LORE OF HASHUT
When Hashut was released from his underground imprisonment, he granted the gift of Sorcery to the runesmiths and runelords that had served him most faithfully. Once all the Dwarfs in the Darklands had been brought under his rule, he called from the dark corners of the world seven powerful daemons who owed him their allegiance, and used his might to bind them into seven runes of great power.
The master copies of these runes are works of dark art, and are kept in the Temple of Hashut in Zharr Naggrund. Each priest of the Father of Darkness learns their form and meaning, and in doing so gains the power to inscribe lesser copies upon the air, the ground, or the flesh of a slave, allowing them to use the power of the six willing children of Hashut to wreak havoc among their enemies.
And so the Father of Darkness did call forth his seven children, and all came forth, from far and near. And he bade them to aid his servants in their task, and all but one did did obey.
And the Hanbeh the greatest of them did say “I care not for your servants, I will not serve them”, and for his arrogance Hashut bound him against his will, that his craftsmen might use him to bind as he had been bound.
And each was bound into a rune of power, that his favoured servants might call upon them, for each had inherited an aspect of his power.
Razheph who is the fiery rock, the burning flame
Molach who is the dark lurker, the sudden fear
Tashub who is the storm of shadow and ash, the unending darkness
Azakku who is the unflinching hatred, the eternal malice
Pazazzu who is the burning forge, maker and unmaker
Baelath who is the erupting ruin, the sundered earth
Hanbeh who is the unwilling one, the bound slave
Third Book of Hashut, Verse 3
Spell generation rules for the Lore of Hashut are as normal; a wizard may automatically substitute one of his spells for the first spell on the list (Blessing Of Hashut).
1…Razeph, Rune of Immolation…5+
2…Azakku, Rune of Malice…7+
3…Molach, Rune of Horror…7+
4…Tashub, Rune of Ash…7+
5…Pazazzu, Rune of Unforging…10+
6…Baelath, Rune of Ruin…12+
1. Rune of Immolation
Cast on 5+
Marking a twisting rune of fire that emits a burning heat shimmer, the Sorcerer’s bids Razeph’s power to burn his enemies, magical fire playing around them, melting their skin like wax.
The Rune of Immolation is a magic missile with range of up to 24". If successfully cast, the Rune of Immolation causes D6 Strength 4 Flaming hits
2. Rune of Malice
Cast on 7+
Etching a glittering rune of hatred and vengeance, the Sorcerer empowers the faithful of Hashut with the malice of Azakku, their blades glowing darkly with the power of his magic.
This spell may be cast on one Chaos Dwarf or Bull Centaur unit in Close Combat within 18". If successfully cast, all of the models in the unit Hate everything. In addition, their attacks count as Magical and Flaming. The effects of this spell last until the end of the next Combat Phase.
3. Rune of Horror
Cast on 7+
Tracing a grimy rune that seems to writhe and contort like a living thing, as shadows of creatures from the darkest pits of the world are forced��into the minds of the Sorcerer’s foes by Molach, the rune of horror.
This spell can be cast on an enemy unit visible to and within 24" of the caster, and which is not engaged in close combat. If successfully cast, the unit immediately takes a Panic test. Units immune to panic are immune to the effect of this spell.
4. Rune of Ash
Cast on 7+, Remains in Play
Inscribing a vague rune that is cloaked in shadow and seems to smoke gently, the Sorcerer calls upon Tashub to create a cloud of darkness that spreads out from him, cloaking the followers of the Father of Darkness in a dense smog.
If successfully cast, centre the Large Template over the caster. Units partially covered by the template incur an extra -1 To Hit penalty when shot at with ranged weapons. Units completely covered by the template cannot be hit on better than a 6.
5. Rune of Unforging
Cast on 10+
Defining a metallic rune that runs as though liquid, the Sorcerer directs the mastery of Pazazzu at those who would bear weapons against him, destroying them in a burst of power that causes their blades to rust and melt.
This spell has a range of 12"and can be cast on an enemy unit which is visible to the caster. If successfully cast no weapon bonuses or penalties are applied to the affected unit for the rest of the battle. For example, a unit wielding Great Weapons will not get their +2 Strength bonus in combat, but will now no longer have to strike last. A unit with missile weapons may not shoot for the duration of the entire battle. Affected units cannot benefit from the rules for two Handweapons or Handweapons and Shields. Warmachines and Magic Weapons cannot be affected by the Rune of Unforging.
6. Rune of Ruin
Cast on 12+, Remains in Play
Engraving a squat, blocky rune of power that crackles and glows, the Sorcerer channels the might of Baelath to break the earth’s crust, bringing forth molten rock and deadly heat as the ground rumbles violently.
Mark a point on the table within 24" as the target of this spell. Place the small (3") template there. Models completely under the template take a single S5 Flaming hit. Models partially under the template are hit on a 4+. Then place the Large (6") Template centred on the chosen point. Any troops under the template are treated as moving through difficult terrain and may not shoot missile weapons next turn. Artillery dice based ranged weapons under the template may only shoot on a 4+.