Lore of Beasts
From Age of Sigmar - Lexicanum
The Lore of Beasts, also known as Amber Magic, refers to a class of magic and spells that show the dominant colour and hold the elemental characteristics of the Realm of Ghur, the realm of beasts.[1][3a] The magic of Ghur is wild and ravenous. It stalks through humid vales and strikes from hidden caves. It is the strength of predators and the cunning of prey. It is a primal magic, holding the secrets of the wilds and beasts; feral and animalistic in form, all the better to join or escape the hunt.[3a]
While present in the Realm of Ghur, some spells in this lore become intuitively known to wizards in addition to their other spells.[1][2]
List of Spells
Name | Casters | Description | Sources |
---|---|---|---|
Impenetrable Hide | Wizards in the Realm of Ghur | The wizard’s skin hardens and grows thick fur, protecting against even the strongest of blows. | Malign Sorcery - Spells of Ghur, pg. 73 |
Metamorphosis | The wizard channels the wild soul of Ghur to transform a chosen ally into a monstrous beast. | General's Handbook: Pitched Battles 2021 - Region of War: The Ghurish Hearlands, pg. 12 | |
Gaze of Ghur | Harnessing every ounce of their power, the wizard channels the predatory hunger of the Amber Realm, invoking in the foe a primal fear that drives them to focus all their efforts upon self-preservation rather than the objectives they have been assigned. | General's Handbook 2022-2023 – Season 1 - Realm Rules, pg. 12 | |
Wildform | Wizards which know the Lore of Beasts Wizards in the Realm of Ghur |
The wizard transforms their allies into swift-moving bestial forms. Before the Necroquake this spell was castable to wizards present in the Gnawing Sea. | Age of Sigmar: Core Book (2nd Edition) – Realm of Battle: Ghur, the Realm of Beasts, pg. 257 Soulbound Core Rulebook - Amber Spells, pg. 268-269 General's Handbook 2017 - Times of War Rules, pg. 44-47 |
The Amber Spear | The wizard conjures a lance of pure amber and hurls it towards the foe. | Malign Sorcery - Spells of Ghur, pg. 73 Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Bestial Spirit | A feral spirit of a great beast is summoned into existence by the wizard to rampage through the enemy lines. | Malign Sorcery - Spells of Ghur, pg. 73 Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Flock of Doom | Reaching to the skies, the wizard brings down a swarm of vicious birds to peck and claw at the enemy. | Malign Sorcery - Spells of Ghur, pg. 73 Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Cower | Transfixing a beast with a steely glare, the wizard briefly binds the creature to their will. | Malign Sorcery - Spells of Ghur, pg. 73 Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Primal Hunter | Summoning the spirits of legendary beastslayers, the wizard bestows the speed and skill of these peerless hunters on an ally. | Malign Sorcery - Spells of Ghur, pg. 73 Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Amber Talons | Wizards that know the Lore of Beasts | The wizard causes the amber energy of Ghur to coalesce and harden into razor-sharp talons. | Soulbound Core Rulebook - Amber Spells, pg. 268-269 |
Farsight | The wizard's eyes become as sharp as a hawk’s. They can see further and with greater accuracy than normal. This allows them to see things others can not, like a spider spinning its web from across the room or a rampaging warband from miles away. | Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Nocturnal | The wizard becomes a creature of the night, able to navigate dark places without need for rest. | Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Pack Hunter | The wizard's allies become more deadly when they hunt in packs. | Soulbound Core Rulebook - Amber Spells, pg. 268-269 | |
Predatory Hunger | The wizard's spell invokes the Amber magic straddling both life and death at the end of the hunt. As prey succumb to predators, predators feed to survive another day. | Soulbound: Champions of Order - Amber Spells, pg. 94-95 | |
Prey's Vigilance | Though Ghur is usually associated with fierce predators, this manifestation calls upon the survival instincts of wily prey. | Soulbound: Champions of Order - Amber Spells, pg. 94-95 | |
Slip the Snare | The wizard invokes the wild freedom of Amber magic to subvert trammels and fetters. | Soulbound: Champions of Order - Amber Spells, pg. 94-95 | |
Stalker's Cunning | The wizard's magic manifests the graceful, quiet, predatory aspect of Ghur. | Soulbound: Champions of Order - Amber Spells, pg. 94-95 | |
Warcry | The wizard infuses a mighty breath with the savage magic of Ghur, then issue forth a fierce roar to stagger nearby foes. | Soulbound: Champions of Order - Amber Spells, pg. 94-95 |
Wizards
The Wizards able to cast these spells are:
Sources
- 1: Age of Sigmar: Core Book (2nd Edition) – Realm of Battle: Ghur, the Realm of Beasts, pg. 257
- 2: Malign Sorcery - Spells of Ghur, pg. 73
- 3: Soulbound Core Rulebook
- 4: Warscrolls
- 5: Soulbound: Champions of Order
- 5a: Amber Spells, pg. 94-95