Source: Warhammer Fantasy: 8th Edition

Printable Cards: The Lore of Slaanesh (Warriors of Chaos)
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Lash of Slaanesh (Signature)

Casting Value: 6+

Lash of Slaanesh is a direct damage spell with a range of 24". Extend a straight line 24" in length, within the caster's forward arc and directly from his base. Any model whose base falls under the line (determined as for a bouncing cannonball) suffers a Strength 3 hit with the Armour Piercing special rule.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

1. Acquiescence

Casting Value: 6+

Acquiescence is a hex spell with a range of 24". The target unit has the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 48". If he does, the casting value is increased to 9+.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

2. Pavane of Slaanesh

Casting Value: 7+

Pavane of Slaanesh is a direct damage spell with a range of 24" that targets a single enemy model (even a character in a unit). If successfully cast, the target must pass a Leadership test on 3D6 or suffer a Wound with no armour saves allowed. The Wizard can choose to extend the range of this spell to 48". If he does, the casting value is increased to 10+.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

3. Hysterical Frenzy

Casting Value: 8+

Remains in play. Hysterical Frenzy can be cast on any unit (friend or foe) within 24". If cast on a friendly unit, Hysterical Frenzy is an augment spell. If Hysterical Frenzy is cast on an enemy unit, it is a hex spell. For the duration of the spell, the target gains the Frenzy special rule (which is not lost if the unit is defeated in close combat). If the target unit already has the Frenzy special rule, that Frenzy grants +2 Attacks instead of just +1. In addition, for the duration of the spell, the target of Hysterical Frenzy suffers D6 Strength 3 hits at the end of each of the caster's Magic phases.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

4. Slicing Shards

Casting Value: 10+

Slicing Shards is a magic magic missile with a range of 24" that inflicts D6 Strength 4 hits with the Armour Piercing special rule. The target must then immediately pass a Leadership test or suffer a further D6 Strength 4 hits with the Armour Piercing special rule. The target must keep testing its Leadership in this manner until a test is passed, or the target is removed as a casualty.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

5. Phantasmagoria

Casting Value: 10+

Phantasmagoria is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must roll an additional D6 whenever it takes a Leadership test, discarding the lowest result rolled. The caster can choose to have this spell target all enemy units within 24". If he does so, the casting value is increased to 20+.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

6. Cacophonic Choir

Casting Value: 12+

Cacophonic choir is a hex spell with a range of 12". The target unit takes 2D6 hits that wound on 4+ with no armour saves allowed. If at least one unsaved Wound is caused, the target unit gains the Always Strikes Last and Random Movement (D6) special rules until the start of caster's next Magic phase. The Wizard can choose to have the spell target all enemy units within 12". If he does so, the casting value is increased to 24+.

The Lore of Slaanesh: When a spell from the Lore of Slaanesh is successfully cast, roll a D6 for each unsaved Wound caused by the spell (if any). For each result of a 6 rolled, the Wizard’s Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.