The Lore of Ice

Most popular with the fierce Kislevites, the Lore of Ice can be used by any race save the Chaos Dwarves, Orcs and Goblins, and the Skaven.

1. Frostbite- Cast on 5+, Range 24", Magic Missile
                      Causes d3 Str 5 hits on target.

2. Hail Storm- Cast on 6+
                         Can be cast at any unit, not entirely within a building, on the table. Causes 2d6 Str 2 hits on target.

3. Hands of Winter- Cast on 8+, Range 24", Remains in Play
                             The freezing hands of the spirits of winter grasp at the target unit. The unit is chilled and unable to take coordinated action. The unit's WS and BS are reduced by half (rounding up- i.e.. WS 3 or 4 becomes WS 2, WS 5 or 6 becomes WS 3, etc.). The effect last until it is dispelled, the wizard chooses to end the spell (which he can do at any time), attempts to cast another spell, or is killed.

4. Blizzard- Cast on 9+, Range 18", Lasts 1 turn
                     The target unit is battered by snow and wind. Its MV rate is halved (rounding up). Any shooting at or by the unit
                     suffers -2 to hit.

5. Call of the Wendigo- Cast on 10+, Range 24"
                                       The Wendigo is a fierce ice spirit said to lead men astray and hunt them down during storms. Its voice strikes fear into the heart of its prey. The target unit must make an immediate panic test with all the normal consequences. Targets which cause fear or are immune to psychology are not effected.

6. Wall of Ice- Cast on 11+, Range 12", Remains in Play
                          The mage raises a wall of ice anywhere within 12". The wall is 10 cm (4 25 mm bases wide) and acts in all other respects (defended obstacle, MV penalty) as a normal wall. The wall remains in play until it is dispelled the wizard chooses to end the spell (which he can do at any time), attempts to cast another spell, or is killed.
                              A second use for the Wall of Ice spell, is to freeze watery terrain. Any water terrain feature (ex.streams ponds etc.) is entirely frozen. Movement over the icy terrain is normal, but any unit charging or marching must pass an Int. test or it will move at half speed (ie. It will move a number of inches equal to its characteristic, but not double that characteristic). If you have very large terrain features, assume the area covered by the ice will be an 8" by 8" square. Any part of the feature oustide this area will remain unchanged.
 
 
 
 

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