Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Athel Loren
URL Copied!

At a simple word of command, spring comes again to the Wood Elves, and with it renewal.

Whenever a spell from the Lore of Athel Loren is cast on a friendly unit, that unit immediately recovers 1 Wound worth of models (rounding up to 2 for Cavalry), as described for the Regrowth spell in the Lore of Life.

The wizard speaks in the dead tongue of ancient days, reminding the trees of the harms wrought upon them by blooded life, and encourages the spirits of Athel Loren to make the forests shift and begin moving.

Tree Singing is an augment spell which targets a single forest within 24" of the caster. If there are no units within the forest, it immediately moves up to D6+1" in a direction of your choice. A forest cannot move to within 1" of units or other terrain features.

If there is at least one unit (friendly or enemy) within the forest, then the forest does not move. Instead, choose a single enemy unit at least partially within the forest; that unit immediately suffers 2D6 Strength 4 hits. The Wizard can choose to instead have this spell target all forests within 12". If they do so, the casting value of the spell is increased to 12+.

1. Fury of the ForestCasting Value: 5+

Twisted branches and thorns burst into spontaneous growth, attacking the enemies of Athel Loren.

Fury of the Forest is a direct damage spell with a range of 18". If successfully cast, the spell causes D6 Strength 4 hits. If the target is within 6" of a wood, then this is increased to 2D6 Strength 4 hits. The Wizard can instead choose to increase the range of this spell to 36". If they do so, the casting value is increased to 8+.

2. The Twilight HostCasting Value: 5+

The mage weaves a powerful illusion, and ghostly grey shapes appear at the side of the Wood Elves.

The Twilight Host is an augment spell with a range of 18". Until the caster's next Magic phase, the unit causes Fear. If the unit would already cause Fear, it instead causes Terror. In addition, the unit will counts as having twice the Unit Strength it really has for the purpose of determining Steadfast and Outnumber. The Wizard can instead choose to increase the range of this spell to 36". If they do so, the casting value is increased to 9+.

3. The Hidden PathCasting Value: 7+

Using this spell, the caster moves a single friendly unit out of the corporeal world and beyond the reach of mortals.

The Hidden Path is an augment spell with a range of 18". The unit gains the Ethereal special rule until the start of the caster's next Magic phase. If the unit becomes engaged in close combat, the spell instantly ends. The Wizard can instead choose to increase the range of this spell to 36". If they do so, the casting value is increased to 10+.

4. Madrigal of GreeningCasting Value: 9+

The Spellweaver casts acorns of the ages across the battlefield. As each acorn strikes the ground, a mighty tree springs up - an outpost of Athel Loren in this foreign land.

Madrigal of Greening has a range of 18". Place a forest of your choosing no more than 12" in diameter wholly within the spell's maximum range. Any models under this forest are placed within them (in exactly the same formation and facing).

5. Ariel's BlessingCasting Value: 10+

The caster calls upon the healing powers of Ariel, undoing even the most grievous injuries, and restoring life to those who have fallen.

Ariel's Blessing is an augment spell with a range of 12". The unit gains the Regeneration (4+) special rule until the start of the player's next Magic phase. The Wizard can instead choose to increase the range of this spell to 24". If they do so, the casting value is increased to 14+.

6. The Call of the HuntCasting Value: 11+

The spirit of Kurnous fills the target of the spell, infusing them with a part of his savagery, anger and power.

The Call of the Hunt is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the unit gains +1 Attack (except mounts). If the unit is not engaged in combat, it immediately moves forward towards the closest enemy unit using the Random Movement (2D6) special rule. The Wizard can instead choose to increase the range of this spell to 36". If they do so, the casting value is increased to 14+.