The Lore of Life is the magical lore of the growing earth and as such
is bound 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.
1. Siodh Silverhyl, Mistress of the Marsh (6+)
2. Bheortaine Briartangle, Father of Thorn (7+)
3. Olannan Rattledor, the Howler Wind (7+)
4. Keirnu Oakenclub, Master of the Wood (7+)
5. Rulainn Boulderfist, Master of Stone (8+)
6. Mhadh Gathei-squall, the Rain Lord (10+)
Mistress of the Marsh
Cast on 6+
This spell can be cast upon any 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 on
the table, it can be cast on any enemy unit within 12" 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 start of the wizard's next Magic
phase. If fleeing, for whatever reason, the unit flees at half speed
(normally 2D6 halved). This spell has no effect on flyers or ethereal
creatures.
Father of the Thorns
Cast on 7+
The Father of the Thorn can be cast on an unengaged enemy unit within
24" of 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 Howler Wind
Remains in Play
Cast on 7+
This spell can be cast upon the Wizard himself. If successfully cast,
no shooting with Strength 4 or less can be targeted at units within
12" of the Wizard - even if some models in the unit are more than
12" away. 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 are no such features
on the table, it can be cast on any enemy unit within 12" of the
caster. It cannot be used against a unit that is engaged in close combat.
If successfully cast, the unit is battered by the branches of trees
if near a wood, or lashed at by roots which erupt from the ground if
there is no wood nearby. This causes D6 Strength 5 hits on the unit,
plus a further D6 Strength 5 hits if it is partially or wholly within
the wood. This spell does not affect Dryads or Treemen.
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 on the table, it can be cast on any enemy unit within 12"
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 2D6 Strength 4 hits on the unit, plus a further D6
Strength 4 hits if the unit is partially or wholly within the feature.
The Rain Lord
Cast on 10+
This spell can be cast on an unengaged enemy unit within 30". If
successfully cast, the target unit is enveloped in rain and gets a soaking.
A soaked unit suffers a further -1 modifier on its shooting to hit rolls.
If the unit does not fire using BS (a cannon, for example), then it
may only fire if the player can first roll a 4+ on a D6 each turn. This
is not a remains in play spell as such, but units that have been soaked
suffer the effects for the rest of the battle. There is no additional
effect for being soaked more than once.