Often called Water wizard
or rain lords these wizards (Aquamancers in the fishman’s case) unsurprisingly can control water. They Use the water lore. This lore has was taught to them by the fishmen.
The water lore:
D6 Spell
Casting value
1
exploding waters ……………….6+
2
Bathing waters ………………... 6+
3 raging
tide ……………………. 7+
4
tsunami ……………………. 8+
5
acid rain …………………….. 9+
6
flood………………………
10+
exploding
waters: place a point (coin, etc) on the table, any unit within 2d6 inches of that point takes D6 S3 attacks
Bathing waters: The spell works like lore of lights healing hand.
Raging tide: any unit 12 away from a river, pond etc must roll
4 or above to not get swept away by the tide. If swept away move the model (or models) 12 away from the position they where
in any direction (the caster chooses)
Tsunami: pick
a spot, non aquatic units within 12" of e wizard are swept 2D6" away from that board edge, into the battlefield. Should a
unit hit a terrain feature, it takes D6 S4 hits
Acid rain: counts as a magic missile with d6 hits and strength
4 hits
flood: lasts 1 turn any non aquatic units with 24 of the wizard count as moving through difficult terrain. Units that would be destroyed
by coming into difficult terrain, are cannot move for that turn and the next
turn.