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The Imperial Office / Alternate Magic Rules
« on: May 09, 2013, 08:49:08 PM »
I have long been rather displeased with the Magic Rules of the 8th edition and while there are many pros to them over the previous versions I think they didn't go far enough in some area's and too far in others. These are some vague ideas I've been throwing around on diversifying the spell lists and adding some extra flavor and change to the way the Magic Phase operates. Slowly I'll add altered lists for other things as I get them done:
ALTERNATE MAGIC
GENERAL
All Spell lores are made up of 8 spells; a Signature Spell, Six Normal Spells, and one Grand Spell. Spell selection is as normal but Grand Spells may only be used in games which feature Grand Armies (+3000 points). When rolling for spells in a Grand Battle any roll of a six allows the player to choose whatever spell they wish.
Magic is divided into four categories: Bound, Divine, Ritual, and Arcane. Each of these have general rules that alter how these lores operate.
Bound Magic
Bound magic is magic that has been tied to an item imbuing it with the power to cast spells on its own. They use no power dice in order to use but must be successfully rolled to cast but need not be held by a model that can normally cast spells. In general these are bound items which cast on a 4+ eventually I think I'll add Dwarf Rune Magic to this which will still stay fluff true but draw in elements from WAR and avoid it being a generally dead phase for the Dwarf player.
Divine Magic
This covers Prayers and such and while Sigmar Warrior Priests are the only users at the moment it is tied to my Advanced religion rules elsewhere. Further I think expansion of this could include turning Plague Priest/Plague Abbots or say Bret Grail Knight Characters into having their own divine lores as well.
Ritual Magic
I was saddened that Tomb Kings and Ogres lost their special miscast rules and while making their magic be in line with others I think subtle changes tied to the expanded Miscast rules could restore this difference. If a Ritual Magic Spell results in a miscast it is resolved on the Minor Miscast regardless of how many Power Dice were used in its casting. The only time this is not the case is when casting Grand level spells which follow the normal rules of Miscasts.
Arcane Magic
Pretty much the same old magic as everyone has now.
SPELL TYPES
Hex and Augment types are perfectly fine but having Direct Damage, Magic Missile, and Magical Vortexes seems quite silly when the intent of these spell is to cause damage. In addition there really shouldn't be a difference between a Mage sending sorcerous energy forward in the form of a big fireball from his hands or the magic energy to create little creatures that do the damage themselves, it really should be in the Mage's vision field either way.
Direct Damage, Magic Missiles, and Magical Vortexes are now all termed Damage Spells. They all require line of sight and may not be cast if the Wizard or the unit they are with are engaged in combat unless otherwise stated.
MISCASTS
Nasty miscasts are good but there should be some reward for restraining from throwing gobs of dice at a spell and not.
Minor Miscasts
Any spell cast with Irresistible Force using three or less power dice rolls d6 on the following table:
1- Re-roll on Major Miscast Table
2-3 -d6 Power Dice, affected caster may cast no further spells this magic phase
4-6 affected caster may cast no further spells this magic phase
Major Miscasts
Any spell cast with Irresistible Force using four or more power dice rolls 2d6 on the following table:
2 Dimensional Cascade as is plus ends Magic Phase
3-4 Calamitous Detonation as is plus ends Magic Phase
5-6 Detonation as is plus caster may cast no further spells this magic phase
7 -d6 power dice caster may cast no further spells this magic phase
8-9 Magical Feedback as is plus caster may cast no further spells this magic phase
10-11 Power Drain same except -1 lvl of magic not d3 and ends magic phase
12 Mind Wipe Caster Reduced to 0 magic levels and for all purposes is no longer a magic user (for generating dice/channeling etc.) Model suffers Stupidity for remainder of game, Ends Magic Phase
MAGIC RESISTANCE
For what it is supposed to do it is generally worthless and not at all in keeping with its background. So is amended as follows.
Units targeted by a Damage spell gains a ward save equal to +1 per level of magic resistance. So Magic Resistance of 3 garners a 4+ ward save. This does not stack with other ward saves but is used if it is the superior ward save. If the spell allows no saves, Magic Resistance saves are still admissible.
