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Skip Navigation LinksMordheim>Content>New Hired Swords>Magic Users>Aeromancer
Type Number Cost Upkeep Warband Rating
Aeromancer 1 40 20 +20
Aeromancers are Elemental wizards that focus on the magics of Air. Lords of the Sky, these wizards assail thier foes with howling winds, thunder and lightning, and by starving them of the very breath of thier life.
M WS BS S T W I A LD SAVE Race
4 2 2 3 3 1 5 1 8 - HUMAN
Warbands Allowed: As Warlock
Skill Categories: Academic
Weapons and Armor:  Dagger, Staff or Spear
Special Ability: Aeromancy. The Aeromancer starts with 2 of the following Spells (roll randomly). Should the Aeromancer  gain a skill raise, he may choose to randomly generate a new Spell from the following list instead.
1. Winds of the Zephyr: The wizard may immediately fly 18" in any direction. If this brings him into contact with an enemy he counts as charging. If he comes into contact with a broken enemy, he gains 1 free hit on that enemy and then enemy flees an additional 2d6" away. Difficulty: 8
2. Lightning Strike: The wizard calls down a bolt of lightning from the sky, striking the highest model within 12" of the wizard that is not solidly beneath some form of cover. Yes, the model that is physically highest, counting elevation from the table top, all weapons and equipment and even dynamic modeling. This model takes d3 Strength 5 hits immediately. Additionally, all models within 3" of this model must make an intiative roll or be knocked down. Difficulty: 9
3. Stormwinds: The wizard may call upon the high winds. A single model within LOS and no further than 12" away may be pushed 3d3" directly from the caster. The target may resist, subtracting thier Base Strength from the distance; Large creatures count as having an additional point of strength for this purpose. This may push models off of ledges and heights, in which case they fall normally. If the target hits a wall or other obstruction greater than an inch high, he stops and takes a hit with a Strength equal to the distance traveled. If the model strikes another model they both take a hit equal to the distance traveled by the target and are then placed a recognizable distance apart from one another (ie far enough away to be definitely not in BtB contact). Difficulty: 9
4. Thunderclap: The wizard slaps his hands together, and a deafening clap peals forth. All models within 6" of the wizard including the wizard must make a Toughness check or fall stunned regardless of remaining wounds. This causes no wounds and should the models regain thier feet they fight on without penalty. Difficulty: 7
5. Scatter Arrow: The wizard summons a small zephyr to swirl about himself in mad fashion, interfering with the flight of missiles. The wizard gains a 2+ Unmodifiable save vs muscle powered missile weapons and a 3+ Unmodified Save vs non-muscle powered missile weapons such as pistols and warplocks. This Spell has no affect on HtH combat and last for the remainder of the game. Difficulty: 7
6. Aphyxiate: The wizard pulls the wind directly from a mans life breath. A single target within 12" must make a Toughness check or be immediately Stunned regardless of remaining wounds. This causes no wounds and should the models regain thier feet they fight on without penalty. Not vs True Undead. Difficulty 7.
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