Warhammer Army Project: Lores of Magic

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Revision as of 05:42, 24 September 2019 by 1d4chan>Lordfapington69 (Celestial: Wind of Azyr, Lore of the Heavens)
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Basics

Picking Spells

Your wizards can only pick from one or two of the lores available to them, but it's generally good practice to stick to one lore, especially for low-level wizards. However, unlike 8E, you no longer have to roll to randomly generate your spell allotment (determined by your Wizard Level). Instead, your choices are dictated by your wizard level, though a wizard with the Loremaster rule knows every spell in a particular lore.

  • Level 1: Seplls 1-3
  • Level 2: Spells 1-4
  • Level 3: Spells 1-5
  • Level 4: Spells 1-6

It should be added that so long as you know one spell from a lore, your wizard also knows the Signature Spell as well. These spells tend to be easier to cast, but are vital to a wizard's repertoire. Multiple Wizards can't take duplicates of the same spell if it's possible for them to pick other spells of the same lore, but if you've taken all spells in a lore, you can start with duplicates.

About Spells

Spells for the most part are identical, though for a refresher, here are some key terms for them:

  • Type: Pretty self-descriptive. Spells take all sorts of shapes, so you'll need to figure out what they do.
    • Direct Damage spells tend to use templates to hit, avoiding the need for any BS.
    • Magic Missile spells are like Direct Damage in that they automatically hit without needing to roll BS, but these require LoS as well as the enemy being within the Wizard's front arc. They also can't be cast while in combat.
    • Augment spells are all the boosts, heals, and buffs. They only help allies.
    • Hex spells are always targeted at enemies. These are all your debuffs and other penalties, and they need not be cast in the wizard's front arc.
    • Magical Vortex spells set up a giant storm of whatever onto the field that then move around wherever they want based on random movement.
  • Casting Value: This is the target you want to hit with your dice roll. You use die from your power pool (5+ channels for each Wizard Level in your army + 2d6 per 2000 points in your army) and add half the caster's Wizard level to the roll to beat the value.
    • Boosted spells generally have a higher Casting Value for an improved version of the spell. Not all spells include these, so make sure it's in the spell description.
    • Ultimate Power: If you roll a nat 6 on your casting roll, you win another d6 to add to your casting.
    • Miscast: If you roll a double 1 on your casting roll, bad things happen.
  • Dispelling: Of course, you need some way to stop spells, and this is how. You grab a number of dispel die from your dispel pool (6+ channels for each Wizard Level in your army+ 2d6 per 2000 points in your army on the enemy's magic phase) and then roll, adding half the dispeller's Wizard level to the roll. If you beat the result rolled for casting the spell in question, you have dispelled. Note that Ultimate Power is still used here.
  • Bound Spells: These tend to be spells attached to a special item or character. Items with Bound Spells add a d6 to the casting rolls, but you can only roll up to 3 die when casting them. While this lets even non-magical characters cast, be wary that any miscasts will break the item if this spell is bound to an item, while those bound to a character just blocks the character from casting again.

Classic Lores

White: Wind of Hysh, Lore of Light

Kinda egyptian/semitic in flavour, with Light Wizards often wielding snake-headed staves and wearing pharaoh-like headdresses. In fluff this lore is also associated with geomancy for some reason, but this isn't reflected in any of the spells. Once was a signature lore of the "good guys", but now Tomb Kings, Dark Elves, Vampires (with certain gimmick) and Wood Elves (whoever calls them "good guys" gets a tainted arrow in the gut) can use it. A great support lore, best used to augment slow (whether in I, WS or M department) units or annihilate "tainted" creatures. It is worth noting, that most augments in this lore can be boosted to affect all allied units in certain radius, so Light mages often stand in the middle of their forces, like shining paragons. Take this lore if you run a lot of slow heavy infantry or play against Undead/Daemons.

Available to: Empire, Vampires with Forbidden Lore, Tomb Kings, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).

