Source: Warhammer: The Old World Online Rules Index

Lore of Athel Loren
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Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.

A Wizard with the 'Lore of Athel Loren' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.

The melodious song of the Wizard rouses the forest spirits, awakening them from their deep slumber. In moments, fresh growth bursts from the fertile earth, reaching rapidly towards the heavens above.

Type

Magical Vortex

Casting Value

7+/9+

Range

15"

Remains in Play. If this spell is cast with a casting result of 7 or more, place a small (3") blast template so that its central hole is within 15" of the caster. If this spell is cast with a casting result of 9 or more, place a large (5") blast template so that its central hole is within 15" of the caster. Whilst in play, the template does not move and is treated as a woodland terrain feature. Enemy units treat these woods as dangerous terrain.

At the Wizard's bidding a hidden gateway into the Eternal Realms reveals itself. Beyond this lies a series of vaulted chambers, each leading to a similar portal; some nearby, other many leagues away.

Type

Conveyance

Casting Value

10+

Range

24"

This spell can only target a friendly Wood Elf character that is completely within a woodland terrain feature. If the target is not fleeing, you may immediately remove it from the battlefield and replace it so that it is completely within a different wood anywhere on the battlefield, but not within 6" of any enemy models. The target cannot move again during this Movement phase.

With a mighty bellow, the Wizard summons forth a great flock of hawks and shrikes to strike at their enemies and drive them from their forest realm.

Type

Magic Missile

Casting Value

9+

Range

18"

Place a small (3") blast template so that its central hole is directly over the centre of the target enemy unit. Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -1.