Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
The Lore of Light lies under the province of the Wind of Hysh and the symbol of the Light Order is the Serpent of Light. The Wizards of the Light College - also known as Light Wizards - are rarely seen without treasured tomes and arcane scrolls in hand. Light Magic is renowned for its powers of protection, yet a Light Wizard can also conjure blazing lights to bind and burn the enemy. This lore is the hardest to master, for the Wind of Hysh is particularly diffuse. To compensate, the Order employs many acolytes to aid its more senior wizards. This is unusual amongst the Colleges, for wizards of other Orders rarely take on more than a single apprentice at once. The pyramidal hall of the College of Light itself goes largely unseen; it exists within a magical aether realm, parallel to, but separate from, the mundane world. Deep in its labyrinthine dungeons lies the greatest sorcerous treasure vault in the Old World, which also serves as a prison for many evil artefacts. It is the sacred duty of the Guardians of the Light, an arcane society of the Order's most powerful wizards, to keep them locked safely away from the world.
This unit has the following mount options
|Warhorse||Descended from the wild ponies of Kislev, Imperial warhorses are suited to harsher climates.|
|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.|
|Barded Warhorse||Smaller than their powerful Bretonnian equivalents, barding protects Imperial warhorses from blows that would otherwise fell these proud beasts.|
|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.
Light Magic excels at the scourging of the supernatural, be they Daemons and creatures of Chaos, or the unquiet dead.
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.
The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.
|Light of Battle||
Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.
|Net of Amyntok||
The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.
The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.
|Shem's Burning Gaze||
Bolts of cleansing energy fly from the Wizard’s hands, searing evil wherever they strike.
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