10:Dark: The characters in Warhammer are almost universally stuck with Dark Age level technology, though in the Undead Legions case, they largely compensate with advanced magic.
Magic:Shyish, Mind Manipulation via Acceptance of Fate (People temporarily put aside their fear of Death), the Fate of Bjuna (Bjuna was a mighty warrior, so the story goes, but famously never smiled - leastways not until the trickster god cursed him to laugh until his sides ruptured and split), and Grief's End (The Caster speaks comforting words to an individual bereaved by the recent passing of a blood relative. The target’s pain is lessened as their understanding of fate deepens. Any psychological effects that were brought on by the death are eliminated or nullified., Soul Manipulation via Final Words (Allows the Casterto ask one question of the departing soul of a slain Soul within several yards. This must be done within the first few moments of the target's death or the Soul will have already passed on to the realm of Morr. The Soul is not compelled to answer truthfully - or at all, for that matter. Final Words cannot be cast on creatures without Souls, like Daemons and the Undead), Biological Manipulation via Amanrath (Strengthens the targets endurance), Earth Manipulation via Ashes and Dust (A wave of smoke and ash rising from the casters fingers), Fear Manipulation via the Aspect of the Dread Knight and Death's messenger (An aura of fear and terror surrounds the soldiers of the Caster via the Aspect of the Dread Knight, and Death's Messenger infuses the target with Shyish, giving them an aura of menace), Emphatic Manipulation via the Caress of Laniph (Laniph was an Arabyan sorcerers. With but a little effort her spirit may be called back to the living world to caress another lover), Darkness and Energy Manipulation via the Chocking Foe (Dark ooze raises from the caster - eyes, ears, nose, and mouth - to suffocate the foe), Soul Manipulation via the Animus Imprisoned (Dark magic imprisons the soul of their victim, sealing it in a durable vessel of their choosing such as a bottle, vial, or pouch. While the soul is so imprisoned, the victim’s body lives as a vegetable, carrying on the barest functions of life - breathing, swallowing - without any initiative or awareness. Though technically living, this husk cannot shuffle around or even sit up on its own and must be fed by others or die of thirst or starvation. Damage, diseases, poisons, and other sources of harm affect it normally. It similarly heals over time and can be healed as usual by magic or normal medical practice. The caster can restore the imprisoned soul to its body at any time by opening the sealed vessel in the presence of its body. In either case, the restored individual likely goes insane from the experience. If the bottle is opened away from its body or is opened by one who does not know the proper rituals, the soul becomes lost in the world, wandering and damned to become a Ghost. If the soul is lost, the body can be maintained in its state, but there is little point. This is a touch spell. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all Wizards in a five mile radius are aware of the disturbance in the Aethyr that this spell causes), Crystal/Dimensional Manipulation and Portal Creation via the Crystal Maze (The Sorcerer reaches into the magical realms, drawing forth a portion of the great crystal labyrinth of legend to entrap their foe. While bound, such a target cannot be harmed, nor can they move, cast spells, etc), Death and Time Manipulation via Death's Door (The Caster's power over life is such that at this point he can, for a time, delay the inevitable. Those affected remain alive for one final act. After this, Death beckons), Death Manipulation via Death's Release (The Caster conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their Death), Extrasensory Perceptions via Deathsight (For a time, the Caster can see spirits and souls that are normally invisible. When living beings die, the Taster can see their souls leaving their bodies), Necromancy and Fear Manipulation via Doom and Darkness (Spirits of the departed assail the targets, sapping their resolve), Paralyzation via the Icy Grip of Death (The Caster uses the icy tendrils of Shyish to bind enemies within a large area. Those affected are stunned, and remain so until they snap out of it), Character Empowerment via Iyrtu's Embrace (The Caster can attempt to crush a single hand-to-hand combat opponent. Power surges through the Caster’s arms, sheathing them with pulsating purple energy and giving the person the strength of many) Soul and Information Manipulation via Knock of the Departed (The Caster asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero - “How many robbers came into your house on the night you were beaten to death?” - or answered with a yes or no - “Would it please you for us to bring your body on our pilgrimage to Altdorf?” In the case of yes/no questions, the spirit of the deceased knocks once for “yes,” and twice for “no.” No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which he had in life, and can lie if he wishes. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased’s body or the presence of one of his living descendants. It is said the dead answer by knocking on the gates of Morr’s realm), Death Manipulation via Life's End (An immensely potent spell - forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all wizards in a five mile radius are aware of the disturbance in the Aethyr that casting life’s end causes), Biological Manipulation via Limbwhither (Instantly deadens a single limb. The Caster chooses which limb, and all use of that limb is gone for the duration of the spell. Normal use returns when the spell is finished), Light, Space, and Matter Manipulation via the Purple Sun of Xereus (A colossal orb of purple-edged darkness materializes upon the battlefield. Those who do not escape it and its touch are turned into inert and unfeeling crystal), Weapon Mastery and Matter Manipulation via Reaping Scythe (A scythe of Amethyst energy materializes in the Caster's hands, cutting his victims apart