  • Lore Attribute: Exorcism: The cleansing power of the Light is especially damaging against Daemons and Undead. (Tomb Kings, Vampire Counts, Daemons of Chaos, and select things from Beastmen and Warriors of Chaos), causing damaging spells to deal 1d6 more damage to them. Take it if you are playing against those aberrations and troll away.
  • Shem’s Burning Gaze: A holy fireball which can pumped with more casting dice to have a very far range and deal more damage. Not bad especially, for a signature spell. Against Undead or Daemons it's a fast moving middle finger that'll crush what it hits most likely. Has flaming attacks, so is kinda cool against Tomb Kings.
  • Pha’s Protection: Summons the image of some kind of diving thing to protect the wizard and the people around it. You are less likely to get hit in fight and even by cannons, and you can spread that in a lovely 12 inch bubble of cannon freedom. This would be really great for Warriors of Chaos Knights, but that's the drawback to eating babies and raping flowers I guess.
  • The Speed of Light: You know these Ogres/Saurus which have really nice stats but a shortcoming in WS and I? You know High Elves hitting you on a re-roll 3? If you said yes, you will LOVE this spell. MAX WS and I for one Unit or everything in 12 inches, turning a re-roll 3 into a not re-roll 5, easy one of the best buffs in Warhammer magic. Just hope those pointy-eared bastards didn't take it too.
  • Light of Battle: Ethereal-style happy thoughts straight from the Warp and gold colored. Making one unit Unbreakable is not always what you want, but most times what you need. Also it makes the target instantly rally if it's fleeing. Basically a butt-saving spell for dire circumstances.
  • Net of Amyntok: Summon a giant sparkly magic net woven by a god. Makes the enemy unit test for S when moving, shooting, casting, going to the toilet, everything except close combat. Failing the test, the unit can't do that AND takes some damage. Neat. Cast this on a unit with Teclis and see how well he can cast with his S2 (bear in mind that the unit makes the test, not the model, so it'll probably be at S3- but still good odds). Or cast on a Necromancer and laugh as his casting attempts incinerate him with Exorcism.
  • Banishment: Shem's Burning Gaze, but cranked up to the max. It's a magic missile that deals 2d6 S4 hits with an additional 1S for each spellcaster with Lore of Light nearby (yours or your enemy's). In addition, the target must re-roll ward saves it passes so you are looking at the ultimate daemon killer, which its name of course implies.
  • Birona’s Timewarp: The top spell in Light, makes the laws of time stop applying for a short amount of time (it's magic, that isn't supposed to make sense). Makes your Unit or for increased casting value everything in the 12 inch bubble move Matrix-style. The units double in speed, get ASF and one more attack so cast this whenever you feel like it, and whenever you can muster the power dice. Cast this on Saurus Warriors and have a little skirmish with those elves.

Gold: Wind of Chamon, Michael Jackson's favorite lore, Lore of Metal (and Alchemy)

Yep, alchemy; turning whatnot into gold and stuff, a shame it can't buy you additional points with said gold but never mind. Mainly deals with high-armour target and is pretty much a lore to murder enemy elite units. Take it against Warriors of Chaos, Empire, Lizardmen and Dwarfs.

Available to: Empire (Balthazar Gelt only), Chaos Warriors (unmarked or Tzeentch) and Daemons (Tzeentch only), Vampires with Forbidden Lore, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).

