Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Fire
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Bright magic, Immolation, Pyromancy

The Lore of Fire has its basis in powerful ranged attack spells, designed to wreak massive damage on your foes. If you see your Wizards as essentially 'magical artillery' then the Lore of Fire is probably the one for you.

Fire feeds fire, and two blazes together are more dangerous than two apart.

All of the spells in the Lore of Fire are Flaming Attacks. In addition, if a direct damage or magic missile spell from the Lore of Fire is cast at a unit that has already been hit by a direct damage or magic missile spell from the Lore of Fire in the same Magic phase (even if the spell was cast by a different Wizard) the spell inflicts an additional D6 Hits on the unit.

The Wizard conjures a roiling ball of magic flame and hurls it at a nearby foe.

Fireball is a magic missile with a range of 24" and causes D6 Strength 4 hits. The Wizard can choose to extend the range of this spell to 36" and the number of hits to 2D6. If they do so, the casting value is increased to 13+. Alternatively, the Wizard can choose to extend the range of this spell to 48" and the number of hits to 3D6. If they do so, the casting value is increased to 17+.

1. Cascading Fire-CloakCasting Value: 5+

A shield of flame appears around the Wizard's allies, scorching nearby foes.

Remains in play. Cascading Fire-Cloak is an augment spell with a range of 12". At the end of each Magic phase, any enemy unit in base contact with the target unit immediately suffers 2D6 Strength 4 hits. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+.

2. Flaming Sword of RhuinCasting Value: 8+

The Wizard ensorcels their allies' weapons, making them burn with a savagely hungry flame.

Flaming Sword of Rhuin is an augment spell with a range of 24". The target unit (except mounts) has a +1 bonus when rolling To Wound with all shooting and close combat attacks until the start of the caster's next Magic phase. The target unit also counts as having both the Magical Attacks and Flaming Attacks special rules. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 10+.

3. The Burning HeadCasting Value: 10+

A cackling visage, wreathed in flame, appears before the Wizard. With a final screech of glee, it bounds towards the enemy.

The Burning Head is a direct damage spell. Extend a straight line, 18" in length, within the caster's front arc and directly away from their base. Each model in the way (determined using the line template) suffers a Strength 4 hit. A unit that suffers one or more casualties from the Burning Head must take a Panic test. The Wizard can choose to extend the Burning Head's 'bounce' to 36". If they do so, the casting value is increased to 13+.

Focusing all their mystical might, the Wizard strikes their foe with a flurry of incandescent missiles.

Piercing Bolts of Burning is a magic missile with a range of 24" and causes D3 Strength 4 hits for each rank (including incomplete ranks) in the target unit. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.

5. Fulminating Flame CageCasting Value: 11+

Searing rods of magical flame shoot from the Wizard's outstretched hands, trammelling their chosen foe in a fiery prison.

Fulminating Flame Cage is a hex spell with a range of 24". The target unit immediately suffers D6 Strength 4 hits. In addition, if the target unit moves during the Movement phase, flees or pursues, every model in the unit suffers an immediate Strength 4 hit and the spell ends. If the unit does not move during the Movement phase, flees or pursues, Fulminating Flame Cage automatically ceases at the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 13+.

6. Flame StormCasting Value: 13+

A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims.

Flame Storm is a direct damage spell. Place the small round template anywhere within 18" of the Wizard – it then moves D6" in a random direction determined by the scatter dice. All models touched by the template from its starting point to its end point suffer a Strength 4 hit. The Wizard can choose to create a larger conflagration, using the large template rather than the small template. If they do so, the casting value is increased to 26+ and the template moves 2D6" rather than D6".

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