Source: Warhammer Fantasy: 6th Edition

The Lore of Shadow
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In the land of the Empire, Wizards of the Shadow call themselves Grey Wizards, as if to distance themselves from the sinister reputation of their sorcery. They are more often called Trickster Wizards by the common folk, who mistrust and fear them. Shadow Lore is the magic of deceit and illusion, of trickery, concealment and darkness.

1. Steed of ShadowsCasting Value: 4+

This spell may be cast upon the Wizard himself or any single friendly independent character model within 12" of him - the spell can only be cast on a model with a Unit Strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example).

If successfully cast, the model can make a normal flight move of up to 20". The model can fly out of close combat if desired, but cannot fly into close combat unless positioned so that it could do so by making a normal aerial charge (for example, it must not be engaged in combat already and must be able to see the target).

2. Creeping DeathCasting Value: 6+

The Creeping Death is a magic missile with a range of up to 24". If successfully cast, the Creeping Death hits its targets and causes D6 Strength 3 hits. No armour saves are allowed against wounds caused by the Creeping Death.

3. Pelt of MidnightCasting Value: 7+

Remains in play. This spell can be cast on a friendly unit that is within 24" of the caster. If successfully cast, all subsequent shooting directed at the unit requires a 6 to hit. All weapons which use a Scatter dice to hit will scatter automatically when targeted at the unit.

Once it is cast, the Pelt of Midnight continues to work until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.

4. Shades of DeathCasting Value: 8+

Remains in play. This spell affects a single friendly unit within 6" of the Wizard which is not engaged in close combat. The unit now causes fear.

Once it is cast, the Shades of Death continues to work until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to case another spell or is slain.

5. Unseen LurkerCasting Value: 10+

This spell can be cast on a friendly unit that is within 24", and which is not already engaged in close combat. The unit can immediately make a move of up to 8" in the same way as a normal move made in the Movement phase. The unit can charge an enemy within 8" if opportunity permits, and the same rules apply as for a normal charge made during the Movement phase. The enemy can only respond by holding their ground - the Unseen Lurker conceals the charger's intent until it is too late to respond in any other way.

6. Pit of ShadesCasting Value: 11+

The Pit of Shades can be cast on any one unengaged enemy unit anywhere on the table. If successfully cast, the ground falls away beneath the unit's feet toppling them to their doom.

Take the 3" template and place it over a single target enemy unit. All models in the target unit completely under the template are automatically hit and those touched by it are hit on a 4+ on a D6. Models hit suffer 1 Strength 3 hit. In addition, the player whose unit is affected rolls a D6: on a score of 1-3 the unit climbs out of the pit (this counts as moving for the purposes of shooting, etc) and moves at half speed next turn, on a score of 4-6 the unit is unaffected. The pit closes up after the unit has clambered out of it.

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