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Skip Navigation LinksMordheim>Content>New Hired Swords>Magic Users>Hydromancer
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
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