Rituals of Hashut are dark sorcery of fire and ash used by the Chaos Dwarf Sorcerer, a Priest and magician who has mastered the teachings of Hashut, the Father of Darkness.
Source: mordheimer.net/docs/magic/rituals-of-hashut — Chaos Dwarfs supplement.
| D6 | Result |
|---|---|
| 0 | Sacrificial Ritual |
| 1 | Spirit of Hashut |
| 2 | Bellow of Doom |
| 3 | Fumes of Azgorh |
| 4 | Flickering Hide |
| 5 | Lava Flow |
| 6 | Earthquake |
Sacrificial Ritual
Difficulty: 10
The Chaos Dwarf Sorcerer sacrifices captives in a bloody ritual, carrying out his duties as a High Priest of Hashut.
The Sorcerer must be in base contact with an Engine of Chaos to cast this spell. Remove one captive model from the Engine of Chaos and the starting warband’s roster. The Sorcerer may sacrifice additional captives to lower the spell’s difficulty by −1 per sacrifice; these models must be sacrificed before rolling for Difficulty. The Sorcerer gains +D3 Experience.
Spirit of Hashut
Difficulty: 9
The air around the Sorcerer thickens to form a billowing avatar of the great Bull-God. In defiance this unholy likeness rolls forward, trampling all before it.
The player draws a line 18” from the Sorcerer. All models crossed by the line suffer one S4 hit.
Bellow of Doom
Difficulty: 8
Crackling with arcane energy, the Sorcerer’s features contort into the horned visage of the mighty Hashut. Smoke and flame spill from his maw as he lets loose a deafening sound that none may escape.
All models engaged in base contact with the Sorcerer must make an immediate Leadership test or break from combat and run.
Fumes of Azgorh
Difficulty: 7
The Sorcerer’s mouth glows. Clouds of black gas are slowly emitted until with an almighty belch, a wave of corrosive smoke erupts from his gaping jaws.
The spell has a range of 8”, hitting all models in its path on a D6 roll of 4+. Any model hit suffers a S4 hit, rolled to wound as normal. No armour saves are allowed.
Flickering Hide
Difficulty: 10
With eldritch power the target begins to burn from within. His skin spits and sparks wherever a blow is struck as if like molten iron.
The Sorcerer may cast this spell upon himself or any one model within 6”. The flaming hide negates any one wound suffered on a D6 roll of 4+. In hand-to-hand combat, any model which hits the flaming hide suffers one S3 hit for each hit scored. The Flaming Hide lasts until the beginning of the Sorcerer’s next Shooting phase.
Lava Flow
Difficulty: 7
The Sorcerer melts into molten magma, burning itself into the earth. The Sorcerer then reappears after seeping unnaturally through the ground.
The Sorcerer may move 12” in any direction, even into combat, counting as a charge. The Sorcerer may only reappear on or below the ground.
Earthquake
Difficulty: 9
Arms raised, the Sorcerer brings his staff crashing to the ground. The earth ripples outward from the blow and splits asunder.
All models within 3” of the Sorcerer, friend or foe alike, must roll equal to or under their Initiative or suffer D3 S4 hits.