Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Spirits
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Whenever the caster rolls any double while successfully casting a spell, they gain knowledge of one additional random spell from the Lore of Spirits for the duration of the Magic phase.

Spirit Staff is an augment spell with a range of 24". The target unit gains +1 Strength, the Killing Blow and Magical Attacks special rules until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If they do so, the casting value is increased to 16+.

1. Message of DoomCasting Value: 6+

Message of Doom is a hex spell with a range of 24". Until the start of the caster's next magic phase, the target unit treats all enemies as causing Fear and suffer -1 to their Leadership. The Wizard can choose to extend the range of this spell to 48" instead. If they do so, the casting value is increased to 8+.

2. Spirits' VoiceCasting Value: 7+

Spirit's Voice is an augment spell with a range of 24". The target unit may re-roll failed rolls To Hit and failed Leadership tests until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If they do so, the casting value is increased to 14+.

3. Fire of VengeanceCasting Value: 8+

Fire of Vengeance is a magic missile spell with a range of 24" and causes 2D6 Strength 4 hits with the Flaming Attacks special rule. The Wizard can choose to extend the range of this spell to 36" instead. If they do so, the casting value is increased to 11+.

4. Power of the WindCasting Value: 9+

Remains in play. Power of the Wind is a magical vortex that uses the small round template. Once the template is placed, roll 3D6 to determine how many inches the template moves. Any model touched by the template must pass a Strength test or suffer a Strength 4 hit with no armour save allowed. In subsequent turns, roll the scatter dice to determine the direction the cyclone moves. The Wizard can infuse the Power of the Wind with more power, so that it uses the large round template instead. If they do so, the casting value is 16+.

5. Spirit ShieldCasting Value: 11+

Spirit Shield is an augment spell with a range of 24". The target unit gains the Ward save (5+) special rule and may re-roll failed armour saves until the start of the caster's next Magic phase. The Wizard can choose to have this spell affect all friendly units within 12". If they do so, the casting value is increased to 22+.

6. Blades of BegtsethuluCasting Value: 14+

Blade of Begtsethulu is a direct damage spell that affects all enemy units within 12". For each complete rank the units have, they suffer D6 close combat Attacks made with Weapon Skill 4 and Strength 4, distributed as shooting attacks. The Wizard can choose to extend the range of this spell to 18" instead. If they do so, the casting value is increased to 21+.