The Lore of Ice is the magic of the dour frost mages of Kislev. whose
blood runs cold in their veins and who can transmute the Winds of Magic
into lethal ice storms with a single gesture.
To randomly generate a spell, roll a D6 and consult the chart below.
If you roll the same spell twice for the same Wizard, roll again.
Cast on 6+
The caster stretches out her hands and unleashes a torrent of diamond-hard
icicles at her foes.
Shardstorm is a magic missile with a range of 24". If successfully
cast, it hits its target and causes 2D6 Strength 3 hits.
Cast on 8+
This spell can be cast on a water-based terrain feature such as a river,
swamp, marsh or lake; that terrain feature is permanently frozen and
treated as open ground from now on. All models in the terrain feature
when the spell is cast take a Strength 2 hit with no Armour save.
Alternatively, this spell can be cast on a single unengaged enemy
unit within line of sight. The target unit moves as if in difficult
terrain in its next Movement phase.
FORM OF THE FROSTFIEND
Remains in Play
Cast on 8+
The caster metamorphoses into a shrieking, taloned creature of Kislev
legend, carried across the battlefield in a whirlwind of purest cold.
The caster may fly whilst this spell is in play. In addition, the caster
has Strength 5 and Attacks 4. The effects of all equipment, including
magic items, steeds and weapons, are ignored for the duration of this
spell, as they are transmogrified along with the caster. The Form of
the Frostfiend continues to work until it is dispelled, or until the
Wizard chooses to end it (which she can do at any time), attempts to
cast another spell or is slain.
INVOCATION OF THE ICE STORM
Cast on 9+
Chanting words of power, the Wizard summons a harsh blizzard that engulfs
enemy marksmen and war machines. The caster nominates a point on the
battlefield. Roll an Artillery dice and double the result - this is
the distance in inches (measured from the nominated point) that the
Ice Storm affects.
If a Misfire is rolled, it affects the entire battlefield. All units
caught in the Ice Storm must pass a Leadership test at -2 when they
wish to shoot. If this is failed they are unable to fire. The freezing
effects of the Ice Storm last for one full turn and cannot be dispelled
in the opponent's next Magic phase.
Cast on 10+
The caster breathes a great torrent of purest cold into the ranks of
the enemy. Those caught in the blast turn to brittle statues of ice
within seconds.Place the Flame template with the pointed end touching
the caster. Any model fully under the template takes a Strength 5 hit
with no Armour save. Any model partially under the template is affected
on the roll of a 4+.
This spell cannot be cast against a unit in close combat.
Remains in Play
Cast on 12+
The Wizard spreads her hands wide, causing the air itself to freeze
into a wall of ice. This spell may be cast on any point within line
of sight. Place a 5" by 1" strip of paper on the battlefield,
all of which must be completely within 24" of the caster, to represent
the Glacial Barrier. This is treated as impassable terrain and blocks
line of sight. The Glacial Barrier can be charged or targeted as if
it were an unbreakable enemy model, and is automatically hit in close
combat. It is automatically destroyed if it is hit by any attack of
Strength 5 or greater (or by any flaming attack). All other attacks
have no effect. Any unit that destroys the barrier in combat may not
The Glaial Harrier continues to exist until it is dispelled, destroyed
as above, or until the Wizard chooses to end it (which she can do at
any time), attempts to cast another spell or is slain.