Units targeted by Hex or Augment spells cast upon the unit by either friendly or enemy Wizards confers one free dispel dice per level of magic resistance which are automatically used toward dispelling the spell.
The Eight Book Lores (Arcane)
LORE OF HEAVENS
Lore Attribute: Celestial Observer
Damage Spells do not require LOS or Forward Arc restriction. +1 to Casting Roll vs Flyers
Signature Spell. The Sign of Amul (Augment)
Casting Value: 4+/8+/12+
Range:24"
Re-Roll any one die that affects unit
Re-roll 2 dice that affect unit
Re-Roll 3 dice that affect unit
1. (Dis)Harmonic Convergence (Augment/Hex)
Casting Value:7+/14+
Range: 12"
Friendly Unit re-rolls any 1 results on To Hit, To Wound, and Save rolls/Enemy Unit Re-Rolls any 6 on same.
Upper, all units within 12" of caster benefit/suffer
2. Hailstorm (as Iceshard Blizzard) (Hex)
As is
3. Cerulean Shield (Augment)
Casting Value: 7+/11+
Range 12"/24"
Unit has a 5+ ward save
4. Urannon's Thunderbolt (Damage)
Casting Value:9+/12+
Range: Unlimited
d6 S4 hits
d6 S6 hits
5. The Crystal Charioteer (Damage)
Casting Value: 11+/15+
Range:12"/24"
d6+1 S5 hits no armor save, unit pushed back number of inches equal to number of unsaved wounds. If this causes it to collide with another unit causes d6 S3 hits to that unit and then placed 1” in front. Unit stops at table edge or impassable terrain never driven off or into it..
6. Forked Lightning (Damage)
Casting Value:13+/16+/20+
Range: 24"
d6 S4 hits no armor save, jumps to nearest enemy unit within 6" of original target on a d6 roll of 5+, continues until roll fails or runs out of fresh enemy units within 6"
d6+1 S5 hits no armor saves, jumps to nearest enemy unit within 6" of original target on a d6 roll of 4+..
d6+2 S6 hits " " , " " " " d6 roll of 3+
7. Comet of Casandora
Casting Value:15+/22+
Range: Unlimited
Place target spot, each player turn new chit on d6 1-3, 4-6 Comet lands, all units in d6 x number of markers inches are hit by 2d6 + number of markers S 5 + number of markers hits.
Upper Level Spell places 2 marker per phase
LORE OF LIFE
Lore Attribure: As is
Signature Spell: Boon of Ghyran (Augment)
Casting Value: +8/+16
Range: 18"
Gives target unit either +2 T or 5+ Regeneration Save
Gives target unit both +2 T and 5+ Regeneration Save
1. Awaken the Wood (Damage)
Casting Value: 6+/10+
Range: As is
As is/ upper version S6
2. Mistress of Marsh (Hex)
Casting Value: 8+/16+
Range: 12"/24"
Target unit treated as if in marshy terrain. If it attempts to move it must take dangerous terrain tests as per normal rules.
3. Throne of Vines (Augment)
Casting Value: 8+/16+
Range: Self
Remains in Play
Lower: Re-roll Major Miscast results, Adds +1 to rolls on the Minor Miscast chart. Adds +1 to all casting rolls.
Upper: Treats Major Miscasts as Minor Miscasts on a d6 roll of +2, Adds +2 to rolls on the Minor Miscasts chart. Adds +2 to all casting rolls.
4. Thorn Shield (Hex)
Casting Value: 9+/13+
Range: As is
As is, upper version is S4
5. Rainlord (Hex)
Casting value: 11+/16+
Range: 18"/36"
Any unit effected may not fire in the shooting phase until after the beginning of casters next magic phase
6. Re-Growth (Augment)
Casting Value: 12+/24+
Range: 18"/36"
As is
7. Dwellers Below (Damage) as is
LORE OF LIGHT
Lore Attribute: Defy the Darkness
+1 to dispel Chaotic, Skaven, and Undead spells. +1 to Damage spells verses Chaotic, Skaven, and Undead.
Signature Spell: Ulzah's Healing Hand (Augment)
Casting Value:4+/8+
Range: 24"
Dispels any spell currently affecting the unit. Unit immune to poison and killing blow until next friendly magic phase.