  • Lore Attribute: Metalshifting: If the target of your spell has light or medium armour -1 to casting value. If the target has heavy or fullplate -2 to casting value. So much more useful than the 8e attribute.
  • Searing Doom: Shoot little white-hot slivers of metal out of your hands. Standard 24 inch range magic missile causing d6 hits, but does 2d6 if you bump up the casting level. Wounds on the targets unmodified armour save (discounting natural armour). This is the reason why solo Lords carry around a Dragonbane Gem. This spell alone will decimate heavily armored units.
  • Plague of Rust: Better than fielding a Rust Monster, disintegrates the enemy's armor reducing a specific model's armor save FOR THE REST OF THE GAME by one point. You can CONTINUE CASTING THIS ON THE SAME MODEL to further reduce their armor. Even when said model is in combat! Because there's nothing funnier than a naked Archaon running from a unit of Skaven Clanrats for dear life (Skaven can't take the Lore, so how would this happen? Warlord with wizard hat (he's fun, try it!)). Keep in mind, it makes target more resistant to your own spellcasting (it does not, as Metalshifting explicitly uses the target's unmodified armor save).
  • Enchanted Blades of Aiban: Wizard magically sharpens the weapons of everyone around him. Target unit gets +1 bonus to hitting with shooting or melee attacks for a turn. Makes them magical AND Armor Piercing. Pretty nice spell when you're running big units, or your favorite unit is meeting its equal on the battlefield.
  • Glittering Robe: Caster makes everyone who's his friend some really gaudy magic cloaks of pure metal. Gives a unit, or all friendlies in a 12 inch bubble if boosted, a serious hard scale armor (natural armour (5+)). Now stacks with other natural armour so no longer useless for Lizardmen.
  • Gehenna’s Golden Hounds: No longer wounds on armour save, instead always str 5, but cannot take a lookoutsir.
  • Transmutation of Lead: Makes the enemy's weapons and armor much heavier for a short time. 24 inch range hex, target model has a -1 to WS, BS, and armor save for a turn. Powered up version has a 48 inch range. Lets you cripple an enemy by a bit. Unlike Plague of Rust it's a one-turn effect, but also unlike Plague of Rust this spell makes them hit weaker too. Good for a dangerous model already in close combat or firing at your troops. Good deal to make elite things mediocre and normal things weak.
  • Final Transmutation: Here you have it, transforming things into gold and living things on top of that. Choose a unit within 18 inches. Roll a d6 for each model in it, for things with 1 wound on a 5+ it instantly dies. More than one wound only a 6 will kill it. Turning 1/3 of an enemy unit into gold without any kind of save is not bad, and you can even kill enemy heroes with luck. Oh, and the next round every enemy unit within 12 inches of the one that was hit has to test for stupidity on the next turn to avoid running for that unit to carry some of their dead friends away to pawn. It is the most unconditional of all the kill spells, not relying on a characteristic test or anything and disallowing any saves at all. Granted not the BEST of the final spells in the lore choices, but there's just something really fun about using it. If you're really an asshole you can buy some models that you know the opponent has, dip them straight into the gold paint well, and bring them along to put on the field as casualties (unless it's a Dwarf player at which point they'll probably already have said models).

Jade: Wind of Ghyran, Lore of Life

The first druid lore. It is a sort of D&D druid, tree-hugging hippie gardener, who calls upon the power of daisies to smite the baddies. This is the most commonly used Lore by lord level mages, and probably most common lore at all. Ideally, you need 4 level or Loremaster at best because you need the third spell, the Throne to really rock with this Lore and of course other spells so that they can grow stronger. This Lore will make your units tough as hell, is easy to cast and is indeed eco-friendly. Incredible defensive lore, but mighty boring.

Available to: Empire, Lizardmen (Slann only), all Elves, Bretonnia.

