Source: Warhammer Fantasy: 7th Edition

Lore of Light
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Suffusing all things, the Wind of Hysh is a fickle energy, but those that can trap and direct it are gifted with great powers. The Light Wizards study the magic of the sun, and can use its life-giving energies to heal, or harness its destructive might to blind and sear their foes.

1. Burning GazeCasting Value: 5+

The pure white light of the sun streams from the wizard's eyes in incandescent beams that burn and slay anything that comes under his forbidding gaze.

Burning Gaze is a magic missile with a range of up to 24". If successfully cast, the spell causes D6 Strength 4 hits. Undead and Daemons take D6 Strength 6 hits instead.

Burning Gaze is a flaming attack.

2. Pha's IlluminationCasting Value: 5+

With a single word of power, the wizard projects the light in his soul, igniting the air around him and imbuing the hammer blows of his fists with the power of solar flares.

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.

Regardless of his characteristics, he has 3 Attacks and Strength 5 whilst this spell lasts. He cannot wield a weapon whilst using this spell. Magic weapons used to attack him count as mundane weapons of the same type whilst the spell lasts.

3. Healing EnergyCasting Value: 5+

Clasping his hands to his chest, the wizard glows brightly as he lets the healing light of the sun flow through his veins. The spellcaster can re-knit even the most grievous wounds simply by speaking the true name of a wounded ally.

This spell can be cast upon the Wizard himself or upon any friendly model anywhere on the tabletop, even if engaged in close combat. No line of sight is required.

If successfully cast, the model regains 1 Wound suffered during the game. In the case of a ridden monster/chariot, choose either the monster or the rider. This spell has no effect on Undead, Daemons, war machines and chariots.

4. Dazzling BrightnessCasting Value: 6+

Reaching out with a ritual gesture, myriad tendrils of light flow from the wizard's ringed fingers. These serpentine threads earth themselves in the eye sockets of enemy warriors, leaving them dazzled and vulnerable to attack.

This spell can be cast on any enemy unit that is engaged in close combat and that is within 18" of the caster, no line of sight is required. If successfully cast, the target unit is dazzled and its WS characteristic is reduced to 1 for the duration of that turn's close combat phase.

5. Guardian LightCasting Value: 8+

As he utters an ancient incantation, a golden hemisphere of light ebbs from the wizard, and in appearance he becomes a miniature sun. All around him feel the warmth of true courage like the summer sun upon their skin.

Remains in play. This spell affects all friendly units that are within 12" of the caster. No line of sight is required. If successfully cast, all these units are Immune to Psychology as long as they remain in range. In addition, during the 'Rally fleeing units' part of their Movement phase, all friendly fleeing units within range automatically pass their rally tests, and will rally even if below 25% of their initial numbers.

6. Cleansing FlareCasting Value: 10+

With a deafening shout, the spellcaster summons shards of pure light from the heart of the sun itself. These rain from the skies into the ranks of the enemy like arrows from heaven.

If successfully cast, all enemy units within 12" of the caster are affected, even if engaged in close combat. Each unit takes D6 Strength 5 hits, distributed exactly like shooting. Undead and Daemons take D6 Strength 6 hits instead.

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