Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
The Lore of StealthURL Copied!
A poisonous cloud hangs indefinitely above the battlefield, raining down a fine spray of lethal toxins that corrode the enemy's armour while also mildly sedating them.
Whenever a spell from the Lore of Stealth is cast, all enemy units within 6" of the caster suffer a -1 penalty to their armour saves until the start of the caster's next magic phase.
With a "Bamf!" the Skaven Sorcerer disappears in a puff of sulphurous smoke to reappear elsewhere on the battlefield.
Skitterleap is an augment spell with a range of 12". The target model (which must be an Infantry character) may immediately be placed anywhere on battlefield within 24" of the caster, but at least 1" away from enemy models. The caster can choose to increase the range of this spell to 24" instead. If they do so, the casting value is increased to 9+.
Deftly conjured and swiftly flung, the Skaven's fiendish Warp throwing-stars are, like all their weird scientific advancements, explicitly designed to cause maximum death.
Warp Stars is a magic missile with a range of 18" that causes D3 Strength 5 hits with the Multiple Wounds (D3) special rule. The caster can choose to increase the power of this spell to cause D6 hits instead. If they do so, the casting value is increased to 10+.
The sorcerer grants his allies the ability to walk or crawl upon walls and terrain with ease.
Stickypaws is an augment spell with a range of 24" that can be cast on an Infantry unit. The target unit ignores Dangerous and Impassable Terrain (note that it may not end its move within 1" of it as normal) until the start of the caster's next Magic phase..The caster can choose to have this spell target all friendly Infantry units within 12". If they do so, the casting value is increased to 12+.
The sorcerer solidifies the shadows around their body. In addition to making them harder to see, this shadow armour also protects them from harm.
Armour of Darkness is an augment spell that is cast on the Wizard itself. Until the start of the caster's next turn, all missile fire directed at him or his unit suffer -1 To Hit. In addition, the unit adds +1 to their armour save. The caster can choose to have this spell target all friendly units within 6". If they do so, the casting value is increased to 18+.
The sorcerer grants his allies the ability move at an increased rate.
Swiftscamper is an augment spell with a range of 24". The target unit doubles its Movement rate (to a maximum of 10) and can re-roll their Charge, Flee and Pursuit results until the start of the caster's next Magic phase. The caster can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 18+.
The sorcerer causes a putrid whirlwind of vile smoke and stinging ashes to erupt around the target.
Black Whirlwind is a direct damage spell. Place the small round template anywhere within 24" - it then scatters D6". All models underneath the template suffer a Strength 3 hit. The unit then suffers -1 to their Weapon Skill, Ballistics Skill and Initiative until the start of the caster's next Magic phase. The caster can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is increased to 13+ and the template scatters 2D6" rather than D6".
This pulsing, shadowy vortex barges into the target enemy, pushing them from the Wizard's path with a blast of magical energy.
Remains in play. Veil of Shadows is a magical vortex that uses the large template. Once the template is placed, the player then nominates the direction in which the Veil of Shadows will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template takes a Strength 3 hit, and the unit will count as being Disrupted for the remainder of the turn.
If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Veil of Shadows travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Veil of Shadows is removed.