  • Lore Attribute: Lifebloom: Whenever a spell from this lore is successfully cast, a single model within 12 inches of the wizard may regain 1 wound (doesn't raise dead though). Incredibly awesome attribute, often making it worthy to take/keep/cast a useless spell just for some healing. It is often useful to have a level 1 Life wizard stuck in some tarpit, spamming Earth Blood just to heal nearby Dragon/Lord/Monstrous Infantry.
  • Earth Blood: 5+ regeneration (4+ if Throne is in play) for the mage's unit makes it kinda weak, but is sometimes useful on Slann (a regenerating horde of Temple Guard is something that will not die under nearly any circumstances), Damsel or Branchwraith. In any case, it is a nice cheap spell to spam for the attribute.
  • Awakening of the Wood: Make trees grow so fast they punch the enemy in the dick. It's crap as long as it's not buffed by Throne AND the enemy is hiding in the woods. Still, it's even cheaper than signature and can be used to spam attribute heal.
  • Flesh to Stone: Classic "Stone Skin" spell, grants a unit a big bonus to toughness. Cast this on elves so that they are hard as Stone, cast this buffed up on heavy cavalry to make them as hard as diamonds, get an ally cast this on a Necrosphynx to... oh my god...
  • Throne of Vines: One spell to buff them all, one spell to ... oh wait wrong universe but hey, this spell gives the whole Lore its meaning by seriously buffing most of the other Life spells (except Dwellers). Oh and you get a special 2+ save negate any miscast effects. Less explosions so less fun but probably safer for your 500+ point Slann or the likes. Incredible spell.
  • Shield of Thorns: Looks really bad in this incredible lore, but not so bad on its own. Target unit deals some S3 hits to enemies in base contact. Still, has its uses, easy to cast and can be taken on your level 1 healer if his unit has no use for Regen.
  • Regrowth: While your attribute can only heal, not resurrect, this spell does right that. Target unit regains wounds, reviving dead models. Do not forget to wear your biggest trollface when you unleash a buffed version on your nearly-dead elite unit.
  • The Dwellers Below: Here is your one-spell-solves-all-problems-spell. Cast it on a unit and see everything taking strength test, and when they fail they are dead without any save, because little Dwarves crawl out of a hole in the ground and take them with them. Yes those badass mages, and those funny Commanders (which get +3S while attacking) are all for naught and their unit with them. Easily one of the most devastating spells.

Celestial: Wind of Azyr, Lore of the Heavens

A mixed bag lore, it contains some pretty good buffs/debuffs, some nice damage and good utility, but excels at nothing. A good lore, but often outshone by other lores. Can be good if you want a monster/lone character-hunting mage, but don't want to go Death.

Available to: Empire, Ogres, Vampires with Forbidden Lore, Lizardmen, all Elves, Bretonnia. (Aaaand Warriors of Chaos through Sayl the Faithless(forgeworld mage) worth a mention too)

  • Lore Attribute: Fate Manipulation: Much strong lore and not nearly as situational. When a spell from the Lore of Heavens is successfully cast,roll a D6; on a 4+, the Wizard can re-roll one dice to eitherchange the casting result or the number of Hits inflicted by a spell when casting further spells for the remainder of this Magic phase.
  • Iceshard Blizzard: Blinding your enemies with snowflakes, making him fail more often (includes a 50/50 chance of a targeted cannon not firing), because he can't see. Oh and he can't see his pals so his LD is taking a little dump. Not the most devastating spell, but for a cheap price and a signature spell really working well.
  • Harmonic Convergence: You know how you have these super-awesome-heavy-cavalry-rapetrain-unit? You attack and only roll 1s and you need only 2s? That is no problem. This spell let you re roll every 1 your unit rolls for a turn, so give it to your elite units and don't fear the ones.
  • Wind Blast: A magic missile which pushes enemy units around. Ultimate when you have a Mage on flying mount to mess up the enemy movement phase, but worth it every time, though not terribly competitive. Use against Goblin Fanatics, commence trollface.
  • Curse of the Midnight Wind: You read the Harmonic convergence? This is the other way around. The enemy unit has to re-roll all 6s it rolls, so no poison or killing blow, or even wounding your monster with T6 while having S4. Everything is fine with this and it comes with a bubble version.
  • Urannon’s Thunderbolt: Calls down a bolt of lightning dealing a few high-strength hits. Use it on enemy monsters, lone characters or very small, very elite units (e.g. Blood Knights).
  • Comet of Casandora: Perhaps the most damaging spell out there, it calls a comet at target spot, dealing somewhat random damage in somewhat random radius after somewhat random number of turns. Very unreliable and easy to dodge, but with right planning it can be utterly devastating. Useful for area denial- you see your opponent's battle line marching toward you? Drop this in their path and force your opponent to make a tough decision. Also, one of the few means to deal S10 damage in the game. Can be boosted to obscene levels.
  • Chain Lightning: THIS is how you play Palpatine or Thor or any other kind of crazy thunderbolt thrower, potentially shooting a thunderbolt at every freaking enemy unit on the field. Perhaps you should say something like "come to the dark side or perish" while you do this, even if you play high elves. Basically, it is Thunderbolt which makes you roll a d6 after it hits - on 3+ it hits another unit, rinse-repeat until you roll less than 3 or run out of units to hit (can only hit a unit once per casting). Due to a low number of hits and high cost, it is not as powerful as it may seem, but still awesome. Wipe whole armies' worth of MSU in a few casts, it can.

