von warseer (diemal nicht übersetzt)
"Spell Targetting:
The Target MUST be in the casters front arc
The Target MUST be in range
The Target DOESN'T need to be in line of sight
The Target MUST NOT be in combat
Specifics:
Magic Missiles DO require LoS
Hex's MAY be cast into combat
Augement spells MAY be cast into combat, and MAY be cast on units not in your front arc
Direct Damage must conform to all of the above (although may travel through combat)
Just to complete an earlier rumour:
Lore of Fire: All hits from the lore of fire are flaming, and if you cast a spell on a unit which has had another spell from the lore of fire cast at it then you get an additional D3 to cast the next spell (This is CUMULATIVE)
Firestorm: 12+ (IIRC)
Small Blast in 36" of the caster
then scatters D6" and causes str 4 hits
16+: LARGE template but scatters 2d6"
Flaming Arrows (Wrong name, but you get the idea)
Range 24" Direct Damage: D3 Hits / RANK of 5+ models, Str 4,
Next level increases range to 36", i can't remember if it increases the str as well.
Burning Head:
24" range (IIRC)
Str 4
Powered up is 36" range
Fire Ball:
5+: 24" Range D6 Str 4
10+: 36" Range 2D6 Str 4
18+: 48" Range 3D6 Str 4
The bottom spell of a Lore is known as the Signature Spell and may be taken on every wizard. and it CANNOT be rolled. there are 7 spells / Lore.
Lore of Light
Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase."