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Skip Navigation LinksMordheim>Content>New Spells>Liber Mortis (Necromancy)
Vanhel's Grimoire, the Liber Mortis
(Alternate Necromancy Spell List)
1. Fury of Vanhel The Necromancer may boost the animating magics of True Undead. If succesfully cast, all True Undead on the board gain an extra attack for the ensuing phase of HtH. Difficulty: 9.
2. Vanhels Revenge If a caster that knows this Spell dies (Results 11-15 on the Serious Injury chart), they rise again as an Undead Liche. They keep all of their Spells, skills, and experience, and also gain the following:
  • True Undead (no Pain, ImmPsy, Cause Fear), +1 Wound
  • Special 2+ Save vs all non-magical weapons and attacks
  • Access to Liche skills (see below).
  • Liche profile maximum (see below)
This Spell is only good for one use, and if the caster is slain again (Results 11-15 on the Serious Injury chart) as a Liche they die as normal. See Liche Profile below. Difficulty: Auto.
3. Vanhels Risener Any enemy henchmen that leave the band after a game versus the Necromancers warband are assumed dead and join the Necromancers band as standard zombies for free, shedding thier weapons and armor. Diff: Auto.
4. Vanhels Creeping Doom The Necromancer summons a dark spirit and sends it against his enemies. This Spell must be used on a model within LOS and no more than 12" away. The Doom immediately makes 3 Attacks at WS 6 and Str 5, rolling to hist versus the opponents WS as if they were in HtH. Normal armor saves do not apply, and the target does not get to strike back. Diff: 9
5. Vanhels Motiver All True Undead within 6" of the Necromancer may move 2" forward immediately. This may move them into HtH combat, and they count as charging in this circumstance. Diff: 8
6. Vanhels Dark Hand Any True Undead model within 2" of the caster gains +1 T for the duration of the game. This may take them over profile max for the remainder of the game. This may only be cast on the same model once. Diff: 8

Liche Profile (See Vanhels Revenge Spell above)
Type Number Cost
Liche Special -
The Liche is an Undead fiend, practicing Necromantic Magics so potent that even Death itself could not stop him.
Maximums
M WS BS S T W I A LD SAVE
4 6 6 4 4 4 7 4 10 2+ (U)
Weapons and Armor: as the Necromancer prior to becoming a Liche.
Special Abilities: as the Necromancer prior to becoming a Liche.
Special Ability: True Undead. The Liche is Painless (treat Stunned as Knocked down), are Immune to Psychology and Poison, and Cause Fear.
Special Ability: Supernatural Resilience. The Liche has a 2+ Unmodified Save vs all non-magical attacks
Liche Skills
1-2. Dark Mastery The Liche reduces the necessary difficulty to cast Necromantic magics by 1. This may be combined with the Sorcery skill.
3-4. Deathly Nails The Liches fingernail grow extremely sharp and supernaturally potent. The Liche may make a special claw attack with each unoccupied hand. Thus, he gains an extra attack if fighting with one or more weapon. The claw attack is treated as a Dagger (+1 Save), but causes D3 wounds. The Liches claws may wound creatures normally only harmed by magic (such as ethereal creatures and other Liches).
5-6. Transfixing Glare  At the begining of every HtH Combat Turn before charges are resolved the Liche may attempt to transfix a single foe already in HtH with his Transfixing Glare. The target must make a Leadership roll or freeze, captured by the Liches will. Hypnotized models may not fight in the ensuing phase of HtH combat and all HtH attacks against them automatically hit.
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