Source: Warhammer Fantasy: 7th Edition

The Lore of the Wild
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Any shaman can swap one spell for Bestial Surge if you wish.

The shaman inflames the Beastmen's uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring, bellowing mass.

All friendly units within 6" immediately move D6+ 1" (roll separately for each unit) towards the nearest visible enemy unit, by the shortest route, applying the usual penalties for terrain, wheeling, etc. If no enemy is visible, they instead move directly forwards. Units will stop if they come within 1" of another unit. Units that are fleeing are unaffected.

1. ViletideCasting Value: 7+

This spell calls to the creeping things that nest in the decaying undergrowth, creating a vile wave of spiders, centipedes and slug-beetles that swarm over the foe.

Viletide is a magic missile with a range of 24". The target unit takes 5D6 S1 hits.

2. DevolveCasting Value: 9+

Delving into his enemies' minds, the shaman magnifies the savage and animalistic parts of their psyche until they are no more than growling beasts.

All enemy units within 12" must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the amount the test was failed by. No armour saves may be taken against wounds caused by this spell.

3. Bray-screamCasting Value: 10+

This spell unleashes a howling roar of such intensity that mashes brains and bursts eyeballs.

Choose a friendly character within 12", which can be the shaman himself. The model immediately makes a breath weapon attack, resolved at Strength 3, with no armour saves allowed.

4. Traitor-kinCasting Value: 10+

Calling out to the war-beasts of the enemy, the shaman drives a red-hot spear of wrath into the wild hearts of the enemy's mounts, causing them to turn upon those who dared tame them with bit, bridle and spur.

All enemy models within 12" riding a mount of any kind will suffer a number of hits equal to the Attacks characteristics of their mount, and at the same Strength. Monsters with handlers, and creatures that pull chariots are similarly affected - they will hit the handlers and the chariots they pull respectively. The armour save bonuses for being mounted, and for barding and the like, are not used.

5. Mantle of GhorokCasting Value: 13+

Ghorok was a legendary Minotaur, ferocious as a storm. His spirit-mantle is terrible but dangerous to the bearer.

Choose a friendly character within 6", which can be the shaman himself. The model gains + D6 Strength and + D6 Attacks (both to a maximum of 10) until the end of the following player turn. Additionally, if one or more 6s are rolled, the model also suffers a wound with no saves of any kind possible.

6. Savage DominionCasting Value: 16+

The shaman sends his mind winging into the wilds and possesses the largest creature he can find, storming back onto the battlefield with a vengeance.

The shaman may summon one of the following beasts: Jabberslythe, Giant or Ghorgon. Immediately place a model representing the beast, with its base touching any table edge. This model is effectively part of the Beastman army from that moment on. While the shaman controls the beast, he may not cast or dispel any spells, or make attacks in close combat. Every time the beast suffers a wound, the shaman that summoned it must make a Toughness test. If this is failed, the Bray-Shaman takes a wound too, with no saves of any kind possible. If the shaman is killed, the beast wanders bach into the forest and is immediately removed from play (it counts as being killed for the purposes of victory conditions etc.). Note that the beast cannot be voluntarily dismissed by the shaman, or dispelled by the enemy in following rounds.