RED ELF
Spell Lists

The Warhammer rulebook describes eight different kinds of magical lore each of which is represented by six spells making a total of 48 individual spells. Each Lore is based upon one of the eight magical traditions of the High Elves whose learning far exceeds that of any other race in the Warhammer world. The men of the Empire learned their sorcery from High Elf mages and so use the same system as their basis of study - though their knowledge is by no means as great.

The sorcery of the other races of the Warhammer world is also based upon one or more of the eight kinds of magic but often includes spells unique to a particular race. The Warhammer Army books contain further spell lists for specific armies where appropriate. There are two other types of magic which do not directly concern us here - High magic and Dark magic. These are described in the Warhammer Army books for the High Elves and Dark Elves respectively.

The Eight Lores of Magic

The Eight Lores of Magic are listed here by the names that they are referred to in the following pages. These are not the only names by which they are known, by any means, but these terms will serve our purposes perfectly well.

The eight different Lores of magic in Warhammer are: Fire, Metal, Shadow, Beasts, The Heavens, Light, Life, and Death.

Fire Balls and Other Magic Missiles

Many spells are described as magic missiles - for example, Fire Ball. In this case, the Wizard conjures a ball of flame and hurls it at a target. All magical missiles are thrown, hurled, or projected in this fashion.

A magic missile can only be cast at a target if it would be a viable target according to the rules for shooting. For example, the Wizard must be able to see the target, and individuals can only be picked out from surrounding units in the same circumstances as archers, crossbowmen or comparably armed individuals can do so. Unless otherwise noted, magic missiles hit their targets automatically.

A Wizard cannot cast these spells if he is engaged in close combat.

Cancelling Spells

It is quite possible for the effect of one spell to contradict the effect of another. For example, a unit which has a spell cast upon it by one Wizard which prevents it from moving might subsequently have a spell cast upon it by another Wizard that obliges it to move. In these cases, the most recent spell automatically dispels the previous spell.