You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.
Horrifying images distract your opponent, causing them to deal 50% less damage against you for 15 seconds. You will stop attacking when you use this ability, and the effect will fade if you attack someone that you have detaunted.
You surround yourself with daemonic protection, increasing your Armor by X for up to 1 hour. If your armor is struck 20 times, you will lose this effect early. The binding of such energies is difficult and you will be easily interrupted while casting this spell.
A surge of chaotic bliss overcomes your target, dealing X Spirit damage. The victim and any other enemies within 20 feet of them are also interrupted, cancelling any abilities that they are building up.
You summon a small daemon which will persist in an area for 1 minute. The daemon will explode when an enemy gets too close dealing X damage to all enemies within 30 feet and knocking them down for 2 seconds.
Pink Horrors, Blue Horrors and Flamers of Tzeentch now have a 15% chance to taunt their targets with every attack. This enrages the target, interrupting any building actions and forces monsters to target your pet for 5 seconds. Taunted targets receive 20% more damage from your daemon. If you daemon is struck 3 times by their taunted target, taunt will be broken.
You force so much power into your daemon that it explodes from within, dealing X Spirit damage to all targets within 30 feet. The lingering taint will drain 30 AP a second from any targets standing in the blast area for 10 seconds.
The Path of Havoc is the Magus' mastery for direct damage spells, allowing the caster to focus more on damage against single targets. It increases the power of the larger spells in a Magus's armoury, spells that have longer cast times but more powerful results as opposed to his over-time and AoE abilities. This is the path for those who wish to heal or attack on a more direct basis, concentrating larger effects on single targets.
Creates a great column of wind and flame that deals X Elemental damage every 2 seconds to all targets within 20 feet of the area for 6 seconds. This spell requires a high amount of concentration and you will be set back by .5 seconds whenever hit.
Grows a seed inside your target dealing X damage over 15 seconds. If left to grow for the entire duration, the seed will explode with the victim's life force dealing Y Spirit damage to all targets within 20 feet.
A horrible torrent of energy that deals X Spirit damage every 2 seconds for 6 seconds. Victims killed while bathed in this flame will become an uncontrolled Horror, mindlessly attacking their former allies for 30 seconds.
Summons a 240 foot wide cloud of caustic mist that deals X Spirit damage every 2 seconds to targets in the cloud. After 10 seconds the cloud doubles in strength, dealing X*2 Spirit damage and 10 seconds later will double in strength again, dealing X*4 Spirit damage. If there are multiple Dissolving Mist in the same area only the highest level mist will deal damage.
You summon and absorb orange flames to increase your Wounds by X, increasing your total life for 20 seconds. During this time, any enemies striking you in Melee will receive Y Elemental damage from your flames.
A rift in the warp is opened briefly, pulling up to six enemy players within 65 feet of the vortex towards its center and then snaring everyone within 20 feet a second later by 40% for 4 seconds. Monsters will be knocked down by the initial pull.