In the land of the Empire, Wizards of the Shadow call themselves Grey Wizards, as if to distance themselves from the sinister reputation of their sorcery. They are more often called Trickster Wizards by the common folk, who mistrust and fear them. Shadow Lore is the magic of deceit and illusion, of trickery, concealment and darkness. To randomly generated a spell, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard roll again. Steed of Shadows Cast on 4+ If successfully cast, the model can make a normal flight move of up to 20". The model can fly out of close combat at desired, but cannot fly into close combat unlit positioned so that it could do so by making a normal aerial charge (for example, it must not be engaged in combat already and must be able to see the target). Creeping Death Cast on 6+ Pelt of Midnight Remains in play Once it is cast, the Pelt of Midnight continues to work until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain. Shades of Death Remains in Play Once it is cast, the Shades of Death continues to work until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain. Unseen Lurker Cast on 10+ Pit of Shades Cast on 11+ Take the 3" template and place it over a single target enemy unit. All models in the target unit completely under the template are automatically hit and those touched by it are hit on a 4+ on a D6. Models hit suffer 1 Strength 3 hit. In addition, the player whose unit is affected rolls a D6: on a score of 1-3 the unit climbs out of the pit (this counts as moving for the purposes of shooting, etc) and moves at half speed next turn, on a score of 4-6 the unit is unaffected. The pit closes up after the unit has clambered out of it. |