Prayers of Morr
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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 their 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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