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Skip Navigation LinksMordheim>Content>New Spells>Prayers of Morr
Prayers of Morr
1. Prayer of Death The priest calls the attention of his diety to a foe. Targeted model must roll under their Toughness on a d6 or take a Wound with no Armor save possible (non-Armor saves are still possible). Difficulty 8, Range 12"
2. On Death's Door The priest may intercede with his diety on behalf of a member of the warband who recieves a mortal wound. Any one Hero of the warband who recieved the 'Death' result on the serious injury chart may escape death and instead only misses a single game while recuperating. Auto.
3. Face of Death The priest's face takes on a dark aspect and radiates a fearsome emanation. He causes an intense form of Fear versus those not Immune to Psychology and Fear. In addition to the normal effects of Fear, at the beginning of the HtH combat phase before Charges are declared or resolved, all models already in HtH with the priest must make a Ld roll exactly as if they had attempted to charge or were charged in that turn by a Fear causing opponent. The priest must pass a Leadership check in each of his Recovery phases to keep the Spell active. Difficulty: 7
4. Render the Final Rest Only vs True Undead. If in base to base contact with an Undead model the priest may cast this Spell for the following effect:
  • A True Undead Henchman must roll under its Toughness on a d6 or be utterly destroyed (they are not taken Out of Action -- they are instantly rendered Dead and permanently removed from the warband roster)
  • A True Undead Hero must roll under its Toughness on a d6 or take a Wound with no Armor save possible (non-Armor saves are still possible).
NOTE: this only works vs. True Undead (i.e. unliving such as Zombies, Skeletons, Vampires, Mummys, Liches, Wights, Dire Wolves, Ghosts, etc), not vs. living members of an Undead band (such as Necromancers, Dregs, Ghouls, etc.). Difficulty: 7, Range: HtH, Auto-hit, 1 model per casting.
5. Wind of Death The priest summons a dark wind from beyond the grave that blows through the very soul. All models other than the priest (friend and foe alike) within 8" of the priest must roll under thier Toughness on a d6 or take a Wound with no Armor save possible (non-Armor saves are still possible). Difficulty: 10, Range: 8" centered on priest.
6. Messenger of Death The priest takes on the aspect of his god and reaks havok amongst those who would dare stand against the inevitible. For the duration of the game the priest gains the following abilities:
  • +2 to all statistics, including Movement and Wounds; this can take the priest over Human profile maximums for the duration of the game.
  • 5+ Unmodified save vs. all attacks, including Magic and Prayers
  • Scythe counts as a Magic weapon and may strike creatures normally only affected by Magic
  • Scythe strikes in Initiative order, not last.
Difficulty: 12.
NOTE: As the priest takes Wounds his Wounds statistic will drop accordingly down to 0 as normal, obviously.
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