RED ELF
The Lore of Death

Though the Lore of Death, or Amethyst magic, is the most feared of sorceries, not all practitioners are evil or ill-intended. It is the magic of the bygone ages and draws its power deeply from thy realm of the dead.

To randomly generate a spell, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again.

Dark Hand of Death

Cast on 5+
This is a magic missile with a range of up to 24". If successfully cast, the spell hits its target and causes D6 Strength 4 hits.

Death Dealer

Cast on 5+
This spell can be cast on a friendly unit that is engaged in close combat and which is within 24" of the caster. IF successfully cast then models which fall casualty can fight back, stabbing at their enemy with their last strength.

The spell lasts for the duration of that turn's Close Combat phase. Fight the combat as normal. Any model in the affected unit which falls casualty during the combat may make one further attack with its basic Strength before it is removed - this is regardless of whether the model has already fought or not. In the case of mounted models, models riding chariots or monsters and so forth, only riders may strike back.

Steal Soul

Cast on 8+
This spell can be cast on an enemy model within 12". If successfully cast, the victim's soul is torn and rendered by dark forces and sacrificed to the caster himself.

The enemy model loses 1 Wound. No armour save is allowed. In addition, the casting Wizard gains 1 Wound for the duration of the battle. This spell can be used to increase the caster's Wounds characteristic beyond its normal maximum level, and can be used several times to increase the caster's Wounds even further. At the end of the battle, any stolen Wounds are lost - if the Wizard has no Wounds left once stolen Wounds are removed, he is slain.

The spell cannot affect Undead, Chaos Daemons, and similar units which don't have a soul!

Wind of Death

Cast on 8+
This is a magic missile with a range of up to 24". IF successfully cast, the spell hits its target and causes 2D6 Strength 4 hits.

Drain Life

Cast on 10+
If cast successfully each enemy unit within 12" of the Wizard is affected.
Each unit takes D6 Strength 3 hits. No armour saves are allowed against a Drain Life spell. These hits are distributed exactly like hits from shooting.

The spell cannot affect Undead, Chaos Daemons, or buildings and similar models, as they are not truly alive.

Doom and Darkness!

Lasts one turn
Cast on 12+

This spell can be cast upon an enemy unit which is within 24" of and visible to the caster. If successfully cast, the unit is enshrouded by a black cloud of despair.

For the duration of the turn the affected unit will suffer a -3 penalty to any Leadership test (including Break tests) it is required to take. At the start of its following turn, the unit must take and pass a Leadership test (at -3), otherwise remains affected for the duration of that turn as well. At the end of the affected unit's following turn, the spell ceases to have any effect.

The spell cannot affect Undead targets, Chaos Daemons or unbreakable units. Units immune to psychology are not affected either.