Source: Warhammer Armies Project

The Lore of Light
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If a Wizard using spells from the Lore of Light is not in close combat and has not moved during this turn, they gain +1 to cast. In addition, any damage caused by spells from this Lore has a +1 bonus To Wound against Daemons, Undead and Vampires.

Dazzling Brightness is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target's Movement is halved (rounded up), and it suffers -1 to its Weapon Skill and Ballistic Skill.

Healing Energy (Level 1)Casting Value: 6+

Healing Energy is an augment spell with a range of 36" that can be cast on a single model. The target instantly recovers 1 Wound suffered earlier in the battle.

Pha's Protection is an augment spell with a range of 18". All attacks against the target unit (shooting or close combat) suffer a -1 penalty To Hit 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.

Birona's Timewarp is an augment spell with a range of 18". Until the start of the caster's next Magic phase, all of the target unit's Movement value is doubled and it gains the Swiftstride special rule. This can take their Movement value above 10.

The Claw of Apek is a direct damage spell with a range of 18". Choose a single enemy model, even a character in a unit ("Look Out, Sir!" cannot be used). The target suffers D6 Attacks with Weapon Skill 4, Strength 4 and the Ignores Armour Saves special rule. These are resolved like close combat attacks.

The Speed of Light is an augment spell with a range of 18". The target unit gains the Always Strikes First special rule until the start of the caster's next Magic phase.

Cleansing Flare (Level 3)Casting Value: 9+

Cleansing Flare is a direct damage spell that targets all enemy units within 12" of the Wizard's front arc. Each target suffers D6 Strength 5 hits.

Light of Battle (Level 3)Casting Value: 9+

Light of Battle is an augment spell with a range of 18". If fleeing, the target unit rallies immediately. Additionally, the target unit will pass all Leadership tests (including Break tests, regardless of modifiers) until the start of the caster's next Magic phase.

Banishment (Level 3)Casting Value: 9+

Banishment is a magic missile with a range of 24" that causes 2D6 hits. The Strength of the hits is equal to 4 plus the number of Wizards that know spells from the Lore of Light within 12" of the caster (not counting the caster themself). Each additional Wizard added adds +2 to the casting difficulty.

Net of Amyntok (Level 4)Casting Value: 10+

Net of Amyntok is a hex spell with a range of 24". Until the start of the caster's next Magic phase, every time the target attempts to move in the Movement phase, shoot or cast one or more spells the target suffers D6 Strength 4 hits and must then pass a Strength test (using the Strength of the majority of models in the unit). If the test is passed, the target acts normally. If the test is failed, the unit is unable to perform the desired action, remaining in place.

Time Amok (Level 4)Casting Value: 14+

Time Amok is an augment spell with a range of 18". The target unit may perform all their shooting attacks or close combat attacks twice this turn. Resolve the first round of attacks completely before performing the second one.

Pillar of Radiance is a direct damage spell. Place the large round template anywhere within 24" of the Wizard – it then scatters D6". All models under the template suffer a Strength 4 hit.

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