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Lore of Heavens
1. (4+) Portent of Far: Range 12?. A friendly unit in HTH can re-roll all 1s to hit or to wound.
2. (5+) Second Sign: D3 re-rolls. Can ONLY be used on to hit and/or to wound.
3. (7+) Mystical Shield: Range 12?. Gives a 4+ ward save vs. normal and magical missiles for unit.
4. (8+) Forked Lightning: Unlimited range and it requires LOS. One unit takes D6 S4 hits.
5. (9+) Uranon?s Thunderbolt: Unlimited range and it requires LOS. One unit takes D6 S4 hits no armour save.
6. (12+) Comet of Cassandora: Place marker. Every player turn roll a D 1-3 place another marker. 4-6 all units in D6? x markers get 2D6 S4 hits. Remains in Play spell.
Lore of Metal
1. (5+) Rule of Burning Iron: Range 24?. One S1 to S7 hit depending on the armour save of the enemy model. No armour save allowed and it ignores normal targeting restrictions.
2. (6+) Commandment of Brass: Range 24?. Visible war machine/chariot not in HTH cannot move/shoot until end of the next turn
3. (7+) Transmutation of Lead: Range 24?. Cast on an enemy unit in close combat, each model gets -1 to hit, -1 to wound, -1 on saves.
4. (8+) Distillation of Silver: Range 24?. Magic missile 2D6 S4 hits (2x damage on flammable targets).
5. (9+) Law of Gold: Range 24?. Magic item useless. D6 (1-3) to end of enemies next turn (4-6) to end of game.
6. (11+) Spirit of the Forge: Range 24?. 2D6 hits like the Rule of Burning Iron.
Lore of Light
1. (5+) Burning Gaze: Range 24?. Magic missile. D6 S4 (S6 vs Undead & Daemons).
2. (5+) Pha?s Illumination: In close combat the wizard has an additional 3 Attacks at S No magic weapons may attack him.
3. (6+) Healing Energy: No range or LOS required. Restores 1 wound to any unit or model.
4. (7+) Dazzling Brightness: Range 18?. Enemy units in HTH are dazzled. WS1 for that turn?s HTH.
5. (8+) Guardian Light: Range 12?. All friendly units are immune to psychology. Fleeing units rally (even if under 25%).
6. (10+) Cleansing Flare: Range 12?. D6 S5 hits (S6 vs Undead & Daemons) to all enemy units within range (even if engaged in combat).
Lore of Life
1. (5+) Mistress of the Marsh: Range 12? within a water feature (or 6 from the caster). Enemy unit moves at half distance (can be cast into combat).
2. (6+) Master of Wood: Cast on unit within 12" of the caster or a wood; of the caster or a wood. D6 S4 hits (S5 if in the wood).
3. (6+) Gift of Life: Heals wizard or friendly model within 12″ up to full Wounds.
4. (7+) Howling Wind: No shooting with S4 or less at any unit within 12? of the caster.
5. (8+) Rain Lord: Range 24?. Models with missile weapons get -1 to hit. With Armour Piercing weapons it is - War Machines + other things fire on a 4+.
6. (8+) Master of Stone: Cast on unit within 12" of the caster or a wood; of the caster or on a hill. D6 S5 hits (S6 if on the hill).
Lore of Death
1. (5+) Dark Hand of Death: Range 24?. Magic missile, D6 S4 hits
2. (8+) Shades of Death: Range 6?. Friendly unit not in HTH causes fear. If already causes fear, then it causes terror. Remains in Play spell.
3. (8+) Steal Soul: Range 12?. One enemy unit loses 1W and the caster gains 1W.
4. (8+) Wind of Death: Range 24?. Magic missile, 2D6 S4 hits
5. (10+) Drain Life: Range 12?. All enemy units (even those in combat) take D6 S3 hits, no armour save.
6. (10+) Doom and Darkness: Range 24?. Enemy unit visible to the caster has -3 on leadership tests.
7. Note: Daemons and Undead are no longer immune to those spells where previously they were immune.
Lore of Shadow
1. (5+) Steed of Shadows: Range 12?. US1 character on foot can fly once.
2. (6+) Creeping Death: Range 24?. Magic missile 3D6 S1 hits with no armour save allowed.
3. (8+) Crown of Taidron: Range 12?. D6 S4 hits on all units friends and foes.
4. (8+) Shades of Death: Range 6?. Friendly unit not in HTH causes fear. If already causes fear, then it causes terror. Remains in Play spell.
5. (11+) Unseen Lurker: Range 24?. Friendly unit not in HTH make a normal move. Charge reactions are allowed.
6. (12+) Pit of Shades: Range 18? and requires LOS. Use the small round template. All models underneath are hit automatically, partials on a 4+. All models affected must pass an initiative test or die, no saves of any kind allowed.
Lore of Beasts
1. (5+) Bear?s Anger: Caster or other character on foot in unit gains +3A, +2S, +1T.
2. (5+) Oxen Stands: Unlimited range. A fleeing friendly unit rallies (even if the unit is below 25% of its starting number).
3. (7+) Crow?s Feast: Range 24?. Magic missile 2D6 S3 hits.
4. (7+) The Beast Cowers: Unlimited range but the unit must be engaged in combat. Mounts don?t attack at all.
5. (8+) Hunter?s Spear: Range 18?. Magic missile like a bolt thrower at S6 that causes 1 wound with no roll to hit.
6. (9+) Wolf Hunts: Range 24?. Friendly cavalry, chariot, ridden monster, monster or swarm not engaged in close combat. Unit moves 2D6 towards the nearest enemy unit. Charge reactions are allowed.
Lore of Fire
1. (5+) Fire Ball: Range 24?. Magic missile D6 S4 hits.
2. (6+) Flaming Sword of Rhuin: Caster has a magical flaming blade +1A, +3S and hits on a basic 2+.
3. (8+) Burning Head: Range 18?. S4 hit on all models in its path. A Panic test if the targets suffers any casualties.
4. (9+) Fiery Blast: Range 24?. Magic missile 2D6 S4 hits.
5. (11+) Conflagration of Doom: Unlimited range. One units takes D6 S4 hits. Both players roll D6, if roll higher add to number of hits with a D6 and roll again.
6. (12+) Wall of Fire: Range 24?. Causes a S4 hit to every model in the front rank. If the target unit moves at all for any reason every model in the unit takes a S4 hit. Against units with a 360 LOS it works like Fire Ball.
Einzig wahrer (Nieder-)Österreichischer Meister 2010 

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