as if they were wheat. It continues to exist for only a few moments unless the Caster maintains focus), Matter Manipulation via Soul Harvest (Uttering fell words of power, the Caster imbues stone with sickly aura. Those caught in it lose more than just their lives), Mind Manipulation via Soulblight (The Caster weakens his opponents will to fight), Absorption and Life Drain via Spirit Leech (The Caster reaches out an ebon hand towards his foe, leeching his spirit) and Steal Life (The Caster leaches the life from a foe to heal himself. The target suffers series wounds, while the caster is healed by as much as he wounds), Death Manipulation via Swift Passing (The Caster quickly kills a critically wounded foe. A victim of this spell is immune to other spells such as Final Words, but can still be raised via Necromancy), Mind Reading and Telepathy via Telepathy (This is form of silent mental communication and very limited mind-reading, and was designed for Amethyst wizards to exchange thoughts, questions, ideas, etc, among each other without speaking. It can really only be used to transmit only the most rudimentary of thoughts to anybody else, and it is considered a laborious and strenuous process – for each attempt to communicate with anyone other than another Amethyst wizard, the Caster must make sure they are accurately comprehended, lest there be a significant misunderstanding. In order to be able to communicate, Amethyst wizards need only think what they want to say, and any Amethyst wizard within 100 yards will hear it. Alternatively, a thought can only be targeted at a specific wizard, in which case no other Amethyst wizards will have any chance of “hearing” it. To read another person’s mind is far more difficult. It only works on other Amethyst wizards; no version of this spell has been created that lets wizards pry into the minds of other magicians, let alone ordinary people), Age Manipulation via Tide of Years (The Caster ages non-magical objects. Poorly made ones can even be turned to dust), Cursing via Tomb Robber's Curse (The Caster protects a grave, tomb, or other such location with a curse. Anyone seeking to rob it will instantly fell the effect, and become mentally weaker for at least a week. They may even suffer insanity), Forcefield Creation via Guard Against the Abomination (After casting this spell, undead cannot come within several yards of the caster so long as he remain motionless. Powerful undead con attempt to resist the spell, however), Illusion Creation via the Wild Kin of Zandox (Purple shadows form and lurk behind the Casters heel. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slobbering dogs with needle-sharp teeth and long tongues), Death Manipulation via Wind of Death (The Caster summons down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction. Due to the cataclysmic nature of this conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that casting wind of death causes), Age Manipulation via Youth's Bane (The Caster causes the victim to age instantaneously. It has no effect on Daemons, the Undead, or items and natural materials such as food, plants, leather, etc)
Tier 4-B:Planet: The armies of the Undead Legions have the power to conquer all of the Old World, a large to multi-continent sized place. However, with Nagash's magic, they can eventually conquer all of the planet.
DC:Unknown: Nagash, at his full power, is vastly stronger than his weakened form. Planet: Nagash, even while weakened, should be easily above the likes of even the strongest Skaven sorcerers and their doomsday weapon. He also fought several Bloodthirsters, who should be around the level of Demon Princes. Demon Princes can create entire worlds in the Warp. Unknown: The Mortrarchs are all around equal in power. Manfred von Carstein, even before becoming a Mortrarch, could change the time of day across an entire country (Sylvania). Country: Most lords should be at least somewhat comparable to Manfred before becoming a Mortrarch. Unknown: Even the weakest heroes should be at least comparable, and likely far stronger than Zombie Dragons. City-Large Building: Zombie Dragons are comparable to regular Dragons, who can burn down cities. Most waramachines and rare units should be comparable. At the very least they can destroy large buildings via sheer size. Wall: Monsters are more than capable of busting through walls and cutting down enemies with ease. Street: Zombies can tear people apart and skeletons appear to be even stronger than that.
Durability:Unknown: Nagash at full power needed to be weakened before he could be killed by a pure warpstone blade. Planet: A weakened Nagash took hits from Bloodthirsters. Unknown: Most Mortrarchs can tank very high amounts of damage. Country: Manfred and other lords can fight with each other. Unknown: Heroes can fight for long periods of time on the battle field. City-Large Building: Many constructs are made of solid stone. Wall: Monsters can survive being hammered by spears consistently. Street: Zombies are very difficult to kill.
Speed:Unknown: Nagash, at his full power, spent most of his time upon his throne and thus has very few speed feats. Most lords and Mortrarchs should be far stronger than basic vampires. Subsonic: Basic vampires move faster than the eye can follow. Superhuman: Almost all monsters and constructs move far faster than humans. Human: Skeletons fight at about human speeds. Below Human: Zombies are incredibly slow.
Most undead are completely non-sentient and can barely move, however, Vampire Counts and Tomb Kings have hundreds if not thousands of years of experience and necromancers are master of power magic.
The Vampire Count half of the Undead Legions can constantly recover their units via necromancy. Nagash has excess to many potent spells.
Undead need constant assistance from their lords to maintain their forms, otherwise they will begin to crumble. Most undead are barely sapient.
The Blood Knights are one of the vampire factions.
Nagash, the Undying King and ruler of the Undead Legions.
The Tomb Kings, one half of the Undead Legions.
The Vampire Counts, the other half of the Undead Legions.