The Dark list doesn't really suit what I'd like to use for a Warlock, (It's heavily Necromancy/Undead vibe) and the Ork Waagh list is very incomplete.
All spell names and ideas are taken from some version of Warhammer Fantasy Battle. I'm going to take a break and then do some comparisons between the other spell lists. The original Dark Magic spells from AHQ are in the Grey Seer Skaven list
DARK MAGIC
Doombolt (B)
A bolt of black fire bursts from the caster's palm and streaks toward an enemy up to 18 spaces away, to which the caster has complete line of sight. The model suffers 7 damage dice of injury.
Drain Life (B)
Upon a successful close combat strike against an enemy, 5 damage dice of injury are inflicted, rolled against Intelligence instead of Toughness. For each two Wounds inflicted, the caster is healed one Wound.
Witch Flight (B)
The caster is carried on howling black winds of magic, transported anywhere within line of sight, up to 48 spaces away.
Transformation (B)
The caster raises their arms, incants, and transforms into a roaring creature of Dark Magic! Upon a successful Intelligence test, the caster transforms himself and gains +5WS +5St +5T. This transformation lasts until dispelled, until the next exploration turn, or the caster is slain. While transformed, the Sorcerer cannot cast spells.
Word of Pain
Target one model within 24 squares. Word of Pain may be cast into close combat. Until the start of the caster's next Magic phase, the affected model has their WS and BS reduced to 1.
Blade Wind
A dark glittering wind of twisting blades falls upon the caster's foes. Place the fireball template anywhere within 12 spaces and line of sight of the caster. Any model at least partially under the template is hit by 6 damage dice of injury that are applied against the WS of the victim, not against Toughness. If the caster fails an Intelligence test, this drops to only 3 damage dice.
Skull Of Terror
The caster takes on a bestial, monstrous visage that strikes fear into any who gaze upon him. He is treated as a Fearsome Monster until the next exploration turn.
Black Horror
The caster is surround by a growing swirling black cloud. All models within D12 squares take a Strength test or suffer a Wound, no armour saves allowed. Any unit that suffers one or more Wounds must immediately test for Fear
Power of Darkness If Power of Darkness is successfully cast, the wizard immediately can to dispel a single spell in play or remove a spell effect from one target.
Battle Lust
The builds within those near to the Dark Mage, filling them with a terrible lust for bloodshed. Until the end of this turn, the target unit gains the Berserker special rules. A berserker receives one free attack per turn, which must be made at the same time as its normal attack. Treat the berserker as having a Weapon Skill two lower than normal when opponents work out their hit roll. A berserker must always move towards the closest enemy and engage him in hand-to-hand combat. Berserkers recover from being berserk at the end of combat.
Phantasmagoria
Place the Magic Circle template anywhere within line of sight and 24 spaces of the caster. Any model, friend or foe, covered by the template – or passing through the template must take a Fear test. If they fail they lose 1 Wound. The Spell effect lasts until the next exploration phase and does not move
The Flesh is Weak
The Caster points their dagger at a single model within line of sight. The target gains the Diseased Effect, and loses one Strength and one Toughness point. Between expeditions, the victim must visit a Healer to have the disease cured. If the disease is not removed for any reason, the victim must have his Strength and Toughness reduced by one. This will happen each time between expeditions until the disease is cured, or until one of these scores has fallen to zero. If this happens, the victim dies.
WAAAAAGH!
Ard as Nails (B)
The power of the Waaagh! flows out from the shaman and into any one Orc of his choosing, rendering them able to ignore battle damage or problems of being winded and also have hatred for all combat opponents for a limited time. The detriments of being dismembered still apply. Greenskins gain Regeneration until the next exploration round
Brain Bursta (B)
Projecting violence in a mental wave, the shaman glowers at his target and lets loose a bolts of brain-melting force. The bolts are centred on a 5x5 on the Shaman. All models failing a Speed test take 5 damage dice
Eadbutt (B)
As the shaman chants and thrusts his head forward, a wave of potent green energy emanates outwards, forming a shockwave of of power that assails an unfortunate enemy. The Shaman smashes an enemy with an 'eadbutt of pure Orc-power. Both players roll 1d12 and add it to their respective Intelligence scores. If the Shaman's total is higher, the defender is immediately reduced to 0 Wounds, rendered unconscious.
Ere We Go! (B)
As the shaman chants his gibberish, he seems to visibly leak fighty energy, which boosts the aggressive zeal and close combat prowess of nearby mobs of Orcs gain Berserker status until the Shaman’s next turn
Fist of Gork
In a fighting fury the shaman's gnarled fists grow large, becoming harder than iron. The Shaman gain Two Attacks until the next exploration round
Foot of Gork
The shaman raises his arms and implores the sky with wild gesticulations. An almighty green foot descends to crush the foe, making a resounding krunching sound as it does so. The mighty foot of Gork stomps down to squish the enemy into splutchy pancakes! The "foot" template may be placed in any area within the Shaman's line of sight, up to 12 spaces away. (This covers a 5 by 3 area.) On a roll of 1 to 3 on 1d12, the template will drift in a random direction (1-3: forward, 4-6: right, 7-9: backward, 10-12: left) that many spaces. Anyone under the template takes 8 damage dice of injury.
Gaze of Gork
A 24 square destructive blast of seething magical energy shoots out of the shaman's bloodshot eyes – all models in the front facing line take 4 damage dice of injury
Mork Saves Us!
The impassioned pleading of the shaman summons the protective power of Mork against the enemy's spells. Any enemy spells affecting the Shaman or his allies in the same dungeon section or passage are immediately dispelled, and no further offensive spells are possible against them until the Shaman's next turn
Hand of Mork
The shaman's eyes roll back and an enormous, ghostly green hand materialises in order to pick up a nearby mob and plonk them down where the fighting is fiercest within 12 sqaures. On a roll of 1 to 3 on 1d12, the template will drift in a random direction (1-3: forward, 4-6: right, 7-9: backward, 10-12: left) that many spaces.
Mork Wants Ya!
A gigantic green claw descends from a pulsing hole in the sky just above the target's head, grabbing and lifting the victim high into the air. After 4 turns The claw then vanishes back into the hole, which closes behind it. The captive must pass a Strength Test to Escape - If the victim fails to escape before the spell ends, then the claw drops them as it disappears, takeing 3 damage dice inuery.
Raise Great Idol Straining and grimacing, the shaman wills an Idol of Gork (or possibly Mork) to rise out of the ground. Under the stony gaze of such an idol, Greenskins are inspired to further acts of extreme violence. All greenskins gain an extra Crit Level. Ie 12 becomes 11-12. Spell remains in effect until next exploration round
Waaaaaagh!
The power of the Waaagh! surges from the shaman in an unstoppable flood of magical energy, increasing the strength of the army. The Shaman floods the dungeon section or passage with the power of the Waaagh! All enemy Wizards in range must pass an intelligence test or immediately suffer 1 Wound, and will not be able to cast any more spells until the Shaman's next turn. All Orcs and Goblins within the area gain +1 to WS and are immune to fear until the next exploration turn.


