Is Shadowlands the best lore available to Chaos?
It might be.
In the previous post we went through all the new options for the Chaos army (traits, cults, etc.), and today it’s time for a BRUTAL new lore of magic, packed with synergies and very aggressive angles that fit really well with the kinds of lists you can build after the new update.
Let’s get to it.

First, let’s be clear that this lore is added on top of what Chaos Sorcerers already had (Demonology, Dark Magic, etc.). It’s like what they did for Beastmen in their Arcane Journal (Primal Magic?).
It is NOT just a signature spell to bolt onto one of the classic lores.
Let’s go through them.
Shadowlands Signature Spell: Chaos Whirlwind
- Magic missile
- Casting value 7+
- Range 15″
Place the small template over the centre of the target unit and scatter it 1D3+1 inches. Any models under the template suffer a Strength 4 hit with AP -3 (counting partials as normal).
Even though it doesn’t strip all of the armour, it removes a big chunk of it. You could say this lore has (counting this one) three armour-stripping spells. It’s true that the range is short, so on a flying wizard, in a chariot or on a steed it can be a much better option than on the typical sorcerer bunkered in a unit of Chaos Warriors.
Shadowlands 1: Blackened Bolts
- Magic missile
- Casting value 8+
- Range 18″
2D6 Strength 3 hits with AP -1. If the target suffers any unsaved WOUND (not just a casualty), it has to take a Panic test.
It’s similar to the Demonology signature spell, but in most situations the jump from Strength 3 to Strength 4 is a lot more relevant than the effect of forcing a Panic test.
BUT bear something in mind: Chaos has a magic item that, for 40 points, lets you cast the Demonology signature spell, so you can have both.
Because this spell forces the enemy to test, it combines well with anything that lowers Leadership, like Demonology spell number 2 AND also spell number 6 from this same lore ;).
Shadowlands 2: Veil of Gloom
- Enchantment
- Casting value 9+
- Range 15″
Until the start of your next turn, the target unit has a 4+ ward save against wounds caused by a template, and a 5+ ward save against wounds suffered in the shooting phase.
It’s one of the less exciting spells if you’re playing full-on Herohammer, since characters already tend to have a 5++, but it’s very good for keeping your troops alive.
That said, what exactly counts as a “template-caused wound”? I’d assume a breath weapon does, a stone thrower does too, but… a vortex? It’s a template moving through your unit, so I’d interpret that as yes as well.
A 4++ is no joke. If you stack it on top of our Toughness (which went up thanks to the Chaos Traits I went over in the other post) or the typically high armour of Chaos, it’s a very solid option.
Shadowlands 3: Vortex of Darkness
- Vortex
- Casting value 10+
- Range 15″
Remains in play. Place the centre of the small template 15″ away from the wizard.
It counts as difficult terrain. Any unit that touches the template (FRIENDLY or enemy) suffers 3D6 Strength 2 hits with no armour saves allowed (but ward saves and regeneration allowed).
At the start of each turn it scatters 1D6 inches.
It has the highest casting value in the lore, followed by the previous 5++/4++ spell, yes, but it’s also one of those vortices in the game that is no joke and can do a lot of damage.
Heavily armoured elves, characters on dragons… it’s also a good enemy of the Empire Steam Tank, because Strength 2 wounds it on 6+ (Strength 1 couldn’t hurt it at all) and, since it’s a chariot, it suffers D3 wounds if it fails the Dangerous Terrain test.
Careful with this one.
We’ve all played against vortices where, when your opponent explains what they do, you just don’t care and keep charging straight through them because they don’t really have any impact, they don’t do much damage.
This is NOT one of those.
- March forth and conquer the Mortal Realms in the name of the ruinous powers of Chaos
- A complete Spearhead force of 26 multipart plastic miniatures
Shadowlands 4: Shadow Raiders
- Assault
- Casting value 8+
- Range: Combat
The target unit suffers 3D6 Strength 1 hits with no armour or regeneration saves allowed.
It’s not Viletide, but it’s pretty reminiscent of it.
It can work well on a Demon Prince or a wizard on a manticore/dragon, or even on a daemonic mount inside a unit.
If your dice are hot and you start rolling sixes, this spell can swing a combat in your favour.
Remember that combat spells can be cast in the enemy turn, when it’s your wizard’s turn to fight.
Shadowlands 5: Creeping Mists
- Movement
- Casting value 6+/9+
- Range: Self
Until the end of the turn, ONE unit within 6″ gains reserve move if you cast it on a 6+, but if you cast it on a 9+ then all units within 6″ gain reserve move.
Right, this is important: the wizard casts it on himself during the movement phase (at any moment). That means the friendly units that are within 6″ at the END OF THE SHOOTING PHASE (when it’s time to make reserve moves) are the ones eligible to get the benefit.
What you can’t do is cast it on a unit that starts the turn close to the wizard, then move them more than 6″ apart in the movement phase and still try to make the reserve move with that unit.
Watch out, don’t let anyone pull a fast one on you.

Shadowlands 6: Chains of Darkness
- Hex
- Casting value 8+
- Range 18″
Until the start of your next turn, the target suffers -1 Movement and -1 Leadership.
Movement can’t be reduced below 1 and Leadership can’t be reduced below 2.
You can combine it with Demonology spell number 2 in a list with multiple Terror-causing units or Chaos Cannons; it also combines nicely with spell number 1 from this lore and with the trait that makes enemies who lose combat test at -1.
The casting value is really manageable; it looks like a small effect but I like it a lot, I think it does more than it seems at first glance.
Is the Lore of the Shadowlands powerful in Warhammer The Old World?
It’s a lore with low casting values, which fits version 1.5 well now that higher-level wizards cast with +2 instead of +3/+4.
Remember that if you’re bringing several wizards, the Skull of Katam gives +1 to all spells cast within 3″ of the bearer. Given that the casting values in this lore are already low by themselves, this item can make pretty much every spell go off, now that Infernal Puppet is no longer mandatory the way it was before the nerf.
On the other hand, this lore means we no longer have to use Tzeentch magic + Battle Magic just to get two magic missiles on the same wizard, which is very interesting.
It lets us build a really aggressive wizard with three magic missiles and a vortex that really hurts.
That said, the ranges are short. If your list is built around a foot wizard inside a unit of Chaos Warriors, this may not be the best lore and Demonology is probably still better (or, if you are going to use it that way, you’d want to combine it with the trait that boosts Movement and Scourge’s Taskmaster).
As always, it’s better to write the list first and then decide which lore you’re going to use, because every lore in the game is playable depending on the synergy with the units you’re bringing.
Anyway, I hope you found this post useful. This and the previous post (which I’ll leave down below) are all the content that has come out specifically for Chaos Warriors in this Arcane Journal, and they give the army a facelift that we chaotic players are hugely grateful for. If you don’t know the Chaos Traits, the Cults and the rules changes that have been made, you’ve got everything laid out and explained in 3 minutes here.

Razing of the Westerland New Common Magic Items

Chaos Warriors Update Razing of the Westerland

How to buy Cheap New Minis and support TOW?

Razing of the Westerland New Common Magic Items

Chaos Warriors Update Razing of the Westerland
Old World Chaos Army List (block-based)
If you think there’s an error in the post, feel free to reach out at theoldwarrior@theoldwarrior.com, and I’ll review it. Hope you enjoy ToW!