Above plus D3 wounds restored
1. Shems Burning Gaze (Damage) as is
2. Pha's Protection (Augment)
Casting Value: 6+/12+
Range: 24"
Unit has Magic Resistance of 1, Verses Chaotic, Skaven, or Necromatic Lores Magic Resistance of 2.
Unit has Magic Resistance of 2, Verses Chaotic, Skaven, or Necromantic Lores Magic Resistance of 3.
3. Karu's Guardian Light (Light of Battle) (Augment)
As is
4. Net of Amyntok (Hex)
As is
5. Urra's Dazzling Brightness (Hex)
Casting Value:11+/19+
Range:
Reduces WS, BS, or I to a value of 1
Reduces WS, BS, and I to a value of 1
6. Banishment (Damage)
As is
7. Timewarp
As is
LORE OF METAL
Lore Attribute: +1 to all casting rolls targeted at units with an armor save of 4+ or better and Warmachines
Signature Spell: Rule of Burning Iron (Damage)
Casting Value: 6+/12+
Range: 24"
Generates d6 hits at S3 with +1 S for every two levels of Armor Save the foe has.
Generates 2d6 hits at S3.............
1. Commandment of Brass (Hex)
Casting Value: 8+/13+
Range: 18"/36"
Cast on any Warmachine or Chariot not in combat. Unit may not move or fire until after next friendly magic phase. If charged unit may hold and the crew/mounts may defend themselves. If forced to flee, they are automatically destroyed.
2. Enchanted Blades of Abian - as is
3. Glittering Robe - as is
4. Transmutation of Lead - as is
5. Bane of Forged Steel (Hex)
Casting Value: 13+/18+
Range: 12"/24"
Any bonuses from weapons are nullified until next friendly magic phase. Units are treated as essentially being armed only with single hand weapons.
6. Searing Doom (Damage)
Casting Value:15+/20+
Range: 18"
Causes d6 +1 per level of Armor Save up to 3+, S4 Hits that allow no armor saves
Causes 2d6 +1 per level of Armor Save up to 3+, S4 Hits that allow no armor saves
7. Final Transmutation (Damage)- as is
LORE OF SHADOWS
Attribute: As is
Sig Spell: Melkoth's Mystifying Miasma (Hex)
Casting Value: 5+/7+/11+/10+
Range:24"
Reduces M, WS, BS, or I by 1
Reduces S or T by 1
Reduces S and T by 1
Reduces M, WS, BS, and I by 1
1. Steed of Shadows
As is
2. Pelt of Midnight (Augment)
Casting Value:6+/10+
Range: 24"
All BS related attacks at unit suffer -1 to hit, artillery required to reroll successful hits on scatter dice, cannon shots fall d6” short of targeted spot before initial roll and must re-roll any bounce result 8 or greater.
All BS related attacks at unit suffer -2 to hit, artillery must scatter, cannon shots fall d6+3” short of targeted spot before initial roll and must re-roll any bounce result 6 or greater.
3. Creeping Death (Damage)
Casting Value: 7+/14+
Range: 18"
d6 S3 hits
2d6 S3 hits
4. Pendulum (Damage)
As is
5. Shades of Death (hex)
Casting Value: 12+/17+
Range:12”/24”.
Remains in Play. Enemy Unit treats all opponents as if they cause fear, fear causers cause terror, and terror causers force re-rolls of successful terror checks.
6. Unseen Lurker (Augment)
Casting Value: 13+/18+
Range:12"/24"
Unit may make 8" free move in magic phase. No charges.
7 Pit of Shades (Damage)
as is
LORE OF FIRE
Attribute: As is
Signature Spell - 5:As is
6. Flame Storm (damage)
Casting Value: 13+/22+
Range: 24"
Causes d6 S4 hits, Players each roll d6 + lvl of casting wizard and dispelling wizard respectively, if caster rolls equal or greater than that of the dispelling wizard wizard the target unit suffers a further d6 S4 hits. This roll continues until the Casting player is either defeated by the dispelling player or rolls a 1.
Upper Level d6+2 S6 hits
7. Conflagration of Doom
As Flame Storm currently
DEATH
Lore Attribute: The Power of Shyish
Any spell cast that inflicts at least one unsaved wound generates another power dice for the pool on a roll of 5+
Signature Spell: Spirit Leeching (Damage)
Casting Value: 7+/12+
Range:12"/24"
Target single model, both roll 2d6, if caster has roll number target loses one wound and caster gains one wound.
