Jade Magic, Druid Lore, Animism
The Lore of LifeURL Copied!
The purest light can destroy anything tainted by darkness.
When a spell from the Lore of Life is successfully cast, the Wizard (or another friendly model within 12") instantly recovers a single Wound lost earlier in the battle.
Tapping into the Winds of Magic, the Wizard creates a charm of rebirth that bestows great resilience upon himself and his companions.
Earth Blood is anspell that is cast upon the Wizard and his unit (if any). They have the special rule until the start of the caster's next Magic phase.
Trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch.
Awakening of the Wood is aspell with a range of 18" and causes D6 Strength 4 hits. If the target is even partially within a forest, the number of hits is increased to 2D6.
The Wizard transmutes his allies' mortal form to unyielding rock
Flesh to Stone is anspell with a range of 24". The target unit has +2 to its Toughness value until the start of the caster's next Magic phase.
The Wizard fashions for himself a walking throne of vine and bracken, to renew and strengthen his connection with the living world.
. Throne of Vines is an augment spell cast upon the Wizard. Whilst the spell is in effect, every time the Wizard miscasts, roll a dice. On a 2+, the miscast is ignored.
Furthermore, the Wizard's castings of the following spells have the additional benefits given below (it does not change the effects of spells that have already been cast):
Earth Blood grantsrather than Regeneration (5+).
Awakening of the Wood instead inflicts hits at Strength 6.
Flesh to Stone instead adds +4 Toughness.
Regrowth instead restores D6+1 Wounds' worth of models.
Shield of Thorns instead hits at Strength 4.
Crawling brambles burst from the ground, forming a living barrier around the Wizard and his allies.
Remains in play. Shield of Thorns is anspell with a range of 24". At the end of each Magic phase, any enemy unit in base contact with the target suffers 2D6 Strength 3 hits.
Invoking the name of Duthandor, lord of the ancient wildshrines, the Wizard infuses his fallen friends with fresh life, closing wounds and healing broken bones with supernatural speed.
Regrowth is anspell with a range of 24". The target unit instantly recovers D3+1 Wounds' worth of wounds lost earlier in the battle. Each model recovered in this way counts as 2 Wounds lost earlier in the battle, not 1.
The wounds in the unit are regained in a strict order. First, the champion is resurrected, and then the musician (standard bearers are never resurrected – if the bearer's been slain, the banner is gone for good), displacing rank- and-file models as required. Then rank-and-file models with multiple Wounds (including command figures) are healed to their starting value. Finally, any remaining wounds resurrect rank and file models (in the case of multiple wound rank and file models, the first resurrected models must be fully healed before another can be resurrected, and so on). These models are added to the front rank until it reaches at least five models – additional models can then be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. Regrowth cannot take a unit beyond its starting size, and cannot be used to heal characters or their mounts. The Wizard can choose to extend the range of this spell to 48". If he does so, the casting value of Regrowth is increased to 15+.
Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
The Dwellers Below is aspell with a range of 12". Every model in the target unit must pass a Strength test or be slain, with no saves of any kind allowed. The Wizard can choose to extend the range of this spell to 24". If he does so, the casting value is increased to 21+