Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Heavens
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Celestial Magic, Astromancy, Divination

The Lore of Heavens manipulates the forces of the sky, harnessing destructive weather or drawing upon the predictive power of astrology to alter probabilities.

The magic of Azyr leads its practitioners to become dreamy and unearthly, with a calm, comparative demeanour. One glance into the eyes of a Celestial Wizard reveals the burning power of Azyr and the foresight it brings.

When a spell from the Lore of Heavens is successfully cast, roll a D6; on a 4+, the Wizard can re-roll one dice to either change the casting result or the number of Hits inflicted by a spell when casting further spells for the remainder of this Magic phase.

Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.

Iceshard Blizzard is a hex spell with a range of 24". The target suffers a -1 to their Weapon Skill, Ballistics Skill and Leadership until the start of the caster's next Magic phase. Shooting attacks that do not use Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) is lost. This is an Ice Attack. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 9+.

1. Harmonic ConvergenceCasting Value: 6+

Divining auspicious signs, the caster guides the minds of their fellow warriors.

Harmonic Convergence is an augment spell with a range of 24". Until the start of the caster's next Magic phase, the target unit re-rolls all To Hit, To Wound and armour save rolls of 1. The caster can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 12+.

2. Wind BlastCasting Value: 7+

The Wizard seizes the winds of the battlefield, directing them against the foe.

Wind Blast is a magic missile with a range of 24". The target is 'pushed' 2D3" directly away from the caster (it does not change facing). If the target unit comes into contact with impassable terrain it stops 1" away and suffers D6 Strength 3 hits. If the target unit comes into contact with another unit it stops 1" away and both units suffer D6 Strength 3 hits. Targets that cannot move are not pushed back at all, but still suffer D6 Strength 3 hits. The caster can choose to summon a more powerful wind that pushes the target back 2D6", rather than 2D3". If they do so, the casting value is increased to 14+.

Only three words of this ancient tongue are known in modern days; three words to unleash a curse that was old when the world was young.

Curse of the Midnight Wind is a hex spell with a range of 24". The target must re-roll all 6's when rolling To Hit, To Wound and armour saves until the start of the caster's next Magic phase. The Wizard can instead choose to have this spell target all enemy units within 12". If they do so, the casting value is 20+.

4. Urannon's ThunderboltCasting Value: 11+

With a crack of thunder; the Wizard calls down an almighty ball of lightning and hurls it at the enemy.

Urannon's Thunderbolt is a magic missile with a range of 24" that causes D6 Strength 6 hits with the Lightning Attacks special rule. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 13+.

5. Comet of CasandoraCasting Value: 12+

Reaching out across the Winds of Magic into the highest heavens, the Wizard draws a wandering meteorite down towards the battlefield.

This spell is cast upon any fixed point on the tabletop. Place a suitable marker over the exact spot affected – a small coin is ideal for this. For as long as the spell lasts, the player rolls a D6 at the start of each player's following Magic phase. On a score of 1-3 nothing happens, but place another marker on the first. On the score of a 4-6 the comet strikes the spot. All units from either side that are within 2D6" are struck by the comet. Each unit struck by the comet takes 2D6 hits, +1 hit for each marker on the comet, at a Strength equal to 4 plus the number of markers on the comet. Once cast, the comet cannot be dispelled. The Wizard can choose to cast this spell so that the comet starts with two counters rather than one, and two counters are added each time the comet fails to land. If they do so, the casting value is increased to 24+.

6. Chain LightningCasting Value: 16+

Lightning bursts from the Wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury.

Chain Lightning is a direct damage spell with a range of 24". Chain Lightning causes D6 Strength 6 hits with the Lightning Attacks special rule. Once the damage has been resolved, roll a D6; on a 3+, choose an enemy within 6" of the initial target – the lightning leaps to that unit, which suffers D6 Strength 6 hits. Keep rolling for further victims (each within 6" of the last target struck), until the roll is failed or there are no more viable targets (a unit can only be the target of Chain Lightning once per Magic phase).

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