1. Aspect of Dreadknight (Augment)
As is
2. Death Dealer (Augment)
Casting Value: 7+/11+
Range: 24"
For every casualty sustained by unit in close combat they may make and additional attack back until next friendly magic phase.
Upper, same as above +1 S
3. Caress of Laniph (Damage)
Casting Value: 7+/14+
Range: 12"
Targets single model, 2d6 - the T, S, or I of target (defenders choice) hits that wound on 4+.
Same as above but caster picks either T, S, or I.
4. Darkhand of Death (Damage)
Casting Value:8+/16+
Range: 18"
d6 S4 hits no armor save
2d6 S4 hits no armor save
5. Doom and Darkness (Hex)
As is
6. Drain Life (Damage)
Casting Value: 13+/26+
Range: 12"
d6+2 S4 hits allowing no armor saves
d6+2 S4 hits allowing no armor saves on all enemy units within 12" of caster
7. Purple Sun (Damage)
As is
LORE OF BEASTS
Attribute: As is
Sig Spell: Ursos the Bear's Anger (Augment)
Casting Value: 8+/12+/16+
Range: 12"
+1 S, T, and A to self or single character on foot within range
+2 S, T, and A " " "
+3 S, T, and A " " "
1. Corvos the Crows Feast (As Flock of Doom) (Damage)
As is
2. The Beast Cowers (Hex)
Casting Value:8+/13+
Range:18"/36"
Only units not in combat, unit must pass LD test or may not do anything until the end of their next turn. Cavalry, Monstrous Cavalry, Warbeasts, and Monstrous Beasts must take test on unmodifiable LD value of mount/monster/beast.
3. Wildform (Augment)
As is
4. Amber Spear (Damage)
As is
5. Curse of Anraheir (Hex)
As is
6. Lupen the Wolf Hunts (Augment)
Casting Value: 13+/20+
Range: 12"/18”
Unit may make 8" free move in magic phase. No charges or reforms only forward moves and wheels.
Upper as lower but unit also gets the Devastating Charge special rule until next friendly magic phase.
7. Transformation of Kadon (Augment)
As is
ALTERNATE MAGIC
GENERAL
All Spell lores are made up of 8 spells; a Signature Spell, Six Normal Spells, and one Grand Spell. Spell selection is as normal but Grand Spells may only be used in games which feature Grand Armies (+3000 points). When rolling for spells in a Grand Battle any roll of a six allows the player to choose whatever spell they wish.
Magic is divided into four categories: Bound, Divine, Ritual, and Arcane. Each of these have general rules that alter how these lores operate.
Bound Magic
Bound magic is magic that has been tied to an item imbuing it with the power to cast spells on its own. They use no power dice in order to use but must be successfully rolled to cast but need not be held by a model that can normally cast spells. In general these are bound items which cast on a 4+ eventually I think I'll add Dwarf Rune Magic to this which will still stay fluff true but draw in elements from WAR and avoid it being a generally dead phase for the Dwarf player.
Divine Magic
This covers Prayers and such and while Sigmar Warrior Priests are the only users at the moment it is tied to my Advanced religion rules elsewhere. Further I think expansion of this could include turning Plague Priest/Plague Abbots or say Bret Grail Knight Characters into having their own divine lores as well.
Ritual Magic
I was saddened that Tomb Kings and Ogres lost their special miscast rules and while making their magic be in line with others I think subtle changes tied to the expanded Miscast rules could restore this difference. If a Ritual Magic Spell results in a miscast it is resolved on the Minor Miscast regardless of how many Power Dice were used in its casting. The only time this is not the case is when casting Grand level spells which follow the normal rules of Miscasts.
Arcane Magic
Pretty much the same old magic as everyone has now.
SPELL TYPES
Hex and Augment types are perfectly fine but having Direct Damage, Magic Missile, and Magical Vortexes seems quite silly when the intent of these spell is to cause damage. In addition there really shouldn't be a difference between a Mage sending sorcerous energy forward in the form of a big fireball from his hands or the magic energy to create little creatures that do the damage themselves, it really should be in the Mage's vision field either way.
