Lore of Beasts

Wildheart (Attribute)

If a Lore of Beasts spell targets one or more units of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or any unit from Warhammer: Beastmen, the casting difficulty is reduced by 1.

Wyssan's Wildform (Signature): 10+

Signature Spell. Augment, range 12". The target unit gains +1 Strength and +1 Toughness until the start of the caster's next Magic phase. May instead extend range to 24", increasing the casting value to 13+.

The Flock of Doom: 6+

Magic missile, range 24", 3D6 Strength 2 hits. May instead extend range to 48", increasing the casting value to 9+.

Pann's Impenetrable Pelt: 8+

Augment, cast on the Wizard or another friendly character within 12", which gains +3 Toughness until the start of the caster's next Magic phase. May instead extend range to 24", increasing the casting value to 11+.

The Amber Spear: 9+

Magic missile, range 24". A single Strength 6 hit with Multiple Wounds (D3) and Ignores Armour Saves that penetrates ranks like a bolt thrower shot if the first model is slain (Strength reduced by 1 per subsequent rank). May instead cause a Strength 10 hit with Multiple Wounds (D6), increasing the casting value to 15+.

The Curse of Anraheir: 9+

Hex, range 24". The target unit suffers -1 To Hit (shooting and close combat) until the start of the caster's next Magic phase, and treats all terrain other than open/impassable as dangerous terrain, failing Dangerous Terrain tests on a 1 or 2. May instead extend range to 48", increasing the casting value to 12+.

The Savage Beast of Horros: 10+

Augment, range 12", cast on a friendly character (which can be the Wizard). The character (not its mount) gains +3 Strength and +3 Attacks until the start of the caster's next Magic phase. May instead extend range to 24", increasing the casting value to 13+.

Transformation of Kadon: 13+

Augment, cast only on the Wizard, and only while on foot. The Wizard transforms into a Monster (M6 WS6 BS0 S6 T6 W6 I3 A5 Ld8) with Fly (7) and Breath Weapon (Strength 4, Flaming Attacks); if in a unit, they may remain in it (the spell fails if there is not enough room). While transformed the Wizard cannot channel or cast, and their magic items and mundane equipment stop working; wounds do not carry over between forms. The Wizard may end the spell at the start of any of their own Magic phases.


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