BackSource: Warhammer: The Old World Online Rules Index

Lore of the Wilds
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In addition to the Lores of Magic detailed in the Warhammer: the Old World rulebook, some Wizards, especially those who dwell within the borders of the Old World's ancient forests, may know spells from the Lore of the Wilds Lore of Magic. As usual, if it is stated that a Wizard knows spells from one of a number of given Lores of Magic, you must choose one of these Lores when writing your muster list.

The beguiling mist that has turned about many travellers can be called upon to shroud the forces of Athel Loren from prying eyes.

Type

Enchantment

Casting Value

8+

Range

Self

Until your next Start of Turn sub-phase, any enemy model that directs a shooting attack at the caster, or any unit they have joined, must re-roll any rolls To Hit of a natural 6.

The caster summons forth writhing vines and briars from the ground to slash and strangle those who seek to harm Athel Loren and its inhabitants.

Channelling the power of the Mage Queen herself, the caster surrounds their allies in a healing golden light.

Swarms of Spites and forest insects erupt from the casters' staff, racing across the battlefield as a writhing mass that bites and stings all within reach.

Type

Magical Vortex

Casting Value

10+

Range

15"

Remains in Play. Place a small (3") blast template so that its central hole is within 15" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves D6" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving template touches or moves over suffers 3D6 Strength 2 hits, each with an AP of -1.

Having witnessed untold destruction within his homeland, Durthu's rage echoes through Athel Loren and can be drawn upon by those who act in harmony with the forest.

Type

Assailment

Casting Value

10+

Range

Combat

Each model in the fighting rank of a unit that the caster is engaged with must immediately make an Initiative test. Each model that fails this test suffers D3 Strength 4 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

The forests of Athel Loren can be compelled to hurry the passage of those who act with its best interests at heart.

As roots draw water from the earth, so too can the mages of Athel Loren sap the lifeforce from their foes.

Type

Hex

Casting Value

9+

Range

12"

Until your next Start of Turn sub-phase, the target enemy unit suffers a -D3 modifier to its Strength characteristic (to a minimum of 1). This spell may target an enemy unit engaged in combat. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire.

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