We’ve got a new Arcane Journal (well, we’ll have it soon—but I’m bringing it to you already). There are updates for the Tomb Kings of Khemri, an Army of Infamy for the Empire, another for the Dwarfs, and a new game mode.
I’ll break it all down clearly, because a couple of things are a bit tricky.
Here’s the Khemri section.

New Spells for the Tomb Kings in Old World: Incantation Scrolls
I haven’t seen anything stating they’re exclusive to the Mortuary Cult, so the Grand Army and the other Army of Infamy can use them too.
These are one-use Bound Spells: once you successfully cast one, you can’t cast it again. However—and this is new to the game—if you try to cast it and fail, you can keep trying in later turns until it goes off.
How do you cast them? Pass a Leadership test using the bearer’s Leadership.
And how are they dispelled? The attached Casting Value is the number the opponent must exceed (not equal) to dispel.
Remember that neither casting nor dispelling these can cause miscasts or irresistible force.
When buying them, you should know three things:
- The same model cannot take the same scroll twice.
- Two models cannot have the same combination of scrolls.
- There’s no maximum points cap a single model can spend on them; they’re simply limited in number as follows:
High Mortuary Priests: up to 3.
Mortuary Priests: up to 2.
Necrotects and Arch-Necrotects: only 1.

What are the new Tomb Kings Incantations?
There are six new spells for Khemri, all with the characteristics mentioned above.
I’ll explain them in order—from what I find most interesting to what I think will see the least play.
Scroll of Righteous Smitting
10 pts, Enchantment, Casting Value 7, Range: Self; Remains in Play.
War machines within the user’s Command Range may re-roll one scatter or artillery die per turn.
Watch out: EACH ONE can re-roll a die as long as the character stays in range and the spell isn’t dispelled (even though the enemy only needs an 8+ to dispel it, this is something we’ll want to use near our board edge so the rival wizard isn’t in dispel range and has to gamble with their Fated dispel). For the cost, if it works for a single turn, it’s already worth it.
- Games Workshop – Warhammer – The Old World: Core Set – Tomb Kings Of Khemri Edition (Boxed Set)
- Command the mighty legions of Khemri and lead them to victory in the World of Legend
- An awesome collection of 93 miniatures including a terrifying Liche Priest on Necrolith Bone Dragon

Scroll of urgency
30 pts, Conveyance, Casting Value 7, Range 21″.
If the target unit has already moved, it can move again (doesn’t work if it failed a charge).
Keep in mind this combos with a potential Reserve Move and, on top of that, you can cast it from a long way off, so once again it’s very possible the opponent will have to risk their Fated dispel because they don’t have a wizard within range.
Scroll of Withering
50p, Hex, Casting value 8, range 21”.
Can be cast on an enemy in combat.
Until your next turn, the target suffers –1 Strength and –1 Initiative and cannot use Ward Saves or Regeneration.
Careful with this: I think in team tournaments this will see a lot of play to counter certain types of lists (like High Elf or Chaos dragons). I’m not sure it will show up as much in individual competitive lists because it’s a hefty 50 points—we’ll see.
Scroll of summoning
45p, Casting Value 8, range 21”.
The target unit regains D3 wounds and improves its regeneration by 1 until your next turn.
I don’t like it for several reasons: This is useful when a unit is about to get smashed—probably due to a tactical mistake—and you’re trying to soften the blow. I think it’s better to tighten up your tactics than spend 45 points on this. Also, even though it has a 21″ range, you’ll typically cast it once the game is already underway, making it more likely the enemy wizard will be in dispel range.
And WATCH OUT: as written in English, at a glance it might seem like it increases both armour and regeneration values. It doesn’t—it only increases regeneration.
Scroll of the Outcast Dead
35p, Vortex, casting value 8, range 18”.
Uses the 3″ template, drifts D6″ each turn, and counts as difficult terrain (like most vortices). Friendly or enemy UNITS touching the template suffer a single hit at Strength 4, AP –2, and Multiple Wounds (D3). If they suffer any wounds, they must take a Panic test.
I think it’s a stinker for two reasons: first, a single Strength 4 hit feels anecdotal (it’s not per model, it’s per UNIT). Second, failing Panic in this edition is sometimes good, since you can reform and march when you flee in good order, and it can leave the unit that caused the Panic exposed (I’ll do a post on this if you want, because there’s a lot to unpack).
Scroll of Awakening
40p, Casting Value 9, Range 27” (27”!!!).
Place the small template at the center of the target unit. Strength 4, AP 2.
It’s like the signature spell from Dark Magic with one more point of Strength and a bit more range. But it still suffers from being very situational: maybe your opponent isn’t running the kind of infantry where you’d maximize hits—and on top of that you only cast this once. Trash, I don’t like it.
Changes to Tomb Kings Mounts
We’ve got two additions besides the scrolls: first, a barded steed appears to justify the new miniature they’re going to release.
The following models can buy it for +16 points:
- Tomb King
- Tomb Prince
- Royal Herald
- Mortuary Priest
- High Mortuary Priest
And what’s special about that horse? It moves 7 instead of 8 and grants +1 Armour due to barding.
The base size is 30×60 mm instead of 25×50 mm. Otherwise it’s the same old horse; it even retains Vanguard, like the skeletal steed.
New Unit: Winged War Sphinx of the Tomb Kings
(“Nobody uses it? Fine, let’s slap wings on it…”)
Careful—this thing has Counter-charge. Other than that, it’s a regular War Sphinx with the crew removed and Fly (9).
It costs only 5 points more (from 175 to 180) and has the same upgrade options as the other one (breath weapon for +20 points and venomous stinger for +5).
Both the Grand Army and the Mortuary Cult can include one per 1,000 points as Rare choices (not Special like the other one).
Honestly, given that the other sphinx has Killing Blow, I think this one will see little to no competitive play, BUUUT sometimes I’m surprised—human ingenuity and a twisted mind know no limits, and people cook up brilliant lists and combos.

In any case, the enchanted scrolls—or whatever you want to call them—will change current Tomb Kings meta lists and bring variety, so they’re very welcome.
Anyway, I hope this post is useful, and tomorrow I’m uploading a post about the new Empire list in this Arcane Journal. 😉
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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!