Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Yin
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Whenever a spell from the Lore of Yin is successfully cast, all enemy units within 6" of the caster suffer -1 to their armour saves until the start of the caster's next magic phase.

Ancestor's Courage is an augment spell with a range of 24". The target unit gains the Immunity (Psychology) special rule until the start of the caster’s next Magic phase. The Wizard can choose to increase the range of the spell to 48". If they do so, the casting value is increased to 7+.

1. Storm of ShadowsCasting Value: 6+

Storm of Shadows is a hex spell with a range of 24". The target unit suffer -1 to their Movement and have their Line of Sight limited to 12" until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 48". If they do so, the casting value is increased to 8+.

2. Cloak of JetCasting Value: 6+

Cloak of Jet is an augment spell with a range of 24". Until the start of the caster's next Magic phase, no enemy spells can target the unit. The Wizard can choose to extend the range of this spell to affect all friendly units within 12". If they do so, the casting value is increased to 12+.

3. Missile MirrorCasting Value: 7+

Missile Mirror is a hex spell with a range of 24". Until the start of the caster's next Magic phase, roll a D6 for every shot the target unit fires in the Shooting phase. On a 4+, that shot is instead resolved against the target unit. Attacks that uses templates are not affected. The Wizard may choose to increase the range of this spell to 48". If they do so, the casting value is increased to 9+.

4. Blossom WindCasting Value: 10+

Blossom Wind is a direct damage spell with a range of 18" that causes 2D6 Strength 2 Hits with the Armour Piercing (1) special rule. In addition, the target unit suffer -1 to its Weapon Skill and Ballistics skill until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 36". If they do so, the casting value is increased to 13+.

5. Talons of NightCasting Value: 12+

Remains in play. Talons of Night is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Talons of Night 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 suffer a Strength 4 Hit with the Armour Piercing (1) special rule. 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 Talons of Night 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 Talons of Night are removed. The caster can choose to increase the power of the spell so that it uses the large round template instead. If they do so, the casting value is increased to 15+.

6. Ancestral WarriorsCasting Value: 16+

Ancestral Warriors is a special type of spell with a range of 18" that brings a brand new unit of Ancestral Warriors into play. Ancestral Warriors have the following profile:

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Ancestral Warriors have the Ethereal, Fear and Unstable special rules.

Choose a point on the battlefield – that point need not lie in the caster's line of sight or forward arc. Next, roll 2D6+3. This is how many models comprise the new unit.

When placing this unit, it must be wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. It can be placed facing any direction, and in any legal formation, as long as the unit's front rank contains at least five models. This unit does not have any upgrades or command models. Units summoned by this spell cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be placed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.

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