Source: Warhammer Fantasy: 7th Edition
Printable Cards: Lore of BeastsURL Copied!
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1. The Bear's Anger
Remains in play. This spell may be cast upon the Wizard himself or any single friendly character within 12" of him, no line of sight is required. The spell can only be cast on a model with a unit strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example), even if engaged in close combat.
The target becomes as wild and powerful as a mighty bear. He adds +3 Attacks, +2 Strength, and +1 Toughness to his characteristics. He cannot wield a weapon nor use a shield whilst using this spell.
2. The Oxen Stands
This spell can be cast on any friendly fleeing unit on the tabletop. If successful, the unit rallies immediately, regardless of how many models are left in it.
3. The Crow's Feast
Corvos the Crow's Feast is a magic missile with a range of up to 24". If successfully cast, the spell causes 2D6 Strength 3 hits.
4. The Beast Cowers
This spell can be cast on an enemy cavalry unit, swarm, chariot or a single ridden or unridden monster anywhere on the battlefield, even if the target is engaged in combat.
If successfully cast, any creatures in the unit (but not their riders) will cower and therefore may not attack in that turn's close combat phase. In addition, they will stubbornly refuse to move until the end of their next movement phase other than to flee, in which case they will be more than happy to oblige.
5. The Hunter's Spear
The Hunter's Spear is a magic missile with a range of up to 24". If successfully cast, the spear inflicts a Strength 6 hit, with no armour saves allowed.
The spear then goes through the ranks of the target in the same way as a missile from a bolt thrower.
6. The Wolf Hunts
This spell can be cast on a friendly cavalry unit, swarm, chariot or a single ridden or unridden monster that is within 24" of the caster.
If the spell is cast successfully, the unit moves 2D6" towards an enemy unit that it can see. If no enemy are visible then it will not move. If the distance is sufficient to reach the enemy, the unit is deemed to have declared a charge and all the normal charging rules apply, except that if the charge is failed, the unit still moves the full distance rolled.