Our magic is the same force as the force that flows through nature itself, we do not rely on our Gods or the winds of magic to cast our spells, but the strength of nature is our only source of power. The strength of nature is much more reliable than the unreliable winds of magic, since nature itself never weakens. When our mages release the terrible forces of nature itself onto our enemies, they tremble in fear when the power of volcanoes burn their skins, the icy winds freeze them to death or vines strangle their comrades. The mages of our armies study for many years in the colleges of Chengu and they have mastered the art of magic to a level of perfection, even the worst mage can cause a plant to grow or can cause a small scale eruption. Our mages have reached the perfect level of inner peace and they can feel the flow of nature better than anyone else.

 

 


Firestorm                                     5+

This spell counts as a magic missile with a range up to 18”, it causes D6 S3 hits

 

Strangling vine                            6+

This spell has a range up to 20” and may be cast on a visible enemy unit. The enmy unit must immediately attempt to roll under or equal to it’s strength or may not move next turn.

 

Blizard                                        7+

This spell is treathed as a magic missile with a maximum range up to 18”, which causes D6 S4 hits

Whirlwind                                   8+

All missiles from S4 or less targeted on a unit within 10” of the caster suffer a –1 to hit penalty

 

Thunder storm                           10+

This spell may be cast on any enemy unt on the tabletop, it causes 2D6 S4 hits with no armour saves allowed.

 

Meteor                                         12+

This spell may be cast anywhere on the tabletop, within 30” of the caster, every  unit within 10” of the tergeted spot suffers D6 S5 hits.


 

 

 

 

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