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 drown 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 their 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
|