Grey: Wind of Ulgu, Lore of Shadows

Shadow Magic is a great support lore, rivaling even Life. Where life is defensive and reactive, Shadow is versatile and proactive, afflicting an enemy with a variety of hexes and debuffs, softening an enemy up and making him weaker all round. Damage spells are just a little bonus and aren't why you are taking this lore, but they are powerful in their own right. They are basically templates with Initiative tests, making them extremely powerful against slow units (wiping out hordes of ghouls or entire units of temple guard) and they scale really well with signature spell.

Available to: Empire, Beastmen, Chaos Warriors (unmarked or Slaanesh) and Daemons (Slaanesh only), Vampires, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).

  • Lore Attribute: Smoke and Mirrors: No more swapping places crap. Now a free 12in flying move for the caster.
  • Melkoth’s Mystifying Miasma: Signature Spells are bound to be good most of the times and this one truly is. It reduces one or all (if boosted) of the following: M,WS,BS,I of a enemy unit for d3. Incredibly useful and versatile. Even better when used in conjunction with the damage spells in this Lore. It is often worth it to take a level 1-2 Shadow wizard just for the sake of spamming this spell.
  • Steed of Shadows: No ghost rider horse but a 12inch move for a character. If you want to Swap you cast this now.
  • The Enfeebling Foe: Making your enemy weak. Really, really weak, with a bit of luck. This spell is so nice to reduce the danger to your units and it even stays in the game, so your enemy has to waste power dice dispelling this or decide to never make a kill with this unit.
  • The Withering: Other way around, making your enemy not weak but less tough until even a gnoblar can club him down. Like his counterpart staying in the game so your enemy will have to dispel this and don't have the dice to do the same to you in his magic phase. A must-have spell for S3 units, ESPECIALLY archers with S3 bows, ESPECIALLY Wood Elf archery lists.
  • The Penumbral Pendulum: Swinging a big, albeit almost invisible, pendulum into the enemy lines. First damaging spell, it hits all models in a line. Line is of random length, so consider exploiting lore attribute to quickly get in range, fire it off and blink away. BTW, it is a use for the Steed of Shadows!
  • Pit of Shades: Second damaging spells. Small (or large, boosted) template of DOOM!. It scatters and stuff, but against hordes of Saurus or Undead it is just brilliant. Ogres and other low I, high cost units will cry.
  • Okkam’s Mindrazor: Strength bonus doesnt impact armour save, so no more Dreadspears ignoring Demigryph's Armour Save. Basically, target unit uses LD for wounding instead of Strength. See even Dragons and Chaos Knights falling like flies before you. Does not stack with S bonus so no great weapons, but hey, if you are in general's bubble, you likely have Ld 9-10 anyway! Tip: cast it on swarms. Their S2 becomes S10!!!

Amethyst: Wind of Shyish, Lore of Death

Focuses mainly on single character or monster slaying, although it has some nice support spells.

Available to: Empire, Beastmen, Ogres, Chaos Warriors (unmarked and Nurgle) and Daemons (Nurgle only), Vampires, Tomb Kings, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).

