Source: Warhammer Armies Project

The Lore of Heavens
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When a 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 (including a miscast) or the number of Hits inflicted by a spell when they are casting further spells for the remainder of this Magic phase.

Harmonic Convergence is an augment spell with a range of 18". 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.

Azure Blades (Level 1)Casting Value: 5+

Remains in play. Azure Blades is an augment spell with a range of 18". Any enemy unit in base contact with the target suffers 3D6 Strength 3 hits at the end of each Magic phase.

Star Tides Ebb (Level 1)Casting Value: 5+

Star Tides Ebb is an augment spell that is cast on the Wizard itself. Until the start of the caster's next Magic phase, all spells that are not from the Lore of Heavens suffer a -2 penalty to cast within 24" of the Wizard.

Cerulean Shield (Level 1)Casting Value: 6+
Sign of Amul (Level 2)Casting Value: 6+

Sign of Amul is an augment spell that is cast on the Wizard itself. You may re-roll any 1 of your dice until the start of the caster's next Magic phase. This bonus is lost if the Wizard is slain before the re-roll is used.

Crystal Prison (Level 2)Casting Value: 7+

Remains in play. Crystal Prison is a hex spell with a range of 24". Choose a single enemy character, even in a unit. While the spell is in effect, the target cannot be harmed by any means and is Unbreakable. However, they also cannot move, shoot, fight in close combat or cast spells. If they are in a unit, the unit may still break and flee as normal, while the target remains in combat.

Portent of Doom (Level 2)Casting Value: 8+

Portent of Doom 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 Sapphire Arch is a conveyance spell with a range of 24". The target is immediately picked up and removed from the battlefield. The next time a friendly Wizard casts this spell, the unit may emerge anywhere on the table, just like a summoning spell. If the unit has not emerged by the end of the game, it is removed as casualties.

Storm of Cronos (Level 3)Casting Value: 9+

Storm of Cronos is a direct damage spell that targets all enemy units within 18" of the Wizard's front arc. Each target suffers D6 Strength 4 hits.

Comet of Casandora is a summoning spell with a range of 36". Place a suitable marker over the exact spot affected. Once cast, the comet cannot be dispelled. 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" of the marker takes 2D6 Strength 4 Hits. Add the number of markers on the comet to the distance, hits and Strength. After the comet has struck, the markers are removed and the spell ends.

Chain Lightning (Level 4)Casting Value: 13+

Chain Lightning is a direct damage spell with a range of 24" that causes D6 Strength 5 hits with the Lightning Attacks special rule. Once the damage has been resolved, roll a D6; on a 2+, another enemy unit within 6" of the initial target also suffers D6 hits. Keep rolling for further enemies within 6" of the previous unit. Every time a new unit is struck the requirement increases by +1, so you require to roll a 3+ the second time, a 4+ the third time and so on. Proceed to keep rolling a D6 until you fail 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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