| Type |
Number |
Cost |
Upkeep |
Warband Rating |
| Hydromancer |
1 |
40 |
20 |
+20 |
| Hydromancers are Elemental wizards that focus on the magics
of Water. Dangerous masters of the very element whiche comprises 90% of the content of the
human body, these wizards are suprisingly deadly. |
| M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
| 4 |
2 |
2 |
3 |
3 |
2 |
4 |
1 |
8 |
- |
HUMAN |
| Warbands Allowed: As Warlock |
| Skill Categories: Academic |
| Weapons and Armor: Dagger, Staff or
Trident (as Spear) and Net |
| Special Ability: Hydromancy.
The Hydromancer starts with 2 of the following Spells (roll randomly). Should the
Hydromancer gain a skill raise, he may choose to randomly generate a new Spell from
the following list instead. |
| 1. Geyser: A Geyser of water bursts from the
ground beneath any foe within 12" at the wizards bidding. This geyser hurls the
unfortunate victim 2d6" into the air, and then drops him to earth. The victim takes
falling damage for this distance as normal. Difficulty: 9 |
| 2. Boil and Trouble: The wizard boils the blood
in a foes veins. Any one enemy within LOS and no further than 12" is forced to take
d3 Toughness checks. For each roll failed, the target takes a wound with no normal save
possible. Difficulty: 9 |
| 3. Lunger: The wizard fills an enemies lungs with
fluid, causing them to drownd in open air. A single enemy within 6" must make a
Toughness check or go immediately Out of Action regardless of remaining wounds. Not vs
True Undead. Difficulty: 9 |
| 4. Condense the Mists: The wizard causes all the
ambient moisture around him to condense into a thick fog. While this Spell is active, all
detection ranges are halved within 6" of the wizard and all missile fire into or out
of the area 6" around the wizard suffer an additional -2 penalty to hit. This Spell
remains in effect until the wizard casts another Spell, at which time it immediately
dissipates. Difficulty: 8 |
| 5. Ooze: The wizard cause ground water to swell
up, drenching the ground around him and turning the earth into a slimy muddy ooze. All
models charging the wizard must make an Initiative roll or fail thier charge and be
rendered Knocked Down regardless of remaining wounds without touching the wizards base.
This Spell remains in effect until the wizard moves from the spot at which he cast it.
Difficulty: 8 |
| 6. Extinguish: The wizard calls forth the ambient
moisture to smother existing flames and make new ones more difficult to start. All flames
within 6" of the caster are immediately extinguished. Additionally, any attempt to
cast a flame Spell into or out of the affected area are at an additional +2 difficulty.
This Spell lasts until the wizard casts another. Difficulty: 5 |