  • Lore Attribute: Life Leeching: Basically, you get power from killing. For every wound caused by your spells, you have 33% chance to gain a power dice. Meaning you have to roll a 5+ for each unsaved wound caused by a single spell in order to get said power die.
  • Spirit Leech: Both caster and target a D6 and add their unmodified leadership values. For every point the caster wins by the target loses a wound, with no armor saves allowed. Generally not the most reliable character-sniping spell, but great against monsters and warmachines. Bye bye Stegadon.
  • Aspect of the Dreadknight: Grants the target Fear, or Terror (when boosted). Incredibly cheap and can be used to make a unit ignore enemy's Fear/Terror.
  • The Caress of Laniph: Summoning a ghost gurl that wants to know the enemy target a bit better (winkwink), and while she's at it she steals his life force ... So pretty much just like any other woman. Target suffers a number of hits equal to 2D6 minus his own strength. Hits from this spell cause a wound on a 4+ with no armor saves.
  • Soulblight: Your mage slaps the shit out of the soul of the enemy making him less strong and tough. When boosted, it works in a freaking 24 inch bubble so it can hit the whole enemy army, making even Chaos Knights into mere humans (at least on S and T). Very good, but often loses to more specialized Shadow hexes. Still, not a bad substitute to Withering when dealing with high-toughness foes. This effect lasts until the caster's next magic phase.
  • Doom and Darkness: Cast this on the enemy general to take the LD bubble away. Specifically to give said enemy a -3 on their Leadership. Make sure to cast on enemy with Okkam's Mindrazor and have them flip a table. Combine with Spirit Leech by rolling dice with one hand and holding out the FAQ with the other as a shield for incoming fury.
  • The Fate of Bjuna: The last sniping spell and it's the strongest as the target suffers hits equal to 2D6 minus it's Toughness. The bastard is gonna laugh until he explodes (and if it miscasts the casting player may laugh until he explodes...) If target survives they get teh stupid for the rest of the game. Cegorach's Loec's favourite spell, I bet.
  • The Purple Sun of Xereus: Also known as the Purple Sun of Prepare your Anus, the Purple Sun of Xereus is a big purple ball of FUCK YOU that floats around on the battlefield semi-randomly, and anything that touches it takes an Initiative Test or DIES. Period. Just like that. Very difficult to cast, but when you pull it off correctly it can murder entire armies of Lizardmen, Dwarfs or Orcs; this spell will make Ogre players (what few there are) consider quitting the game. Cast with your last dice and laugh maniacally as it refills your dice pool with lore attribute! If you're a girly elf player, take 2 units of warlocks, take Khaine magic rules, take vanguard, take as many power dice as you can muster, take double purple sun down the enemy's line from both ends in turn one, take shrugging off pesky miscasts, take your opponents tears and DRINK DEEP (then take the extra power dice you generate and try it again for lolz).

Bright: Wind of Aqshy, Lore of Fire

You know these D&D mages always throwing fireballs at everything? You wanna be one of them? This is your chance. A pure damage lore inflicting tons of firey hits on pretty much anything.

Available to: Empire, Chaos Warriors (unmarked only), Vampires with Forbidden Lore, Lizardmen (Slann only), all Elves, Ogres, Bretonnia (Fay Enchantress only).

  • Lore Attribute: Kindleflame: All of the Lore's spells are considering "flaming" (no shit, right?). Each subsequent damaging Fire spell cast sets your Amazon Kindle on fire at the same unit in the same phase is easier to cast. Not great, but if you plan on destroying a big fat horde per turn - can be nice.
  • Fireball: Your one-for-all damage spell goes from "easy to cast and not so hard to hit" to "hard as hell to cast and roasting a mammut ... herd". You always want this spell, because you can use it against nearly everything. From flaming a little flanking unit or flaming away this regeneration from this Hydra to turning entire Swordmaster units to ash or softening up this big big horde of core units. When you want Fire magic you want it because of this spell. Also, keep a level 1 Fire wizard. If your Wizard Lord somehow dies, pump all your useless dice into super-fireball each turn.
  • Cascading Fire-Cloak: A defensive spell only working on the mage and his unit. Not really worth it, since you don't want your mage in combat, except perhaps for Firebelly or Dragon Mage.
  • Flaming Sword of Rhuin: The second best spell in this Lore, because it helps your little, weak elves/humans/anything to wound better and by the way ignore the regeneration of the enemy, especially good for all elves, but generally not a bad spell. One of the few spell to help archers overcome their S3 bow weakness.
  • The Burning Head: Your Mage throws a burning and screaming head on the enemy. Mediocre damage in line and causes Panic... which is kinda weak in the current edition.
  • Piercing Bolts of Burning: Fancy fireball, with number of hits scaling off target unit's ranks. Basically a spell to annihilate Goblins, Skeletons, Skavenslaves and Zombies.
  • Fulminating Flame Cage: So now you imprison your enemy in flames and if he moves, he is toast. Again against really big units its great against heavy cavalry its lame. But it's always funny to see a light flanking unit destroy itself in the charge because of this spell, or not flanking, so that you can win against the enemy in front. Note, this is a hex, so doesn't work with lore attribute. If you're a mega-douche, cast it on a unit in combat and then issue a challenge. Oh, you accept do you sir, good show! Now comecloser, move into base contact with me.. that's right.... BAM, whole unit counts as moving! (yeah I know it's weird but check the FAQ). Take those hits baby! Take 'em. Oh I see... wise to it now are we? Refuse the challenge then... go on... move to the back. BAM!
  • Flame Storm: Yeah big plates to throw, but only S4 and not really with sniper precision, so no thanks. Still, the name is cool.

