The Jade College of the Empire is learned in all things natural, from the language of plants, to the secrets of the rocks. With the power of the Wind of Ghyran, these Elementalists can bind these sources of power and change them to their will.
Source: Warhammer Fantasy: 7th Edition
Lore of LifeURL Copied!
The wielder of the Lore of Life knows the secret words of power that can bring the waterways of the world gushing forth.
This spell can be cast upon an enemy unit, even if engaged in combat, that is within 12" of the caster or within 12" of a river, stream, bog, or any other water feature on the tabletop that has been identified as such before the game. If successfully cast, the ground beneath the unit is temporarily turned to swamp and the unit moves at half speed until the end of its own following turn. If forced to flee/pursue, for whatever reason, the unit flees/pursues at half speed (roll dice as normal based on the unit's normal Move value and then halve the result). This spell has no effect on flyers or ethereal creatures.
For many, the shadows of the forest offer nought but terror, as roots and branches reach out to rend the intruder limb from limb.
This spell can be cast upon an enemy unit that is within 12" of the caster or within 12" of a wood, copse or any other wooded feature on the tabletop that has been identified as such before the game. The target must also be visible to the caster. If successfully cast, the unit is battered by the branches of trees if within a wood, or lashed at by roots that erupt from the ground if there is no wood nearby, inflicting D6 Strength 4 hits on the target (D6 Strength 5 hits if it is partially or wholly within the wood).
Tapping the primal energy that flows through all living things, the wizard draws to him a small portion - enough to heal his injuries, but never so much that the balance of life is undone.
This spell can be cast upon the Wizard himself or upon any friendly model within 12", even if the target is engaged in close combat. No line of sight is required.
If successfully cast, the model regains all its lost Wounds. In the case of a ridden monster, choose either the monster or the rider as the target of the spell. This spell has no effect on Undead models, Daemons, war machines and chariots.
The fury of the skies unbound is a force that few can hold at bay - woe to the object of its wrath!
Remains in play. This spell can be cast upon the Wizard himself. If successfully cast, no shooting with Strength 4 or less can be targeted at units within 12" of the Wizard - even if some models in the unit are more than 12" away. War machines are never affected by this spell. This doesn't prevent units from firing through or out of the affected area at targets beyond.
The spirits of air and water unite as the wizard calls upon them to unleash their combined anger against his foes.
This spell can be cast on an enemy unit visible to the caster and within 24". If successfully cast, the target unit is drenched in rain and counts as soaked for the rest of the game.
All soaked models suffer a further -1 modifier on their shooting to hit rolls, increased to -2 if the model's weapon has the armour piercing rule. If the unit does not fire using BS (a cannon, for example), then it may only fire if the player can first roll a 4+ on a D6 each turn. There is no additional effect for being soaked more than once.
Stone bears the power of slow-colliding continents. Accumulated over aeons, this energy is unleashed with devastating effect.
This spell can be cast upon an enemy unit that is within 12" of the caster or of a hill, rocky outcrop, ruins or any area that has been identified as high ground, rocky or ruinous before the game. The target must also be visible to the caster. If successfully cast, shards of stone erupt from the ground and fly against the unit, inflicting D6 Strength 5 hits on the unit (D6 Strength 6 hits if the unit is partially or wholly within the feature).