Editing
Warhammer Magic
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Lore of the Wild=== Used exclusively by the Beastmen, essentially a corrupted version of the Lore of Beasts. Summons various monsters and tides of venomous insects. The single word to describe this lore is ''situational''. There are no hexes and only 1 augment, with a focus on close range damage spell. * ''Lore Attribute:'' There is no Lore Attribute for the Lore of the Wild * '''Bestial Surge:''' The signature spell. It allows all friendly units within 6" to move D6+1" towards an enemy unit, or straight forward if there are no visible enemy units. Units cannot charge with this spell. A very situational spell, can be useful if you are facing a gun line and you need to quickly close the gap or if you want rush a unit forward to block an enemy charge. * '''Viletide:''' A magic missile, 5D6 S1 hits. Since you'll be wounding most units on 6s anyway, targeting high toughness and low armour units is the best use. Great for taking out war machines. * '''Devolve:''' All enemy units within 12" take a leadership test and lose wounds equal to the amount they fail by. Useless against high leadership armies, and made worse if the enemy general or BSB is nearly. Has its uses, but very situational. * '''Bray-scream:''' A friendly character within 12" to make a S3 breath weapon attack, ignoring armour saves. In the right circumstances it could be good, but getting a character into a good position will be difficult. * '''Traitor-kin:''' A very unique and hard to explain spell. Targets all enemy models (not units, but the individual models within those units) within 12β of the caster, provided that they have mounts of some kind. Also affects chariots and monsters with handlers. The mounts attack the riders, with as many automatic hits as the mount has attacks, and wounds with its base Strength. The rider or crew do not get any save bonuses from the beast or any barding it may be wearing against these attacks. Best used when there are strong mounts about, for example Demigryph Knights or Lords mounted on monsters. * '''Mantle of Ghorok:''' My personal favourite spell of the lore. A character within 6" gains D6 Attacks and Strength (rolled separately). If either of the dice rolls a 6, the character also takes a wound with no saves. Turns weak characters into decent fighters, and medium to strong characters into combat monsters. * '''Savage Dominion:''' Summons a Giant, Ghorgon or Jabberslythe, which is placed anywhere on a board edge. Every time the beast suffers a wound the Shaman must take a Toughness test or suffer one as well, with no saves allowed. The shaman cannot cast any other spells once the monster is in play, and the monster vanishes if the Shaman dies. As you can probably guess, it's situational. Gaining an extra monster is always useful, but you'll have to decide if losing control of your shaman is worth it and if the possibility of them failing their Toughness tests is too risky.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information