Source: Warhammer Fantasy: 8th Edition

The Lore of High Magic (Lizardmen)
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When generating spells, a Wizard can swap a randomly generated High Magic spell for one of the lore’s two signature spells. Wizards who know two or more spells from the Lore of High Magic can instead swap any two High Magic Spells for both of the lore’s signature spells.

If a spell from the Lore of High Magic is successfully cast by a Wizard from Warhammer: Lizardmen, the caster can choose to forget that spell at the end of his Magic phase. At the end of the Magic phase, the Wizard must immediately generate a replacement spell from any of the spell lores he can normally use for each spell forgotten in this manner; generate the spell in the normal way. If the Wizard chooses to generate a spell from a different lore, that newly generated spell will always use that spell’s lore attribute. It is also possible that the Wizard might generate the same spell he just forgot, or one forgotten in a previous turn (for whatever reason).

Drain Magic can be cast on any unit (friend or foe) and has a range of 18". If the target is a friendly unit, Drain Magic is an augment spell. If the target is an enemy unit, Drain Magic is a hex spell. In either case, all Remains in Play spells affecting the target unit are immediately dispelled, and the effects of all other spells on the target unit immediately come to an end. The Wizard can choose to have this spell target all units (friend and foe) within 18". If he does so, the casting value is increased to 14+.

Soul Quench is a magic missile with a range of 18" that causes 2D6 Strength 4 hits. The caster can choose for this spell to instead inflict 4D6 Strength 4 hits. If he does so, the casting value is increased to 16+.

1. ApotheosisCasting Value: 5+

Apotheosis is an augment spell that targets a single model within 18". The target immediately regains a single lost Wound. The Wizard can choose to cast a more powerful version of Apotheosis. If he does so, the target instead immediately regains D3 lost Wounds, in which case the casting value is increased to 10+. Regardless of how many lost Wounds (if any) are recovered, the target also gains the Fear special rule until the start of the caster's next Magic phase.

2. Hand of GloryCasting Value: 5+

Hand of Glory is an augment spell with a range of 18". The target unit's Weapon Skill, Ballistic Skill, Initiative or Movement (you choose which) is increased by D3 until the start of the caster's next Magic phase. The Wizard can choose to cast a more powerful version of this spell that instead increases all four characteristics (don't roll a separate D3 for each –make one roll and apply it to all four characteristics). If he does so, the casting value is increased to 10+.

3. Walk Between WorldsCasting Value: 8+

Walk Between Worlds is an augment spell that targets a single unengaged unit within 24". The target gains the Ethereal special rule until the end of the phase and can immediately move up to 10" as if it were the Remaining Moves sub-phase. The Wizard can choose to cast a more powerful version of this spell, in which case the target instead gains the Ethereal special rule until the end of the phase and can immediately move up to 20" as if it were the Remaining Moves sub-phase. If he chooses to do so, the casting value is increased to 16+.

4. TempestCasting Value: 12+

Tempest is a direct damage spell. Place the large round template anywhere within 30" of the Wizard – it then scatters D6". All models hit by the template suffer a Strength 3 hit (models with the Fly special rule suffer a Strength 4 hit instead). If a unit suffers any unsaved Wounds from this spell, it suffers a -1 modifier to all To Hit rolls (both shooting and close combat) until the start of the caster's next Magic phase (shooting attacks that do not use Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) are lost).

5. Arcane UnforgingCasting Value: 13+

Arcane Unforging is a direct damage spell with a range of 24" that targets a single enemy model (even a character in a unit). The target suffers a single Wound on a dice roll greater than or equal to the model's unmodified armour save (models without any armour save cannot be wounded). No armour saves are permitted against a Wound caused by this spell. The owning player must then reveal to the caster all the magic items possessed by the target (if any). If the target has one or more magic items, randomly select one of them – the item is immediately destroyed on the roll of 2+ and cannot be used for the rest of the game. Note that this spell has no effect on magic items that are mounts, magic items that contain bound spells that have miscast during the game, and any magic items labelled as 'one use only' that have already been used during the game – do not include these when randomly selecting a magic item.

6. Fiery ConvocationCasting Value: 19+

Remains in play. Fiery Convocation is a direct damage spell with a range of 24". Every model in the target unit takes a Strength 4 hit with the Flaming Attacks special rule. At the end of every subsequent Magic phase, every model in the target unit suffers a Strength 4 hit with the Flaming Attacks special rule.