In the lands of Men, the Lore of Metal is more commonly known as Alchemy.
It is practiced by many races, but few are as devoted to it as Men,
If there is truth in common talk then there are many fortunes won by
means of alchemical sorcery. The Alchemists of the Golden Order at Altdorf
have the Emperor's ear in all matters of state and war - or so it is
said by ordinary folk of the town.
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.
Rule of Burning Iron
Cast on 3+
Burning Iron is a magic missile with a range of up to 24" If successfully
cast, the spell hits a single model (chosen by the caster) and causes
1 S3 hit if the target has no amour save or a save of 6, 1 S4 hit if
the target has an armour save of 5+, and 1 S5 hit if the target has
an armour save of 4+ or better. This is a Fire attack and causes double
damage against flammable targets
Commandment of Brass
Lasts 1 turn
Cast on 6+
This spell has a range of 24" and can be cast on an enemy war machine
or chariot which is visible to the caster and which is not already engaged
in close combat. If successfully cast, the machine cannot move or shoot
until the end of its own following turn. If forced to flee for whatever
reason, the spell is broken and the unit flees.
Transmutation of Lead
Cast on 8+
This spell can be cast on an enemy unit that is within 24", and which
is engaged in close combat. If successfully cast, the enemy's armour,
weapons and other equipment are transmuted to lead for the duration
of the ensuing Close Combat phase. The affected unit suffers a -1 to
hit penalty in close combat, and armour saves suffer a -1 penalty during
that turn's Close Combat phase.
Distillation of Molten Silver
Cast on 8+
The Distillation of Molten Silver is a magic missile with a range of
up to 24". If successfully cast, a squall of molten silver hits the
target and causes 2D6 Strength 4 hits. This is a Fire attack causes
double damage against flammable targets.
Law of Gold
Cast on 9+
This spell can be cast on an enemy unit that is within 24" of the raster.
The opposing player must nominate one magic item carried by any model
in the unit. The caster rolls a D6: on the roll of 1-4 the item cannot
be used until the end of enemy's next turn, on a 5 or 6 the item cannot
be used for the rest of game. The Law of Gold has no effect on a unit
that does not include any models with magic items.
Bane of Forged Steel
Cast on 11+
This spell has a range of 12" and can be cast on an enemy unit which
is visible to the caster. If successfully cast, the enemy's weapons
begin to crumble and rust away. No weapon bonuses or penalties apply
to the affected unit for the remainder of the battle. For example, a
unit wielding Great Swords will not get their +2 Strength bonus in combat
for the rest of the battle, but will now not have to strike last A unit
with missile weapons may not shoot for the duration of the entire battle.
Affected units are assumed to use hand weapons instead. War machines
and magic weapons cannot be affected by the Bane of Forged Steel - only
ordinary weaponry earned by troops.