The Gold Order of the Imperial Colleges of Magic study the alchemical arts and the Lore of Metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.
Source: Warhammer Fantasy: 7th Edition
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Drawing power from the Winds of Magic, the alchemist commands the armour of his target to recall the fiery heat of its forging. Armour plates sear bare flesh and mail shirts become a burning yoke around the neck of the wearer.
Burning Iron has a range of up to 24". If successfully cast, the spell hits a single model (chosen by the caster, no targeting restrictions apply except that the Wizard needs line of sight to the target) and causes one Strength 1 hit if the target has no armour save, one Strength 2 hit if the target has an armour save of 6, one Strength 3 hit if the target has an armour save of 5+, one Strength 4 hit if the target has an armour save of 4+, one Strength 5 hit if the target has an armour save of 3+, one Strength 6 hit if the target has an armour save of 2+ or one Strength 7 hit if the target has an armour save of 1+ or better.
No armour saves are allowed against wounds caused by this spell. This is a flaming attack.
Uttering secret words of command, the caster causes the war engines of his enemy to falter as nails break and bend, barrels are distorted and the very wheels of the machine are warped by his authority.
This spell has a range of 24" and can be cast on any enemy war machine or chariot. If successfully cast, the machine cannot move or shoot until the end of its own following turn. If forced to flee for whatever reason, the spell is broken and the unit flees.
As the wizard beckons the Winds of Magic to do his bidding, the weapons of his enemy turn into leaden weights in their hands, their armour becoming more of a burden than a protection.
This spell can be cast on any enemy unit that is within 24", and which is engaged in close combat. If successfully cast, the enemy's armour, weapons and other equipment are transmuted to lead for the duration of the ensuing close combat phase. The affected unit suffers a -1 to hit and to wound penalty in close combat, and their armour saves suffer a -1 penalty during that turn's close combat phase.
Holding a small silver coin aloft, the alchemist channels the power of the Winds of Magic into it, sending ribbons of molten silver splashing and burning across the oncoming foe.
The Distillation of Molten Silver is a magic missile with a range of up to 24". If successfully cast, a squall of molten silver hits the target and causes 2D6 Strength 4 hits. This is a flaming attack.
With a mighty effort the wizard forces the weapons of the enemy to deny their magical bindings, rendering them useless for a time, sometimes forever.
This spell can be cast on any enemy unit that is within 24" of the caster. The opposing player must nominate one magic item carried by any model in the unit. The caster rolls a D6: on the roll of 1-3 the item cannot be used until the end of the enemy's next turn, on a 4-6 the item cannot be used for the rest of game. The Law of Gold has no effect on a unit that does not include any models with magic items.
Unleashing the full fury of the forge, the alchemist causes the armour of his foes to scald and burn, and ranks of warriors writhe in fiery agony as their protection becomes their death.
This spell can be cast on one enemy unit that is within 24" and visible to the caster. If successfully cast, the enemy's armour starts to heat up until it is searing their flesh. The effects of this spell are exactly the same as the Rule of Burning Iron described above, except the unit takes 2D6 hits distributed like shooting.