll of 2-6 the Wizard may immediately draw three extra cards from the magic deck which he may uise in this magic phase
Soul Stealer – At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body giving him renewed strength and vigour.
Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her profile. Note: the Sorceress can never have more then one extra wound from the use of this spell and the extra wound is lost at the end of the battle.
Flamesword – Summoning Dark Magic the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. A weapon with these flames acts as a normal weapon of its type, but also adds a +2 bonus to the users Strength. Hits inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting phase.
Deathspasm – The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down.
Witch Flight -The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a fleeing enemy in the close combat phase she will score 1 automatic hit and then the opponent will flee again.
There you have it for now. Feel free to speculate on how each may translate into an MMO if they choose to put it in game.
Special thanks to: YajoojMajooj, Xurre ,and Alota for finding more possible spells.[/quote]
Chillwind is in the game, Paul mentioned it in a video at one of the conventions. He said something to the effect of: "...and the dark elves are going to be really cool, they do all sorts of deathy magic stuff and spells with cool names like chillwind.. its going to be great"
I'll try and hunt down the vid.
Chillwind is in the game, Paul mentioned it in a video at one of the conventions. He said something to the effect of: "...and the dark elves are going to be really cool, they do all sorts of deathy magic stuff and spells with cool names like chillwind.. its going to be great"
I'll try and hunt down the vid.
Arkane
12-07-2007, 06:24 PM
It is in the Sorc podcast.
I have to learn how to read, it was mentioned earlier in the thread hehe
These spells sound awesome, I will be a Sorcerer for sure
XadeemTG
12-07-2007, 07:21 PM
What edition army book are you guys using? This is the list from my book and I'm pretty sure it's the latest one.
Chillwind
Doombolt
Word of Pain
Soul Stealer
Dominion
Black Horror: The wizard conjures a whirling vortex of Dark energy which drags her victims into one of the infernal regions. Place the large (5") template anywhere within line of sight and with the centre within 18" of the wizard. Any models completely under are automatically affected, models partially under are affected on a roll of 4+.
Affected models suffer a wound with no armour saves if the Dark Elf player can roll over the model's Strength on a D6 (rolls of 6 always succeed). Models without a normal Strength characteristic, such as war engines are destroyed on a roll of 6. Any unit that loses one or more Wounds must take an immediate Panic test.
They can also use the Lores of Shadow and Death. But since Paul said "Dark Magic" I don't really think that will be an option in-game.
Sorry if there is any confusion.
Arkane
12-07-2007, 07:58 PM
They are from all the editions we have found since they can use anything from any edition. Other things have been said in the podcast such as Chillwind or been mentioned in Play Magazine such as Stricken Limbs and Surging Pain.
YajoojMajooj
12-08-2007, 01:21 AM
thank u all u gave me more spells than i could give u guys in first place special thanks to Xurre, Arkane, Alota and Xael for compiling them all in one list :) well then our sorcerer will be cold and shadow for sure and Ive played warlock in wow sorcerer wont be like the lock Cuz :
1: no summons the summons that part is given to the squig herder yes squigherder he is not like the hunter he has a range of squigs for dif situation just like the lock
2: no dots dots are given to the zealot and magus
3: no destruction spells or flame spells
so just because sorcerer has shadow spells that dznt mean he is like the lock of wow
looking forward to play sorcerer along with u guys ........hail khain!
Arkane
12-08-2007, 06:47 AM
Yeah it will be a very cool career to play as. Awesome magic, and a Cold One mount, how do you beat that?
YajoojMajooj
12-10-2007, 03:23 AM
Arkane;566827']Yeah it will be a very cool career to play as. Awesome magic, and a Cold One mount, how do you beat that?
dont forget the pointy ears and the cool robes and the attitude and blowing up our selves cant wait for this game to come out :( by the way do u guys think sorcerer will get dots or curses just direct damage?
Sgt Mc Badass
12-10-2007, 04:14 AM
I know they said they use Dark Magic but like someone said before on TT they use the lores of Shadow and Death so i'll try and remember as much of those lores as I can so people can get a feel of new possible spells. I couldnt find my rule book so this is from memory.
Steed of Shadows - Caster can Fly
Creeping Death - weak attack, armour offers no protection
Crown of Taidron - AoE medium attack on ALL players within a medium radius
Shades of Death - Cast on a friendly unit. This buff causes enemy morale to weaken
Unseen Lurker - Cast on a friendly unit. This buff gives you a movement boost for a short time
Pit of Shades - Opens up a hole in the ground that enemy units can fall into and take a strong attack
Dark Hand of Death - Long range medium dmg attack that always hits
Steal Soul - Medium range attack that removes health from the target and the caster gains it
Wind of Death - Long range AOE medium dmg attack that always hits
Walking Death - Cast on a friendly unit. This buff causes enemy morale to weaken
Doom and Darkness! - Cast on an enemy unit. Causes a massive drop in morale
Drain Life - AOE on all enemy units medium range weak dmg but armour offers no protection.
Hope this helps,
the sarge
Xurré
12-10-2007, 09:38 AM
On that note, maybe this helps (http://us.games-workshop.com/games/warhammer/chronicles/cards/default.htm) (you can find the other magic cards here (http://us.games-workshop.com/games/warhammer/chronicles/default.htm)).
- Xurré
YajoojMajooj
12-11-2007, 01:50 AM
On that note, maybe this helps (http://us.games-workshop.com/games/warhammer/chronicles/cards/default.htm) (you can find the other magic cards here (http://us.games-workshop.com/games/warhammer/chronicles/default.htm)).
- Xurré
thanks :) this was realy help full i wanted to see the full lore of magic cards :) once again thanks m8
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