WARHAMMER MAGIC - DARK MAGIC

Arnizipal's Black Horror (power 3)
The wizard summons a corrosive cloud of darkness-use Arnizipal's Black Horror template to indicate its path. The Horror moves 4D6" immediately, and continues to move 4D6" in the same direction at the start of each subsequent magic phase. All models passed over the template are killed unless they can roll under there S on a D6. No armour saves allowed, except for magic armour. Any unit that suffers casualties must take a Panic test.
Remains in Play

Blade Wind (Power 2)
The Blade Wind travels 24" and hits the first unit in its path, causing 3D6 hits minus the targets WS. Each hit causes 1 wound on a D6 roll of 4+.

Dark Hand of Destruction (Power 1)
The wizard may take a single hand-to-hand attack on one opponent in base contact. If the attack hits it causes D3 wounds. No armour saves allowed, except for magic armour.

Death Spasm (Power 2)
A bolt of pure Dark magic hits the first model in its path, up to 18" away. Roll a D6. If the score exceeds the targets Toughness it is slain. No armour saves allowed. The dying model inflicts a single hit at its own strength on any models in base to base contact with it.
Line of Sight

Doom Bolt (Power 2)
A bolt of black fire hits the first model in its path, up to 18" away. The target suffers D6 S5 hits. Chariots, War Machines and Buildings suffer D6 S10 hits.

Malediction of Nagash (Power 3)
The spell can be cast at a unit within 36". The victims cannot move or shoot. They may fight in close combat, but suffer -2WS and -2I. At the start of each subsequent magic phase the target suffers D3 wounds. No armour saves allowed.
Remains in Play

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

Soul Drain (Power 3)
Place the soul drain template within 24" of the wizard. Each model under the template suffers a S4 hit. For every 2 wounds inflicted the wizard gains 1 wound (this may take the wizard's wounds above his starting level). No armour saves allowed , except for magic armour.

The Transformation of Kadon (Power 3)
The wizard may turn himself into a Chimera, a Manticore, a Hydra or a Wyvern. While transformed, the wizard may not cast any spells, but may use dispels normally. Wounds are carried over between transformations.
Remains in Play

Witch Flight (Power 1)
The caster may transport himself anywhere on the battlefield. He may move straight into close combat, In which case he counts as charging in the first round of fighting.