Lore of Shadow

Smoke and Mirrors (Attribute)

After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.

Melkoth's Mystifying Miasma (Signature): 5+

Signature Spell. Hex, range 24". The target unit's Weapon Skill, Ballistic Skill, Initiative or Movement (chosen by the caster) is reduced by D3 (minimum 1) until the start of the caster's next Magic phase. May instead reduce all four characteristics (one roll applied to all), increasing the casting value to 10+.

Steed of Shadows: 5+

Augment, cast on an Infantry character (including the Wizard) within 12". The target immediately moves using Fly (10) as if it were the Remaining Moves sub-phase, and counts as Ethereal against missile attacks until the start of the caster's next Magic phase.

The Enfeebling Foe: 10+

Remains in play. Hex, range 18". All models in the target unit have Strength reduced by D3 (minimum 1) for the duration of the spell. May instead extend range to 36", increasing the casting value to 13+.

The Withering: 13+

Remains in play. Hex, range 18". All models in the target unit have Toughness reduced by D3 (minimum 1) for the duration of the spell. May instead extend range to 36", increasing the casting value to 16+.

The Penumbral Pendulum: 13+

Direct damage. Extend a 24" line directly away from the caster; each model in the way (as for a bouncing cannonball) must pass an Initiative test or suffer a Strength 10 hit with Multiple Wounds (D3). May instead extend range to 48", increasing the casting value to 18+.

Pit of Shades: 14+

Direct damage. Place the small template anywhere within 24"; it scatters D6". Models under the template must pass an Initiative test or be removed as a casualty (no saves except Magic Resistance). May instead use the large template (scattering 2D6" instead), increasing the casting value to 17+.

Okkam's Mindrazor: 18+

Augment, range 18". Until the start of the caster's next Magic phase, the target unit (except mounts) uses its Leadership instead of Strength when rolling To Wound in close combat (weapon Strength bonuses ignored); armour saves are still modified by the attack's actual Strength. May instead extend range to 36", increasing the casting value to 21+.


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