Those that study the art of Yin magic wield dark and dangerous powers. They twist together the Winds of Magic to craft potent spells of brutal force, spells that can twist nature and upend the natural order of the world. At their command, the very light retreats, replaced by dark shadows from which elemental creatures creep to do their bidding.
BackSource: Warhammer: The Old World Online Rules Index
Lore of YinURL Copied!
A Wizard with the 'Lore of Yang' 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.
Elemental spirits descend upon the foe, enveloping them in a whirlwind of flickering shapes and ghostly gales.
As they try to advance, those afflicted find themselves waylaid by the grasping talons of unseen spirits and buffeted by spectral winds.
Type | |
Casting Value | 10+ |
Range | 15" |
Until your next Start of Turn sub-phase, the target enemy unit becomes subject to the Random Movement (D6) special rule.
The Wizard creates a magical barrier of shifting darkness and howling wind around the enemy. This barrier snatches the enemy's missiles from the air and swallows the tips of their spears, instantly turning the lethal power of these weapons back upon their bearers.
Type | |
Casting Value | 9+ |
Range | 15" |
Until your next Start of Turn sub-phase, any rolls To Hit of a natural 1 made by the target enemy unit during either the Shooting phase or the Combat phase result in a Strength 3 hit with an AP of -1 which must be resolved against the target enemy unit. This spell may target an enemy unit engaged in combat.
TK
Type | |
Casting Value | 7+/11+ |
Range | Combat |
If this spell is cast with a casting result of 7 or more, a single enemy unit the caster is engaged in combat with suffers 2D3 Strength 2 hits, each with an AP of -. If this spell is cast with a casting result of 11 or more, the target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -1. This spell has the Armour Bane (2) special rule.