Direct Damage, Magic Missiles, and Magical Vortexes are now all termed Damage Spells. They all require line of sight and may not be cast if the Wizard or the unit they are with are engaged in combat unless otherwise stated.
MISCASTS
Nasty miscasts are good but there should be some reward for restraining from throwing gobs of dice at a spell and not.
Minor Miscasts
Any spell cast with Irresistible Force using three or less power dice rolls d6 on the following table:
1- Re-roll on Major Miscast Table
2-3 -d6 Power Dice, affected caster may cast no further spells this magic phase
4-6 affected caster may cast no further spells this magic phase
Major Miscasts
Any spell cast with Irresistible Force using four or more power dice rolls 2d6 on the following table:
2 Dimensional Cascade as is plus ends Magic Phase
3-4 Calamitous Detonation as is plus ends Magic Phase
5-6 Detonation as is plus caster may cast no further spells this magic phase
7 -d6 power dice caster may cast no further spells this magic phase
8-9 Magical Feedback as is plus caster may cast no further spells this magic phase
10-11 Power Drain same except -1 lvl of magic not d3 and ends magic phase
12 Mind Wipe Caster Reduced to 0 magic levels and for all purposes is no longer a magic user (for generating dice/channeling etc.) Model suffers Stupidity for remainder of game, Ends Magic Phase
MAGIC RESISTANCE
For what it is supposed to do it is generally worthless and not at all in keeping with its background. So is amended as follows.
Units targeted by a Damage spell gains a ward save equal to +1 per level of magic resistance. So Magic Resistance of 3 garners a 4+ ward save. This does not stack with other ward saves but is used if it is the superior ward save. If the spell allows no saves, Magic Resistance saves are still admissible.
Units targeted by Hex or Augment spells cast upon the unit by either friendly or enemy Wizards confers one free dispel dice per level of magic resistance which are automatically used toward dispelling the spell.
The Eight Book Lores (Arcane)
LORE OF HEAVENS
Lore Attribute: Celestial Observer
Damage Spells do not require LOS or Forward Arc restriction. +1 to Casting Roll vs Flyers
Signature Spell. The Sign of Amul (Augment)
Casting Value: 4+/8+/12+
Range:24"
Re-Roll any one die that affects unit
Re-roll 2 dice that affect unit
Re-Roll 3 dice that affect unit
1. (Dis)Harmonic Convergence (Augment/Hex)
Casting Value:7+/14+
Range: 12"
Friendly Unit re-rolls any 1 results on To Hit, To Wound, and Save rolls/Enemy Unit Re-Rolls any 6 on same.
Upper, all units within 12" of caster benefit/suffer
2. Hailstorm (as Iceshard Blizzard) (Hex)
As is
3. Cerulean Shield (Augment)
Casting Value: 7+/11+
Range 12"/24"
Unit has a 5+ ward save
4. Urannon's Thunderbolt (Damage)
Casting Value:9+/12+
Range: Unlimited
d6 S4 hits
d6 S6 hits
5. The Crystal Charioteer (Damage)
Casting Value: 11+/15+
Range:12"/24"
d6+1 S5 hits no armor save, unit pushed back number of inches equal to number of unsaved wounds. If this causes it to collide with another unit causes d6 S3 hits to that unit and then placed 1” in front. Unit stops at table edge or impassable terrain never driven off or into it..
6. Forked Lightning (Damage)
Casting Value:13+/16+/20+
Range: 24"
d6 S4 hits no armor save, jumps to nearest enemy unit within 6" of original target on a d6 roll of 5+, continues until roll fails or runs out of fresh enemy units within 6"
d6+1 S5 hits no armor saves, jumps to nearest enemy unit within 6" of original target on a d6 roll of 4+..
d6+2 S6 hits " " , " " " " d6 roll of 3+
7. Comet of Casandora
Casting Value:15+/22+
Range: Unlimited
Place target spot, each player turn new chit on d6 1-3, 4-6 Comet lands, all units in d6 x number of markers inches are hit by 2d6 + number of markers S 5 + number of markers hits.
