Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Shadow
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Grey Magic, Legerdemain, Phantasmancy

The Lore of Shadow is a force of illusion and deception, relying chiefly on phantasmal attacks to sap the enemy's will (or ability) to fight.

Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unnoticed and unseen by the enemy.

After a spell from the Lore of Shadow is successfully cast and resolved, the casting Wizard can choose to immediately make a move (but not march) using the Fly (10) special rule as if it were the Remaining Moves sub-phase, even if they are in close combat.

The Wizard creates a numbing fog that causes their foolish foe to listlessly stagger and stumble.

Melkoth's Mystifying Miasma is a hex with a range of 24". The target unit's Weapon Skill, Ballistic Skill, Initiative or Movement (you choose which) is reduced by D3 (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to cast a more powerful version of this spell that instead reduces all four characteristics (don't roll a D3 for each – make one roll and apply it to all four characteristics). If they do so, the casting value of Melkoth's Mystifying Miasma is increased to 10+.

1. Steed of ShadowsCasting Value: 5+

A coal-black, insubstantial drake materialises to carry a hero away on wings of night.

Steed of Shadows is an augment spell that can be cast on Infantry character (including the Wizard) within 12". The target immediately makes a move using the Fly (10) special rule as if it were the Remaining Moves sub-phase. In addition, the target will count as being Ethereal for the purpose of resolving missile attacks against it until the start of the caster's next Magic phase.

2. The Enfeebling FoeCasting Value: 10+

Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders.

Remains in play. The Enfeebling Foe is a hex spell with a range of 18". All models in the target unit have their Strength reduced by D3 (to a minimum of 1) for the duration of the spell. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.

3. The WitheringCasting Value: 13+

The Wizard reaches into the minds of the foe, instigating nebulous images of weakness and doubt.

Remains in play. The Withering is a hex with a range of 18". All models in the target unit have their Toughness reduced by D3 (to a minimum of 1) for the duration of the spell. The Wizard can extend the range of this spell to 36". If they do so, the casting value is increased to 16+.

4. The Penumbral PendulumCasting Value: 13+

A ghostly razor-edged pendulum materialises in the air above the Wizard. On their single word of command, the pendulum swings towards the enemy, picking up speed as it does so. Is the pendulum real enough to kill or is it just a conjurer's trick? Only a fool would stand in its path to find out.

The Penumbral Pendulum is a direct damage spell. Extend a straight line, 24" in length, directly away from the caster. Each model in the way (determined using the line template) must pass an Initiative test or suffer a Strength 10 hit causing Multiple Wounds (D3). The Wizard can choose to extend the Penumbral Pendulum's range to 48". If they do so, the casting value of the spell is increased to 18+.

5. Pit of ShadesCasting Value: 14+

The Wizard opens a vortex to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a dimension filled with shadow and the incessant wailing of 'those who dwell beyond'.

Pit of Shades is a direct damage spell. Place the small round template anywhere within 24" – it then scatters D6". All models underneath the template must pass an Initiative test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. The Wizard can choose to create a larger portal, using the large template rather than the small template. If they do so, the casting value is increased to 17+, the template scatters 2D6" rather than D6", and the spell causes Multiple Wounds (D6).

6. Okkam's MindrazorCasting Value: 18+

The Wizard summons phantasmal weapons for their allies that shred the folds of consciousness and reason. Victims of these mindrazor believe themselves slain, and so they die.

Okkam's Mindrazor is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target unit (except mounts) use their Leadership instead of Strength when rolling To Wound with all close combat attacks (any Strength bonuses from weapons are ignored). Armour saves are taken and modified by the Attack's actual Strength value. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value of Okkam's Mindrazor is increased to 21+.

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