It is best not to speak ill of the Grey, for they are everywhere and nowhere all at once.
The Grey Order is the most secretive of all the Colleges of Magic. Indeed, though its members refer to themselves as Grey Guardians, just who, or what, they might be guarding remains unknown to outsiders. The Grey Order studies spells of concealment and illusion, which do not lend themselves well to the favour or ordinary folk. They are sometimes called Trickster Wizards, though never to their faces. More commonly, they are referred to as Grey Wizards, named after the colour of their robes, hats and wild, wolfish beards. They are wanderers who are often employed to deliver vital messages across the Empire. What makes this so mysterious is that they seem to cover the vast distances involved almost invisibly and at impossible speed.
This unit has the following mount options
|Warhorse||Descended from the wild ponies of Kislev, Imperial warhorses are suited to harsher climates.|
|Barded Warhorse||Smaller than their powerful Bretonnian equivalents, barding protects Imperial warhorses from blows that would otherwise fell these proud beasts.|
|Imperial Pegasus||The swiftest of mounts – whether on land or in the skies – pegasi hooves can smash a man’s head in with a single blow.|
|Encourage||This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.|
|Hide (forest)||This unit can hide in forests until enemy units get too close.|
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
|Smoke & Mirrors||
A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
|Melkoth's Mystifying Miasma||
The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
The supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
|Pit of Shades||
The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
|The Enfeebling Foe||
When cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
|The Penumbral Pendulum||
A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
The Wizard destroys the foe from within, corroding their minds with doubt and crisis.
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