White Wizardry, Soulkeeping, Guardian Magic
Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
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The Lore of Light can broadly be described as protective magic, granting defensive bonuses to your troops. It also contains a few 'exorcism' spells that can banish Undead and Daemonic creatures.
Hysh requires the total focus of will and an absolute determination of mind to channel and bind it into a spell. It is the most difficult of all the fragmented colours of magic to bend to one's will. However, it is accordingly the most stable lore, if harnessed correctly.
Before a Wizard attempts to cast a spell from the Lore of Light, they may choose to take a Leadership test using their own Leadership value. If passed, they add +1 to the casting result. If failed, they instead suffer -1 to the casting result.
Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.
Shem's Burning Gaze is a magic missile with a range of 24" and causes D6 Strength 4 hits (which count as Flaming Attacks). Against models with the Daemonic, Undead or Vampiric special rules, this is increased to 2D6 Hits. The Wizard can choose to extend the range of this spell to 48" and increase the Strength from 4 to 6. If they do so, the casting value is increased to 12+.
The Wizard calls upon the beneficent Guardian of Light to protect their allies from harm.
Pha's Protection is an augment spell with a range of 24". All attacks against the target unit (shooting or close combat) suffer a -1 penalty To Hit until the start of the caster's next Magic phase. Shooting attacks that do not use Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) is lost. The Wizard can choose to have their spell target all friendly units within 12". If they do so, the casting value is increased to 12+.
Light knows no burden of flesh, and nor do those that receive its blessing.
The Speed of Light is an augment spell with a range of 24". The target unit gains the Always Strikes First special rule until the start of the caster's next Magic phase. The Wizard can choose to instead have their spell target all friendly units within 12". If they do so, the casting value is increased to 16+.
Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts.
Light of Battle is an augment spell with a range of 12". If fleeing, the target unit rallies immediately. Additionally, the target unit will pass all Leadership tests (regardless of modifiers) until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 13+.
The legendary Net of Amyntok was rumoured to have been woven to hold the Great Deceiver itself.
Net of Amyntok is a hex with a range of 24". The target unit must pass a Strength test every time it moves in the Movement phase, shoots or casts spells until the start of the caster's next Magic phase. If the test is passed, the target acts normally. If the test is failed, the unit is unable to perform the desired action, remaining in place and taking D6 Strength 4 hits from the net's barbs of light. Against models with the Daemonic, Undead or Vampiric special rules, this is increased to 2D6 Hits. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.
The purest light can destroy anything tainted by darkness.
Banishment is a magic missile with a range of 24" – the target suffers 2D6 hits. Against models with the Daemonic, Undead or Vampiric special rules, this is increased to 3D6 Hits. The Strength of the hits is equal to 4 plus the number of Wizards that know spells from the Lore of Light within 12" of the caster (not counting the caster themself). Successful Ward Saves taken against Banishment must be re-rolled. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.
The Wizard infuses their allies with Light Magic, freeing them from the passage of time and speeding their actions.
Birona's Timewarp is an augment spell with a range of 18". The target unit's Movement is doubled, its Initiative is raised to 10, and its Attacks is increased by 1 until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 17+.