Source: Warhammer Fantasy: 7th Edition

Lore of Beasts
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Ghur is the name wizards give to the Lore of Beasts, practiced by the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.

1. The Bear's AngerCasting Value: 4+

Calling upon the power of Ursos the Bear, the wizard channels the ferocity and strength of the great beast and infuses it into the recipient.

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 StandsCasting Value: 5+

Calling upon the power of Buccos the Oxen, the wizard placates fear and inspires renewed courage into the hearts of the fleeing warriors.

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 FeastCasting Value: 7+

Calling upon the power of Corvos the Crow, the wizard unleashes a storm of avenging spirit-ravens against his enemies.

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 CowersCasting Value: 7+

Calling upon the power of Kinos the Beast, the wizard grasps the will of the enemy war beasts, overruling their training and sapping their will to fight.

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 SpearCasting Value: 8+

Calling upon the power of Venor the Hunter, the wizard conjures a pure manifestation of amber- bued magic in the shape of a mighty bunting 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 HuntsCasting Value: 9+

Calling upon the power of Lupens the Wolf the wizard bolsters the energies of the creatures in his army, sending them rushing forward howling with battle-lust.

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.

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