Lore of Heavens

Fate Manipulation (Attribute)

When a Lore of Heavens spell is successfully cast, roll a D6; on a 4+ the Wizard may re-roll one dice (a casting result or a spell's number of Hits) for a further spell cast this Magic phase.

Iceshard Blizzard (Signature): 7+

Signature Spell. Hex, range 24". The target suffers -1 Weapon Skill, Ballistic Skill and Leadership until the start of the caster's next Magic phase. Shooting attacks not using Ballistic Skill must roll 4+ before firing or the shot is lost (this is an Ice Attack). May instead extend range to 48", increasing the casting value to 10+.

Harmonic Convergence: 6+

Augment, range 24". The target unit re-rolls To Hit, To Wound and armour save rolls of 1 until the start of the caster's next Magic phase. May instead target all friendly units within 12", increasing the casting value to 12+.

Wind Blast: 7+

Magic missile, range 24". The target is pushed 2D3" directly away (facing unchanged); if it contacts impassable terrain or another unit it stops 1" short and both suffer D6 Strength 3 hits; a target that cannot move still suffers D6 Strength 3 hits. May instead push 2D6", increasing the casting value to 14+.

Curse of the Midnight Wind: 10+

Hex, range 24". The target must re-roll all 6s when rolling To Hit, To Wound and armour saves until the start of the caster's next Magic phase. May instead target all enemy units within 12", increasing the casting value to 20+.

Urannon's Thunderbolt: 11+

Magic missile, range 24", D6 Strength 6 hits with Lightning Attacks. May instead extend range to 48", increasing the casting value to 14+.

Comet of Casandora: 12+

Cast on any fixed point on the table (mark it). At the start of each following Magic phase, roll a D6: on a 1-3 nothing happens (place another marker on the point); on a 4-6 the comet strikes -- all units within 2D6" of the point suffer 2D6 hits (+1 hit per marker) at Strength 4 plus the number of markers. Cannot be dispelled once cast. May instead start with two markers, adding two more each time the comet fails to land, increasing the casting value to 24+.

Chain Lightning: 16+

Direct damage, range 24", D6 Strength 6 hits with Lightning Attacks. After resolving, roll a D6; on a 3+ choose an enemy unit within 6" of the target, which suffers D6 Strength 6 hits -- keep rolling for further targets within 6" of the last one struck until a roll is failed or none remain (a unit can only be hit once per Magic phase by this spell).


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