Source: Warhammer: The Old World Online Rules Index

Lore of Gork
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Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.

A Wizard with the 'Lore of Gork' 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.

Channelling the violence of their peers, the Shaman projects it against their enemies in a brain-bursting wave.

Type

Assailment

Casting Value

10+

Range

Combat

A single enemy model the caster is engaged in combat with suffers a single Strength 6 hit with the Multiple Wounds (D3) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

Gork gives the Shaman the ability to project beams of coruscating energy from their eyes, burning massive holes through everything they look at.

Type

Magic Missile

Casting Value

9+

Range

5D6"

Draw a straight line, 5D6" in length, from the caster’s base edge. Any model (friend or foe) whose base falls under this line suffers a Strength 5 hit, with an AP of -3.

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