RED ELF
The Mystic arts of Saphery
High Elf Mages

High Elf Mages can use either High Magic or any of the eight lores pf magic described in the Warhammer rulebook.

High Elves are far better attuned to the ebb and flow of the winds of magic than other races and can sense dangerous changes almost before they happen. High Elf Mages get +1 to each attempt to dispel.

Note that this bonus is not cumulative for having more than one High Elf Mage, so an army with two High Elf Mages will still only get +1 to dispel from this source. However, this bonus may still be combined with magic items as normal.

High Magic

Those who follow the path of High Magic, or True Magic as it is sometimes called, are among the most skilled mages ever to weave spells. In addition to knowing one spell per Level (rolled randomly on the list as normal.) any High Elf who practices High Magic will also know Drain Magic spell.

High Magic Spells

To randomly generate a spell from High Magic list, roll a D6 and consult the cart below. If you roll the same spell twice for the same Mage roll again. Any Mage can automatically swap one spell for Walk Between Worlds if you wish.

D6 Spell
Difficulty
1
Walk Between Worlds
4+
2
Curse of Arrow Attraction
6+
3
Fortune is Fickle
7+
4
Fury of Khaine
8+
5
Flames of the Phoenix
11+
6
Vaul's Unmaking
12+

Drain Magic

Difficulty 5+/7+/9+

The tides of the winds of magic shift so that enemy wizards are becalmed and can work little magic.

This spell can be cast at three different levels. Choose before you attempt to cast the spell - the casting number varies accordingly.

Level Casting Number Dice Rolls Discarded
1
5+
6s
2
7+
5s & 6s
3
9+
4s, 5s & 6s

Whichever you choose, the spell may be cast on a single Wizard within 24'' of the caster and may be cast into close combat. If successful, the victim's spells will be weaker. Whenever the victim rolls to cast a spell, discard any rolls of a 6/5/4 (depending on the level of spell) before calculating teh total casting value of the roll. Note that as the dice are discarded, any Irresistible Force and some Fortune is Ficle results are ignored.

The spell lasts until start of the caster's next Magic phase.

Walk Between Worlds

Difficulty 4+

As the mage intones this ancient incantation he begins to fade from view, becoming as insubstantial as a ghost!

This only affects the caster, and only if he is on foot. The caster becomes ethereal. He can only be hit by magical weapons and can move through obstacles and through impassable or difficult terrain as if it was open ground. The caster is affected by spells as normal, and may cast spells himself and fight as normal. Lasts until the start of the caster's next Magic phase.

Curse of Arrow Attraction
Difficulty 6+

The air around the victims shimmers with magical energy as it warps and twists.

This may be cast on an enemy unit within 24'' of the caster. Any missile fire directed at the unit in the following Shooting phase may re-roll any failed rolls to hit. If the unit is targeted by a template or breath weapon then you may re-roll to hit any models wich are partially covered. The Curse has no effect on close combat.

Fortune is Fickle
Difficulty 7+

Remains in Play

To normal folk there is no effect,but to those with the witch sight it is obvious that the victim has beeb set upon by malign spirits made from the very stuff of magic itseld. These creatures drag and pull at the unfortunate spellcaster, distracting and confusing his attempts to work magic.

This may be cast on a single Wizard within 24'' of the caster and may be cast into close combat. Whenever the victim rolls any double (even a double 6) to cast a spell it is a Miscast. In addition, any double rolled by the oposing player whilst attempting to dispel will fail (even double 6)

The spell lasts until it is dispelled, the Mage chooses to end it (which he can do at any time), attempts to cast another spell, or is slain.

Fury of Khaine
Difficulty 8+

Calling on the dread might of Khaine, the mage launches a searing bolt of brilliant white energy at his enemies.

The Fury of Khaine is a magic missile with a range of up to 24''. If successfully cast, it strikes its target causing 2D6 Strenght 4 hits.

Flames of the Phoenix
Difficulty 11+

Remains in Play

Pure white scented flames emerge from the air itself and encelop the target, immolating the unworthy foe.

This may be cast on an enemy unit within 24''. Each model, including characters and unit champions, takes a Strenght 3 hit immediately. If the spell is still in play at the start of the caster's next Magic phase, each model in the unit takes a Strenght 4 hit.

If still in play at the start of the caster's following Magic phase, each model takes a Strenght 5 hit, and so on, with the Strength increasing by 1 each turn it remains in play. The spell lasts until dispelled, the Mage chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

Vaul's Unmaking
Difficulty 12+

Glowing swords grow dim and blood-warm chalices cool as their magical energies are drained.

May be cast on an enemy unit within 24'' of the caster and may be cast into close combat. If successfully cast, the owner of the unit must reveal to the caster all magic items in the unit. The caster then chooses one of them to be nullified for the rest of the battle. The spell itself does not remain in play, but the effects lasts for the remainder of the battle.

Vaul's Unmaking can drain the magic from Dwarf rune items. Note that all the runes on an individual item will be drained by the spell, not just one.

If the unit has no magic items then the spell has no effect.