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 their
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.
|
|
|