Amber: Wind of Ghur, Lore of Beasts

The second druid lore. This is a kind of druid/shaman with sacrificial knife, covered in pelts, horns and skulls of sacrificial victims. The Lore for everyone who wants to buff his units, especially the heroes. The Lore Attribute will mostly affect you if you play Beastmen or Bretonnia, but even then it's not so much of an effect.

Available to: Empire, Beastmen, Ogres, Vampires with Forbidden Lore, Lizardmen, all Elves, Bretonnia.

  • Lore Attribute: Wildheart: Basically, your spells are easier to cast at cavalry, warbeasts or Beastmen. Can be nice if you are playing Beastmen (duh), Bretonnia or run a cavalry High or Wood Elf list. But still sub-par.
  • Wyssan's Wildform: The signature spell and WHAT a spell this is! It will make your measly humans go and win against other units and it will make your Bestigors or Minotaurs go rapetrain against nearly everything for one round. Another spell it is worth taking level 1 wizards for.
  • The Flock of Doom: Yeah doom sounds nice, but it's only doom if your enemy is afraid of birds. It is like a new episode of hitchcocks "the birds" with a few crows pecking on the enemy unit, good enough to make this stupid harpies go away but there are better options. Useless spell. It's one of the cheapest spells in the game, and has a decent range (and range is boostable). Sure, S2 is terrible... but 6s always wound. Can be cast on one die (don't forget the Wildheart bonus when applicable) to deal with annoying chaff units. With some lucky 6s, you could even destroy a cannon. That said, you're still probably better off dropping this for Wildform.

  • Pann's Impenetrable Pelt: Make one or more heroes harder to wound, it won't save your unit, because the enemy can hit something else most times, but if your hero is currently challenging a dragon or so this spell will make his chance to survive go over the 0%.
  • The Amber Spear: Magic, auto-hitting bolt thrower with pretty good damage. Can be boosted to start with S10 doing D6 wounds. Awesome? Yes. Use in any situation you would normally use a bolt thrower (monsters, elite units, etc).
  • The Curse of Anraheir: Making your enemy stumble over roots and die, is one funny thing to do, especially against these tree-loving wood elves (except that they have Forest Strider so they don't take Dangerous Tests from forests...). Also it makes your people harder to hit, what more do you want? Awesome spell.
  • The Savage Beast of Horrors: Yeah now we're talking. Giving one or more heroes way more strength and attacks and he will rip entire units in two. Really if you have a lot of cheap heroes and can make this spell hit them all at once its good-bye for your enemy. Especially awesome with the new end times rules: build an army out of characters, have one person cast panns impenetrable pelt and the Savage Beast (And stack wildform if it is a unit) and you will just win. Everything. 100% of the time. ++ for casting on the Incarnate host.
  • Transformation of Kadon: What was that about more strength and attacks? Forget it, this will turn your mage into a fricking MONSTER. Just one statline and the actual monster is unnamed. No channeling, casting or items but wounds DO NOT carry over.


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