The Lore of Life is the magical lore of the growing earth and as such
is hound to the changing seasons. Few creatures of any race understand
the nature of growing things as do these Wizards. It is a form of magic
that exists in all water and vegetation and which is strongest when
it is close to places where rivers run and where woods and forests grow
most abundantly.
To randomly generate a spell, roll a D6 and consult the chart below.
If you roll the same spell twice for the same Wizard, roll again.
Mistress of the Marsh
Cast on 6+
This spell can be cast upon an enemy unit that is within 12" of a river,
stream, bog, or any other water feature on the tabletop which has been
identified as such before the game. If there are no such features in
range, it can be cast on any enemy unit within 6" of the caster. It
cannot be used against a unit that is engaged in close combat. IF successfully
cast, the ground beneath the unit is turned to swamp and the unit moves
at half speed until the end of its own following turn. IF forced to
flee, for whatever reason, the unit flees at half speed. This spell
has no effect on flyers or ethereal creatures.
The swamp disappears at the end of the opposing player's Magic phase.
Father of the Thorns
Cast on 7+
The Father of the Thorn can he cast on an enemy unit within 24" of the
caster, which is not engaged in combat and which is visible to the caster.
If successfully cast, thorns and briars shoot from the earth entangling
limbs and tearing at flesh.The spell causes 2D6 Strength 3 hits.
The thorns wither and disappear at the end of the Magic phase.
The Howler Wind
Remains in Play
Cast on 7+
Remains in Play Cast on 7+ This spell can be cast upon the Wizard himself
successfully cast, no shooting with Strength 4 or less ran be targeted
at units within 12" of the Wizard - even if some models in the unit
are more than 12" away The howling wind engulfs the whole unit if any
part of it is within 12" of the caster. This doesn't prevent units from
firing through or out of the affected area at targets beyond. In addition,
all enemy units within 12" of the Wizard move at half speed due to the
effect of the howling wind. Note that this move penalty only applies
when actually within the affected area - enemy treat the entire zone
as if it were difficult ground Once cast, the spell lasts until dispelled,
the Wizard chooses to end it (which he can do at any time), attempts
to cast another spell or is slain.
Master of the Wood
Cast on 7+
This spell can be cast upon an enemy unit that is within 12" of a wood,
copse or any other wooded feature on the tabletop which has been identified
as such before the game. If there is no such features in range, it can
be cast on any enemy unit within 6" of the caster. If cannot be used
against a unit that is engaged in close combat. If successfully cast,
the unit is battered by the branches of the trees if within a wood,
or lashed at by roots which erupt from the ground if there is no wood
nearby.
This causes D6 Strength 4 hits on the unit, plus a further D6 Strength
4 hits if it is partially or wholly within the wood. This spell does
not affect Dryads or Treemen. At the end of the Magic phase, the trees
are still again or the roots retract back into the earth
Master of Stone
Cast on 8+
This spell can be cast upon an enemy unit that is within 12" of a hill,
rocky outcrop, ruins or any area which has been identified as high ground,
rocky or ruinous before the game. If there are no such features in range,
it can be cast on any enemy unit within 6" of the caster. It cannot
be used against a unit that is engaged in close combat. If successfully
cast, shards of stone fly against the unit
The spell causes D6 Strength 5 hits on the unit, plus a further D6
Strength 5 if the unit is partially or wholly within the feature.
The Rain Lord
Cast on 9+
This spell can he cast on an enemy unit within 24" and which is visible
to the caster. If successfully cast, the target unit is enveloped in
rain and gets a soaking.
A soaked unit must roll a 4, 5 or 6 when attempting to shoot because
bow strings become damp and useless whilst ropes stretch and don't work
properly. A unit using gunpowder, including cannons, must roll a 6 in
order to shoot. Dwarf Flame Cannons and any other shooting weapons powered
by steam, blackpowder or flame must also roll a 6. If the roll is failed,
the affected unit cannot shoot during that Shooting phase. Once affected
a unit stays soaked for rest of game - this is not a magical effect,
you are wet! A unit can only be soaked once.