Upper Level Spell places 2 marker per phase
LORE OF LIFE
Lore Attribure: As is
Signature Spell: Boon of Ghyran (Augment)
Casting Value: +8/+16
Range: 18"
Gives target unit either +2 T or 5+ Regeneration Save
Gives target unit both +2 T and 5+ Regeneration Save
1. Awaken the Wood (Damage)
Casting Value: 6+/10+
Range: As is
As is/ upper version S6
2. Mistress of Marsh (Hex)
Casting Value: 8+/16+
Range: 12"/24"
Target unit treated as if in marshy terrain. If it attempts to move it must take dangerous terrain tests as per normal rules.
3. Throne of Vines (Augment)
Casting Value: 8+/16+
Range: Self
Remains in Play
Lower: Re-roll Major Miscast results, Adds +1 to rolls on the Minor Miscast chart. Adds +1 to all casting rolls.
Upper: Treats Major Miscasts as Minor Miscasts on a d6 roll of +2, Adds +2 to rolls on the Minor Miscasts chart. Adds +2 to all casting rolls.
4. Thorn Shield (Hex)
Casting Value: 9+/13+
Range: As is
As is, upper version is S4
5. Rainlord (Hex)
Casting value: 11+/16+
Range: 18"/36"
Any unit effected may not fire in the shooting phase until after the beginning of casters next magic phase
6. Re-Growth (Augment)
Casting Value: 12+/24+
Range: 18"/36"
As is
7. Dwellers Below (Damage) as is
LORE OF LIGHT
Lore Attribute: Defy the Darkness
+1 to dispel Chaotic, Skaven, and Undead spells. +1 to Damage spells verses Chaotic, Skaven, and Undead.
Signature Spell: Ulzah's Healing Hand (Augment)
Casting Value:4+/8+
Range: 24"
Dispels any spell currently affecting the unit. Unit immune to poison and killing blow until next friendly magic phase.
Above plus D3 wounds restored
1. Shems Burning Gaze (Damage) as is
2. Pha's Protection (Augment)
Casting Value: 6+/12+
Range: 24"
Unit has Magic Resistance of 1, Verses Chaotic, Skaven, or Necromatic Lores Magic Resistance of 2.
Unit has Magic Resistance of 2, Verses Chaotic, Skaven, or Necromantic Lores Magic Resistance of 3.
3. Karu's Guardian Light (Light of Battle) (Augment)
As is
4. Net of Amyntok (Hex)
As is
5. Urra's Dazzling Brightness (Hex)
Casting Value:11+/19+
Range:
Reduces WS, BS, or I to a value of 1
Reduces WS, BS, and I to a value of 1
6. Banishment (Damage)
As is
7. Timewarp
As is
LORE OF METAL
Lore Attribute: +1 to all casting rolls targeted at units with an armor save of 4+ or better and Warmachines
Signature Spell: Rule of Burning Iron (Damage)
Casting Value: 6+/12+
Range: 24"
Generates d6 hits at S3 with +1 S for every two levels of Armor Save the foe has.
Generates 2d6 hits at S3.............
1. Commandment of Brass (Hex)
Casting Value: 8+/13+
Range: 18"/36"
Cast on any Warmachine or Chariot not in combat. Unit may not move or fire until after next friendly magic phase. If charged unit may hold and the crew/mounts may defend themselves. If forced to flee, they are automatically destroyed.
2. Enchanted Blades of Abian - as is
3. Glittering Robe - as is
4. Transmutation of Lead - as is
5. Bane of Forged Steel (Hex)
Casting Value: 13+/18+
Range: 12"/24"
Any bonuses from weapons are nullified until next friendly magic phase. Units are treated as essentially being armed only with single hand weapons.
6. Searing Doom (Damage)
Casting Value:15+/20+
Range: 18"
Causes d6 +1 per level of Armor Save up to 3+, S4 Hits that allow no armor saves
Causes 2d6 +1 per level of Armor Save up to 3+, S4 Hits that allow no armor saves
7. Final Transmutation (Damage)- as is
LORE OF SHADOWS
Attribute: As is
Sig Spell: Melkoth's Mystifying Miasma (Hex)
Casting Value: 5+/7+/11+/10+
Range:24"
Reduces M, WS, BS, or I by 1
Reduces S or T by 1
Reduces S and T by 1
Reduces M, WS, BS, and I by 1
1. Steed of Shadows
As is
2. Pelt of Midnight (Augment)
Casting Value:6+/10+
Range: 24"
All BS related attacks at unit suffer -1 to hit, artillery required to reroll successful hits on scatter dice, cannon shots fall d6” short of targeted spot before initial roll and must re-roll any bounce result 8 or greater.
