When a Wizard successfully casts a hex, magic missile or direct damage spell from this lore, and the casting roll contains any double, the spell's target suffers 2D6 Strength 2 hits with the Armour Piercing (1) special rule. If the casting roll contains any treble, the spell's target instead suffers 3D6 hits instead. In either case, the hits are resolved after the spell has been resolved.
As the invocation is spoken, the other-worldly beast known as Kharaidon unleashes a bolt of pure darkness upon the Dark Elves' adversaries.
Doombolt is a magic missile with a range of 18" that causes D6 Strength 5 hits. The Wizard can instead choose to cast a more powerful version, inflicting 2D6 Strength 5 hits. If they do so, the casting value is increased to 12+.
The caster draws unstable power from the Realm of Chaos to empower their spells as well as their minions. The raw energy of magic can be immensely powerful, but it is highly unstable and can be as dangerous to the wielder as it is to the foe.
Power of Darkness is an augment spell with a range of 12". All models in the target unit have a +1 bonus to their Strength characteristic until the start of the caster's next Magic phase. Then add D3 power dice to your power pool. If a natural 6 is rolled when generating these power dice, the caster suffers a Wound which Ignores Armour Saves.
Calling upon the coldness of Nagarythe of the Utterdark, the Dark Elf unleashes a freezing wind against her enemies.
Chillwind is a magic missile with a range of 24" that causes 2D6 Strength 2 hits. If the target suffers any unsaved Wounds, all models in the unit suffer a -1 penalty to their Ballistic Skill characteristic until the start of the caster's next Magic phase.
Upon uttering the true name of Khaine as the Serpent Lord, an unnatural and unbearable agony suffuses the body of the caster's hated foes.
Word of Pain is a hex spell with a range of 24". All models in the target unit suffer -D3 to both their Weapon Skill and Ballistic Skill until the start of the caster's next Magic phase (roll once for both). The Wizard can instead choose to cast a more powerful version of the spell that also inflicts the -D3 penalty to their Strength and Initiative (to a minimum of 1). If they do so, the casting value is increased to 14+.
With a plea to the Mistress of a Thousand Cuts, the Dark Elf Sorceress conjures up a storm of magical hungry swords with which to assail the enemy across the battlefield.
Bladewind is a direct damage spell with a range of 24". Every model in the target unit must pass a Weapon Skill test or suffer a Strength 4 hit with the Armour Piercing (1) special rule.
At the caster's command, light is driven from the battlefield and numbing darkness rushes to fill the void.
Shroud of Despair is a hex spell that targets all enemy units within 12". Until the start of the caster's next Magic phase, the targets cannot benefit from the Hold Your Ground! or Inspiring Presence rules. In addition, whenever a target unit fails a Leadership test of any kind, all target units (including the one that failed) suffer -1 to their Leadership until the start of the caster's next Magic phase (this effect is cumulative with itself).
The Daemon-crawler Anchan-Rogar reaches out from his domain and plucks the souls from the enemy. Tendrils of pure, solidified darkness writhe out from the wizard's outstretched hands, draining the life force from their hapless enemies to renew the caster's own vigour.
Soul Stealer is a direct damage spell. Place the small round template within 18" of the Wizard - it then scatters D6". All models hit by the template suffer a Strength 2 hit which Ignores Armour Saves. Roll a D6 for each unsaved Wound inflicted by Soul Stealer. For each roll of 4+, the caster immediately gains a single Wound (to a maximum of 10). The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 14+.
The caster tears down the walls between realities, and a black cloud of roiling energy sweeps across the battlefield. As the darkness travels, slimy tentacles lash out from its depths, dragging unfortunate victims screaming into one of the infernal regions and an unknown fate.
Remains in play. Arnzipal's Black Horror is a magical vortex that uses the small round template. Once the template is placed, the player then nominates a direction in which the Black Horror will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. Any model touched by, or passed over by the template must pass a Strength test or be slain outright with no armour saves allowed.
If the result on the artillery dice is a misfire, centre the template on the caster and roll both a scatter dice and a D6. The template moves a number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Black Horror travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Black Horror collapses in on itself and is removed. A particularly brave Wizard can infuse Arnzipal's Black Horror with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.