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‘Warhammer: The Old World’ – The Five Best Spells In The Game Post Magic Update

August 21, 2025

Magic in the Old World has changed with the recent FAQ, but there are still plenty of good spells. These are the best of the best!

Battles in the Old World are spread over many phases, with some having more direct effects that others. One thing runs throughout all these phases, magic. Magic is a major part of games in the Old World. Depending on your build and lists it can play an important supporting rule or it can be the central gimmick of your army. It’s a powerful force that can often change the course of games. Recently however magic has gotten some changes. Overall its gotten harder to cast and magic defense is more effective (though dispelling is harder). Offensive magic has taken a big hit and vortexes got a lot of changes. So today I wanted to look at five of the spells I still think are really good.

N.B. For this list I am just going to look at core rule book spells that can be used by several armies. Some armies have very powerful bound spells or signature spells, but they normally work within the confines of that army and aren’t generally useful for several armies. 

Bonus/?- Earthen Ramparts

We are going to start off with one that… well I don’t really know where to place it. Earthen Ramparts (FAQ’d to cast on a 9+) is a spell that is heavily debated. The base effect of getting a 5+ Ward is nice, but not unique and comes with the downside of not being able to charge or march. Being cast at range does give it a wider possible effect, and let you keep the wizard out of combat, but also means its can’t be cast on a unit in combat. All that would place it as a pretty mid spell.

However it also has the effect as making you count as being behind a low linear obstacle if charged. And this has led to a lot of debates, and several FAQs, which still somehow haven’t quite settled the matter. The key question is if the units count as being in base to base, since they are, or count as not being in base to base due to the non-existent LLO. If they are in base to base contact the spell remains pretty mid. If they aren’t then it means that all models in each unit would only get 1 attack and you couldn’t use stomps or impact hits. That makes the spells actually pretty amazing especially when cast on 1 attack infantry, can make them basically immune to monsters. That uncertainty however makes it really hard to place on a list like this.

5. Spectral Doppelganger

First up on the real list we have old Spectral Doppelganger, which is to me the best general assailment spell in the game. Now placing this one is a little hard, as assailments aren’t normally all that great in my eyes. Moreover you really need to build a combo to get the most out of the spell. The spell lets the caster do 2d6 auto hits in combat. So even without any kind of buffs that’s not horrible and pretty high up there on the assailment chart. 2d6 S3 or S4 hits ain’t nothing.

Of course where it shines is with a powerful weapon, since the attacks get to use that weapon. This opens up some really crazy options, with multi-wound attacks, killing blow or monster slayer. A well built character who has cast Doppelganger basically instantly becomes the most deadly combatant in any fight. (It’s also a bit of rules nightmare with several FAQs).

Previously I had this one ranked a lot higher, however its now a lot harder to pull off with the drop in casting bonus and allowing enemy wizards in combat to dispel Assailments. It’s dropped down, but it remains one of the very few offensive spells that with the right build can really turn a game. So it is making the list!

4. Evil Sun Shining’

Evil Sun Shinin’ is kind of a bonkers spell to be honest. It gives all friendly units within the caster’s Command range +1 AP and lets them re-roll 1st to hit. This effects shooting and combat, and can effect a ton of units! It’s pretty crazy and would be in the running for best spell in the game if not for one thing. And that’s that its locked in Waaagh! Magic meaning basically only Orcs & Goblins have access to it. This means its fairly rare to see and doesn’t have the impact it could have. Elves and Empire would just love to have this spell, as would pretty much every army out there, but they can’t. And for that reason it’s going to be a little lower on the list.

3. Glittering Robes

I think this is a spell that often gets overlooked because it’s a signature spell. A lot of times players are going to just go grab an army signature, but I think that’s its a mistake to ignore this spell. It is one of the most generically useful spells in the game, as there is basically no instance where a -1 to be hit isn’t good. The fact that it works in combat and vs shooting is great. It’s also a range self spell so can be cast in combat, and with a 8+ to cast is pretty reliable to get off even with a lvl 1/2. The way this adds to the durability of a unit is pretty crazy.

I think there is an argument that several armies can benefit from taking a cheap lvl 1 and defaulting to Glittering Robes, which you can always take, and then just throwing them in a unit to buff it. You can even combo it with the Bedazzling Helm to give a character a -2 to be hit (Wood Elves can get a -3, but that’s maybe overkill!). That can be a real game changer.

2. Demonic Vessel

2nd to last on the list we have Daemonic Vessel (FAQ’d to cast on a 9+). This is a really amazing buff spell, in terms of sheer power its maybe the best offensive buff in the game. It gives you +1S, +1 Attack and +1 AP. That’s great, and it affects mounts. This can turn a mid unit into a great one. It can buff a great unit to absurd levels! It’s just got a lot going for it. Ranged self is a bit of a double edged sword. It does allow you to cast it in combat, which is awesome.

On the other hand it does mean the wizard has to be in the unit, which can be a downside for a lot of wizards. It also means its a lot more likely your wizard will be in dispel range of the enemy. The other downside is that it does only last till the end of your turn, so won’t buff you on the enemy’s turn. It’s still really sold.

1. Battle Lust (Dark Magic)

Last up we have one of my favorites, Battle Lust. This is to me likely the best offensive buff spell in the game. I don’t know if its the best spell in the game, but its in the running, and this list isn’t really about finding the specific best spell anyway.

It effectively gives a whole unit +1 attack and allows them to re-roll hits for the turn. That is a massive buff to any units damage output. (Especially since after the FAQ the mounts benefit from it). Hatred also just makes a unit much more reliable.  There is basically no combat unit that won’t be improved by this (unless they already have Frenzy and Hatred). But of course larger, and more powerful units, such as heavy cav, will benefit from it the most. Because you chose when to cast it and it only lasts until the end of the turn you avoid most of the downsides of being Frenzied while still getting the benefits.

It’s also a spell with a decent casting range. This does mean it can’t effect units in combat. It’s also slightly less powerful than some range-self spells, Demonic Vessel might offer a little more raw power for instance. However it is more flexible. With it you can keep your caster out of combat, and put it on the unit you need it on. You are also a lot more able to keep your caster out of enemy dispel range, while still being able to throw it on a friendly unit. Used right this spell can swing a battle. In fact I’ve had it swing many for me.

Let us know what you think the best spells are, down in the comments! 

Abe is that rare thing, an Austin local born and raised here. Though he keeps on moving around, DC, Japan, ETC., he always seems to find his way back eventually. Abe has decades of experience with a wide range of tabletop and RPG games, from historicals, to Star Wars to D&D and 40K. He has been contributing to BOLS since almost the start, back when he worked at and then owned a local gaming store. He used to be big into the competitive Warhammer tournament scene but age has mellowed him and he now appreciates a good casual match. He currently covers Warhammer: The Old World, as well as all things Star Wars, with occasional dabbling in other topics. Abe mourned over loss of WFB for its entire hiatus, but has been reborn like a gaming phoenix with Warhammer: The Old World.



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