Grimstonefire:
So, we have 4 lores from RH, let’s see how they are shaping up in 8th:
Lore of Fire
Special Bonus: Kindflame. If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3. Does NOT stack. All spells from Lore of Fire cause flaming attacks.
Basic Spell: Fireball: Magic Missile
D6 S4 hits 24" range
2D6 S5 hits 36" range
3D6 S6 hits 48" range
1. Cascading Fire Cloak: Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.
2. Flaming Sword of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.
3. The Burning Head: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who’s hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.
4. Piercing Bolts of Burning: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.
5. Fulminating Flame Cage: Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.
6. Flame Storm: Magical Vortex. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".
Lore of Death
Special Bonus: Life leeching. For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
Basic Spell: Spirit Leech. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster’s result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.
1: Aspect of the dreadknight. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.
2: Caress of Laniph. Direct damage, 12" range. Nominate 1 target model. Roll 2D6 and subtract the target’s Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version is range 24".
3: Soulblight. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24". Lasts 1 turn.
4: Doom and darkness. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version is 48" range.
5: Fate of Bjuna. Direct damage, 12" range. Nominate 1 model. Roll 2D6 and substract the target’s toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.
6: The Purple Sun of Xereus. Magical Vortex, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.
The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.
Lore of Metal
Special Bonus: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.
Basic Spell Searing Doom: Magic Missile. D6 flaming hits, 24" range. No armor saves allowed. Increased to 2D6 at next level.
1. Plague of Rust: Hex. 24" range. Target gets permanent, cumulative -1 to armour saves, 48" range scaled up.
2. Enchanted Blades of Aiban: Unit Buff range 24". One unit gets +1 to hit and armour piercing magical attacks until start of next turn. Applies to both shooting and close combat. Can be extended to 48" range scaled up.
3. Glittering Robe: Unit Buff range 12", one unit is affected, can be expanded to all units within 12" at higher level. Unit gains a 5+ Scaly Skin save for one turn.
4. Gehenna’s Golden Hounds: Direct damage, range 12" which can be extended to 24" scaled up. A single enemy model (can be a character) suffers D6 hits. Characters can use “Look Out Sir!” to save them, rolling once for each hit.
5. Transmutation of Lead: Hex with a range of 24. Target gets -1 WS, BS and armour save for one turn. Range 48" scaled up.
6. Final Transmutation: Direct Damage. 18" range. The target is turned to gold; each model in the unit is removed from play on a 5+ (6+ if the model has multiple wounds). The secondary effect forces all units within 12" of the original target to test for stupidity at the start of their turn. 26" range scaled up.
Lore of Shadow
Special Bonus: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".
Basic Spell: Melkoth’s Mystifying Miasma: Pick one enemy unit within 18 inches. Reduce one of their WS, BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).
1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the remaining moves phase (I presume this means no charges).
2. Enfeebling Foe: Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength by D3. Remains In Play.
3. Withering: Hex. As above but T rather than S and 3 higher to cast.
4. Penumbral Pendulum: Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the powered up version) everyone touched by it must pass an I test or suffer a S10 hit D3 wounds.
5. Pit of Shades: Magical Vortex. Place a small template within 18" of the caster then scatter D6". Enemies must pass an I test or be removed from play if touched. The scaled up version uses the large template and scatters 2D6" (possibly with 36" range)
6. Okkam’s Mindrazor: Unit Buff. Pick a friendly unit within 18", they attack with their Ld amount for their Strength. The scaled up version has a 36" range.