Grey Magic, Legerdemain, Phantasmancy
The Lore of ShadowURL Copied!
Lightning arcs across the battlefield, leaping from foe to foe with crackling fury.
After a spell from the Lore of Shadow is successfully cast and resolved, the casting Wizard can choose to immediately swap places with a friendly non-fleeing character of the same troop type anywhere within 18".
The Wizard creates a numbing fog that causes his foolish foe to listlessly stagger and stumble.
Melkoth's Mystifying Miasma is awith a range of 48". The target unit's Weapon Skill, Ballistic Skill, Initiative or Movement (you choose which) is reduced by D3 (to a minimum of 1) 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 reduces all four characteristics (don't roll a D3 for each – make one roll and apply it to all four characteristics). If he does so, the casting value of Melkoth's Mystifying Miasma is increased to 10+.
A coal-black, insubstantial drake materialises to carry a hero away on wings of night.
Steed of Shadows is anspell that can be cast on the Wizard or a friendly character within 12". The target immediately makes a move using the Fly special rule as if it were the Remaining Moves sub-phase
Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders.
. The Enfeebling Foe is a spell with a range of 18". All models in the target unit have their Strength reduced by D3 (to a minimum of 1) for the duration of the spell. The Wizard can choose to extend the range of this spell to 36". If he does so, the casting value of the Enfeebling Foe is increased to 13+.
The Wizard reaches into the minds of the foe, instigating nebulous images of weakness and doubt.
Remains in play. The Withering is awith a range of 18". All models in the target unit have their Toughness reduced by D3 (to a minimum of 1) for the duration of the spell. The Wizard can extend the range of this spell to 36". If he does so, the casting value is increased to 16+.
A ghostly razor-edged pendulum materialises in the air above the Wizard. On his single word of command, the pendulum swings towards the enemy, picking up speed as it does so. Is the pendulum real enough to kill or is it just a conjurer's trick? Only a fool would stand in its path to find out.
Extend a straight line, 6D6" in length, directly away from the caster. Each model in the way (determined as for a bouncing cannonball) must pass an Initiative test or suffer a Strength 10 hit causing. The Wizard can choose to double the Penumbral Pendulum's range (making the distance twice the total rolled). If he does so, the casting value of the spell is increased to 18+.
The Wizard opens a vortex to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a dimension filled with shadow and the incessant wailing of 'those who dwell beyond'.
Pit of Shades is aspell. Place the small round template anywhere within 24" – it then scatters D6". All models underneath the template must pass an Initiative test or be dragged to their DOOM! (remove them as casualties with no saves of any kind allowed). The Wizard can choose to create a vaster portal, using the large template rather than the small template. If he does so, the casting value is increased to 17+ and the template scatters 2D6" rather than D6".
The Wizard summons phantasmal weapons for his allies that shred the folds of consciousness and reason. Victims of these mindrazor believe themselves slain, and so they die.
Okkam's Mindrazor is anspell with a range of 18" and lasts until the start of the caster's next Magic phase. Models in the target unit use their Leadership instead of Strength when rolling to wound with all close combat attacks whilst the spell remains in effect (any Strength bonuses from weapons are ignored). The Wizard can choose to extend the range of this spell to 36". If he does so, the casting value of Okkam's Mindrazor is increased to 21+