BRETONNIAN MAGIC LORE
Bretonnia, like all other nations and races of the Warhammer world (except the Dwarfs), calls upon magic to help it in times of need. Whilst the Dark Elves and foul servants of Chaos wield magic in its most potent and destructive form, and the greenskins call upon their gods to give them the powerful Waaagh! magic, Bretonnia asks the Lady Of The Lake to give them the magical powers they use.
Here is the magic lore of Bretonnia:
THE LORE OF THE LADY OF THE LAKE
Bretonnian Magic Lore
1 - COURAGE
Panic ceases when this spell is cast. The fleeing turn to fight and the fearful are filled
with courage at the command of the caster.
This spell may be cast on any friendly unit or character who is within 24” of the
caster, if successfully cast the unit or character is instantly rallied.
Cast on 4+
2 - WHITE LANCES OF VALOUR
Multiple arrow-head shaped bolts of pure light shoot from the caster’s palm. The
bolts unerringly speed towards their target and impact with the dishonourable foe.
The bolts slice through flesh and bone alike, causing grave wounds and killing the
targeted enemy instantly.
This spell may be cast at any target which is not in combat and within 20” of the
caster. White Lances Of Valour is a magic missile. The spell’s target is hit by the
cutting bolts and suffers 2d6 S3 hits.
Cast on 7+
3 - VENGENCE AGAINST THE UNWORTHY
Summoning up her powers, the caster curses the enemy’s foul weaponry to break, fail
and sometimes, explode. Unworthy opponents who dare to use such foul weapons of
war must beware, for the Lady’s power will smite them.
This spell may be cast at any target War Machine, or any character or unit which
carries long-ranged weapons that use black-powder (Pistols, Handguns, Hochland
Rifles, ect.) that is within 24”. The spell stays in effect until the end of the opponent’s
turn. If the targeted unit, character or War Machine fails the test to overcome the
Blessing of the Lady when shooting, bad things will happen. If the target is a War
Machine, the War Machine instantly Misfires badly with no re-rolls for Engineers
allowed. Roll twice on the Misfire chart and take the worse result. If the target is a
character or unit with black-powder powered weaponry, each model that fails the test
to overcome the Blessing suffers an instant S3 hit as their weapon explodes. The
models are assumed to have spare guns so they can continue to fire for the rest of the
game if they survive.
Note that the test to overcome the Lady’s Blessing is still only taken if the War
Machine, character or unit chooses to shoot.
The spell may only be cast while the Lady’s Blessing is in effect, this spell will
instantly stop being in effect if it is effect and the Lady’s Blessing is lost.
Cast on 8+
4 - THE FOG OF WAR
A strange and mystical mist appears around the unit as it marches to war.
Ghost-warriors walk alongside the warriors and shield them from harm, the mist also
befuddles archers and handgunners, who cannot see within the mist.
This spell may be cast on any friendly unit within 12” of the caster. If successfully
cast, a mist that confuses people looking from outside the fog and keeps safe troops
within from cowardly enemy long-range fire. The mist spreads out 10” in every
direction from the affected unit and covers the affected unit as well. All units, War
Machines, characters and monsters within the mist, friend or foe, get a 5+ Ward save
from long-range fire that comes from outside of the mist.
The maximum circumference that the mist can be is 20” in each direction from the
centremost model in the unit (usually unit Champion or Standard Bearer).
This spell works alongside the Blessing Of The Lady. It does not matter if the
Blessing is in effect.
This spell remains in effect until the caster is slain, chooses to end it (which she may
do at any time), casts another spell or until the enemy dispels it.
Remains In Play
Cast on 9+
5 - CHAMPION OF ORDER
The caster imbues one of the valourous knights on the battlefield with the courage of
a lion and the battle prowess of a dragon. The Knight shines with honour and purity,
no foe is too mighty for this champion of order.
May be cast on any Paladin or Duke who is within 15”, if successfully cast the target
character becomes immune to psychology (If he is not so already) and gains +1 WS
for the duration of the spell. These effects do not stack, so you only get +1 WS no
matter how many times you cast it on the target.
The effected character looks like a shining warrior of light who none can best in
combat, so any enemy character who wishes to Challenge the effected character must
take a Ld test. If failed the enemy character must either challenge another character or
not challenge anyone. In addition, if the effected character issues a Challenge, the
enemy character who wants to accept it must pass a Ld test or refuse the Challenge.
None of these rules (except for the +1 WS one and the immune to psychology ones)
apply to enemy characters who are immune to psychology themselves.
In addition, any successful to hit attacks directed at the effected character must be
re-rolled (only once though) due to the combat prowess of the character.
The spell will remain in effect until the caster is slain, chooses to end the spell (which
she may do at any time), casts another spell or until the enemy dispels it.
Remains In Play
Cast on 10+
6 - VORTEX OF ANNIHILATION
The most powerful weavers of Bretonnian magic can create a Vortex of pure white
light that pulls in troops and destroys them in a blinding flash of light. With each
troop that is killed the Vortex grows, devouring more and more of the enemy. Wise
practitioners of magic know that the Vortex is dangerous to not just the enemy
though.
This spell may be cast anywhere within 10” of the caster. If successfully cast, place a
marker (a coin, a spare dice, ect.) on the desired area that is within 10” of the caster.
Any models, friend or foe, that are within 3” of the marker are under the Vortex
effected and must pass a Strength test (6s always fail) or be sucked into the Vortex
and killed with no saves possible.
At the start of the next magic phase (yours or your opponent’s) roll a dice, on a 1-3
the Vortex fizzles out and ceases to be in effect. Remove the marker from the board
and the Vortex has no further effect. On a 4-6 the Vortex continues to be in effect.
If the Vortex continues, the caster has two choices, to Move the Vortex or let it Grow.
If Grow is chosen, the Vortex is waxes and wanes in size, the Vortex now effects all
models, friend or foe, within 3" of the marker, plus 1" more for each enemy model
killed by the Vortex last turn.
If Move is chosen, the Vortex marker moves 1” plus 1” for each model killed by the
Vortex last turn in a direction of the caster’s choice, after it has moved, the Vortex
effects all models, friend or foe, within 3” of the marker as described above.
Besides its new size or position, the Vortex’s effects are exactly the same as before.
The Vortex will continue to function as long as a 4+ is rolled at the start of each
Magic phase.
Once cast, this spell cannot be stopped by the caster, it is too powerful to be easily
stopped. If the caster wants to stop it she must use dispel dice as if she was dispelling
an enemy’s spell. Killing the caster also has no effect on the Vortex. Only one Vortex may exist at any one time on the board, all attempts to create a second (even if cast with Irresistable Force) fail if the first is still in effect.
This spell has no effect on characters riding on monsters, they are simply too heavy to
be pulled in. The same goes for Steam Tanks and any monster with the large target rule. War Machines
are immune to the effects of this spell but their crew are not.
Cast on 12+
This lore and all the spells in it are just fan rules, so they are not offical or supported by Games Workshop.
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