Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Beasts
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Amber Magic, Totem-calling, Shapeshifting

The Lore of Beasts is dominated by augmentative spells that grant your models extra capabilities. It's best chosen if your army intends to win its battles in close combat, as a few timely spells from the Lore of Beasts can transform mediocre troops into fearsome battle winners.

Spells from the Lore of Beasts are easier to cast on beasts, or creatures attuned to the wilderness.

The Wizard unleashes the beast within, shaping its fury to transform their allies in to bestial forms.

Wyssan's Wildform is an augment spell with a range of 12". The target unit gains +1 Strength and +1 Toughness until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 14+.

1. The Flock of DoomCasting Value: 6+

With a mighty bellow, the Wizard invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.

The Flock of Doom is a magic missile with a range of 24" and causes 3D6 Strength 2 hits. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 8+.

Calling upon the beast-spirits of the wild, the Wizard sheathes their vulnerable flesh in unyielding fur and hide.

Pann's Impenetrable Pelt is an augment spell that is cast upon the Wizard or another friendly character within 12". The target model gains +3 Toughness until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 12+.

3. The Amber SpearCasting Value: 9+

Sounding a gnarled horn, the Wizard summons a glowing amber spear. Seizing hard upon the spear's translucent shaft, they hurl it at the foe with uncanny accuracy.

The Amber Spear is a magic missile with a range of 24". It inflicts a single Strength 6 hit with the Multiple Wounds (D3) and Ignores Armour saves special rules that penetrates ranks in the same manner as a shot from a bolt thrower if the first model is slain – the Strength of the hit is reduced by 1 for each subsequent rank. The Wizard can attempt to call forth a larger, deadlier spear that inflicts a Strength 10 hit, causing Multiple Wounds (D6). If they do so, the casting value is increased to 15+.

4. The Curse of AnraheirCasting Value: 9+

At the Wizard's command, nebulous nature spirits assail the foe, clawing at them with hands not nearly as insubstantial as they appear.

The Curse of Anraheir is a hex with a range of 24". The target unit suffers a -1 penalty to its To Hit rolls (to both its shooting and close combat attacks) until the start of the caster's next Magic phase. In addition, the unit treats all terrain (other than open and impassable terrain) as dangerous terrain and will fail Dangerous Terrain tests on a 1 or 2, rather than a 1. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 11+.

The beast within is a formidable thing if unleashed to its full potential.

The Savage Beast of Horros is an augment spell with a range of 12" and is cast on a friendly character, which can be the Wizard itself. The character (but not any mount) gains +3 Strength and +3 Attacks until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 14+.

6. Transformation of KadonCasting Value: 13+

Kadon was a master of forms, able to shift their shape to that of any monster. One day he found that he could not change back.

The Transformation of Kadon is an augment spell can only be cast upon the Wizard, and only if they are on foot. Whilst the spell is in effect, the Wizard transmogrifies itself into a Monster (use a suitable model) with the following profile and special rules: Fly (7), Breath Weapon (Strength 4, Flaming Attacks).

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If the Wizard is in a unit, they can remain within the unit, even though they are now technically a Monster. If they cannot be placed because there is not enough room, the spell does not work. Whilst transformed, the Wizard cannot channel, cast or dispel spells, and all of their magic items and mundane equipment (armour, weapons, etc.) temporarily stop working. Any wounds suffered by the Wizard are not carried over between transformations. The Wizard can choose to end the spell at the start of any of their Magic Phases.

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