All BS related attacks at unit suffer -2 to hit, artillery must scatter, cannon shots fall d6+3” short of targeted spot before initial roll and must re-roll any bounce result 6 or greater.
3. Creeping Death (Damage)
Casting Value: 7+/14+
Range: 18"
d6 S3 hits
2d6 S3 hits
4. Pendulum (Damage)
As is
5. Shades of Death (hex)
Casting Value: 12+/17+
Range:12”/24”.
Remains in Play. Enemy Unit treats all opponents as if they cause fear, fear causers cause terror, and terror causers force re-rolls of successful terror checks.
6. Unseen Lurker (Augment)
Casting Value: 13+/18+
Range:12"/24"
Unit may make 8" free move in magic phase. No charges.
7 Pit of Shades (Damage)
as is
LORE OF FIRE
Attribute: As is
Signature Spell - 5:As is
6. Flame Storm (damage)
Casting Value: 13+/22+
Range: 24"
Causes d6 S4 hits, Players each roll d6 + lvl of casting wizard and dispelling wizard respectively, if caster rolls equal or greater than that of the dispelling wizard wizard the target unit suffers a further d6 S4 hits. This roll continues until the Casting player is either defeated by the dispelling player or rolls a 1.
Upper Level d6+2 S6 hits
7. Conflagration of Doom
As Flame Storm currently
DEATH
Lore Attribute: The Power of Shyish
Any spell cast that inflicts at least one unsaved wound generates another power dice for the pool on a roll of 5+
Signature Spell: Spirit Leeching (Damage)
Casting Value: 7+/12+
Range:12"/24"
Target single model, both roll 2d6, if caster has roll number target loses one wound and caster gains one wound.
1. Aspect of Dreadknight (Augment)
As is
2. Death Dealer (Augment)
Casting Value: 7+/11+
Range: 24"
For every casualty sustained by unit in close combat they may make and additional attack back until next friendly magic phase.
Upper, same as above +1 S
3. Caress of Laniph (Damage)
Casting Value: 7+/14+
Range: 12"
Targets single model, 2d6 - the T, S, or I of target (defenders choice) hits that wound on 4+.
Same as above but caster picks either T, S, or I.
4. Darkhand of Death (Damage)
Casting Value:8+/16+
Range: 18"
d6 S4 hits no armor save
2d6 S4 hits no armor save
5. Doom and Darkness (Hex)
As is
6. Drain Life (Damage)
Casting Value: 13+/26+
Range: 12"
d6+2 S4 hits allowing no armor saves
d6+2 S4 hits allowing no armor saves on all enemy units within 12" of caster
7. Purple Sun (Damage)
As is
LORE OF BEASTS
Attribute: As is
Sig Spell: Ursos the Bear's Anger (Augment)
Casting Value: 8+/12+/16+
Range: 12"
+1 S, T, and A to self or single character on foot within range
+2 S, T, and A " " "
+3 S, T, and A " " "
1. Corvos the Crows Feast (As Flock of Doom) (Damage)
As is
2. The Beast Cowers (Hex)
Casting Value:8+/13+
Range:18"/36"
Only units not in combat, unit must pass LD test or may not do anything until the end of their next turn. Cavalry, Monstrous Cavalry, Warbeasts, and Monstrous Beasts must take test on unmodifiable LD value of mount/monster/beast.
3. Wildform (Augment)
As is
4. Amber Spear (Damage)
As is
5. Curse of Anraheir (Hex)
As is
6. Lupen the Wolf Hunts (Augment)
Casting Value: 13+/20+
Range: 12"/18”
Unit may make 8" free move in magic phase. No charges or reforms only forward moves and wheels.
Upper as lower but unit also gets the Devastating Charge special rule until next friendly magic phase.
7. Transformation of Kadon (Augment)
As is














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