Source: Warhammer Fantasy: 6th Edition

The Lore of Light
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The Lore of Light is a magic of bright and radiant power, of the solar wind, and of life giving energy. Wizards who practice this art are sometimes called White Wizards or Hierophants. It is the magic of solar rituals, carefully guarded secrets and ancient ceremonies.

1. Pha's IlluminationCasting Value: 5+

Remains in play. This spell can be cast by the Wizard on himself. Once it has been cast, the spell lasts until the Wizard attempts another spell or until it is dispelled.

The Wizard is swathed in power. Regardless of his characteristics, he has 3 Attacks and Strength 5 while this spell lasts. He cannot wield a weapon whilst using this spell. No magic weapons can be used to attack him whilst the spell lasts. Once cast, the spell lasts for the duration of the combat engagement until it is dispelled, until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

2. Burning GazeCasting Value: 5+

Shem's Burning Gaze is a magic missile with a range of up to 24". If successfully cast, the Burning Gaze hits its targets and causes D6 Strength 4 hits.

Burning Gaze is a flaming attack and so causes double damage on flammable targets, etc.

3. Dazzling BrightnessCasting Value: 6+

This spell can be cast on any enemy unit that is engaged in close combat and which is within 18" of the caster. If successfully cast, the target unit is dazzled and its WS characteristic is reduced to 1 for the duration of that turn's Close Combat phase.

4. Healing HandCasting Value: 7+

This spell can be cast upon the Wizard himself or upon any friendly model anywhere on the tabletop that has already suffered one or more wounds.

If successfully cast, the model regains all its lost Wounds. In the case of a monster and its rider, choose one as the target of the spell. This spell has no effect on Undead models, Chaos Daemons, war machines, chariots or other unliving units.

5. Guardian LightCasting Value: 8+

Remains in play. This spell affects all friendly units that are within 12" of the caster. If successfully cast, all these units are now Immune to Psychology, and fleeing units automatically rally.

Once cast, the spell remains in play until it is dispelled, until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

6. Blinding LightCasting Value: 9+

Lasts one turn. This spell can be cast on an enemy unit which is visible to and within 24" of the caster, and which is not engaged in close combat. If successfully cast, the unit is momentarily blinded and its Movement characteristics is reduced by half (rounding down) and its WS and BS are reduced to 1. This lasts until the end of the unit's following turn.

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