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Skip Navigation LinksMordheim>Content>New Hired Swords>Magic Users>Illusionist
Type Number Cost Upkeep Warband Rating
Illusionist 1 30 15 +16
Master of imagerys, seeming, and perception, Illusionists specialize in magics that decieve the eye and mind. Misdirection, phobia, and phantasm are thier stock in trade, and thier concelaing magics are particularly beneficial to a military force. Some wise Captains seek out these wizards to help them fool and confound thier enemies.
M WS BS S T W I A LD SAVE Race
4 2 2 3 3 1 4 1 8 - HUMAN
Warbands Allowed: All except Sisters of Sigmar, Witch Hunters, and Chaos bands.
Skill Categories: Academic
Weapons and Armor: Dagger, Staff or Club
Special Ability: Illusion Spells. The Illusionist starts with 2 of the following Spells (roll randomly). Should he gain a skill raise, he may choose to randomly generate a new Spell from the following list instead.
1. Phantom: The Illusionist sends an apparition of frightening aspect at any enemy within LOS and no further than 24" that is not in HtH. The enemy must make an immediate leadership check at -2 or flee 2d6" directly away from the Illusionist and count as broken as described under the 'Leadership and Psychology' rules. Not vs Immunity to Psychology or Immunity to Fear. Difficulty: 9
2. Veil of Protection: The Illusionist becomes invisible until his next Recovery Phase. He counts as hidden for purposes of declaring charges and shooting. If already in HtH, he may be immediately moved out of base to base contact with all enemy models. Difficulty: 7
3. Cloaked Advance: All models within 4" of the Illusionist count as being hidden to all models outside of this radius, even if in plain sight of thier foes and even if running until the Illusionists next Recovery Phase. This prevents the declaration of charges and shooting against these models. However, friendly models cannot see them either and do not count them for purposes of making All Alone or other Leadership checks. The models inside the area of effect may see normally and are therefore unaffected in any way. Difficulty: 10
4. Aspect of Doom:  The Illusionist takes upon the seeming of a dreadfully powerful being. The Illusionist causes an intense form of Fear that imposes a -2 penalty to Leadership tests. Difficulty: 9, Duration: Remainder of the Game
5. Illusionary Wall:The Illusionist crafts an illusionary obstruction that may obscure a continuous area of up to 3" x 3, blocking Line of Sight. This obstruction lasts until the casters following Recovery Phase. The obstruction does not interfere with Movement, but does prevent the declaration of charges or shooting thru it. A card template should be cut out to represent this obscured area. Difficulty: 7
6. Illusionary Doppleganger:The Illusionist creates an illusory duplicate of himself. This duplicate must be represented by an appropriate model. The duplicate is treated as an independant warrior with the same statistics and Spells as the Illusionist himself, but not skills. The duplicate is destroyed immediately as soon as it takes a single Wound. Additionally, the duplicate may not cause any actual damage. There is no limit to the number of duplicates that may be created in this manner save that they must all be represented by an appropriate model. All duplicates are dispeled at the end of the game. Difficulty 10.
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