Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of the Desert
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The ground beneath twists and turns, slowing the enemy’s advance to a crawl.

Whenever a spell from the Lore of the Desert is cast on an enemy unit, that unit must re-roll 6’s for their charge distance, when fleeing and when pursuing until the start of the next Arabyan magic phase.

A blasting sandstorm erupts from the wizard’s mouth, throwing those who stand before them onto the ground and covering them in sand.

Sand Blast is a magic missile with a range of 18" and causes D6 Strength 2 hits. The target reduces all their movement by half (rounding up) in their next movement phase. The Wizard can choose to extend the range of this spell to 36" and the number of hits to 2D6. If they do so, the casting value is increased to 13+.

1. Curse of the GenieCasting Value: 6+

The sorcerer channels the immense power of the Genies through their own body and lays a terrible curse upon his foes.

Curse of the Genie is a hex spell with a range of 24". The target must re-roll all successful To Wound rolls until the start of the caster’s next magic phase. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 8+.

2. Dancing ScimitarCasting Value: 8+

The caster summons a fiery scimitar which he hurls towards their enemies. It sweeps across the battlefield to slash and stab at the foe.

Dancing Scimitar is a magic missile with a range of 24" and causes D6 Strength 4 hits. Roll a D6 after resolving the damage; on a 3+, the Dancing Scimitar moves to another unengaged enemy unit within 8". Keep rolling until you make an unsuccessful attempt or run out of enemy units. Note that any unit cannot get hit more than once by the same Dancing Scimitar each turn. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 10+.

3. SunstrikeCasting Value: 9+

Bright beams of burning energy leap from the wizard's eyes and scythe through all before them.

Sunstrike is a direct damage spell with a range of 18". The spell shoots in a straight line from the caster's base. Each model under the line takes a Strength 5 hit with the Flaming Attacks special rule. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.

4. MirageCasting Value: 10+

The sorcerer creates the illusion of a host of fearsome warriors, bearing down inexorably upon their startled foes.

Remains in play. Mirage is a hex spell a range of 24". Place a marker within 24" and Line of Sight of the target. While the spell is in effect, the target must turn and move directly towards the marker as fast as possible in the Movement phase, or target it with any missile weapons. If the marker is within charge range, the unit must declare a charge against it just as if it was an enemy unit. The spell is immediately dispelled if the target reaches the marker, has lost Line of Sight to it at the start of their Movement phase, hits it with any missile weapons or is engaged in close combat. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.

5. QuicksandCasting Value: 11+

The wizard turns the ground into bottomless quicksand, dragging any unfortunates down into the abyss.

Quicksand is a direct damage spell with a range of 18". All models in the unit must take an Initiative test. Those that fail must then take an armour save. If passed, they are dragged down into the sand and are removed as casualties, with no save allowed. Models without armour count as passing on a 6. This spell has no effect on models with the Fly, Ethereal or Strider special rules. The Wizard can choose to extend the range of this spell to 36". If he they do, the casting value is increased to 14+.

6. Sand StormCasting Value: 12+

The wizard commands the desert spirits to engulf their foes in a swirling cloud of choking sand and dust.

Remains in play. Sand Storm is a spell that affects all units (friend and foe) within 12" of the Wizard. No units within the sand storm can use missile weapons, and war machines cannot fire. No units may be targeted by any missile attack. Flying units are restricted to their ground movement. Enemy units affected cannot march in their next movement phase. The Wizard can choose to extend the range of this spell to 18". If they do so, the casting value is increased to 18+.