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  • #1520
    Dave
    Keymaster

    Cool, I will add that in then 🙂

    #1524
    Dave
    Keymaster

    Hi everyone,

    Here is the first complete draft of the Disciplines of Necromancy. I’m hoping to have them put on some spell cards before our next game test, but some of the spells are so big, I’m going to have to think up some creative ways of fitting them on.

    1st Discipline of Necromancy “Reanimate the Dead”

    Ether 1

    If a Necromancer cannot reanimate the dead, then they are not a Necromancer…

    All Necromancers must take the First Discipline of Necromancy, ‘Reanimate the Dead’ into battle. They cannot swap or trade this spell.

    If the Necromancer loses this spell for any reason, they cannot cast any their other magic until they regain this spell.

    This spell has a ‘starting base’ range of 8 inches and can only be cast within the Necromancer’s awareness ranges. Furthermore, this spell can only be cast upon existing gaming pieces of Undead, such as Skeletons and Vampires.

    The caster can reanimate more dead by making the spell more difficult to cast, by adding 1 or more ether dice to its dispelling roll. On a successful cast, each ether die added will allow the Necromancer to generate +1D6 worth of ‘Will Points’. After which, the Necromancer can spend their WPs on rising up undead and restoring their LP damage. Each Undead Model has a cost in WPs in their stats that indicate its cost in reanimating models or restoring lost LP. E.g. the Necromancer rolls 3D6 Will Dice and scores 12 WPs, which would reanimate 6 Skeleton warriors at a cost of 2 will points each. Excess unspent WPs are lost. They cannot be saved or carried over to the next cast to this spell.

    The caster may even extend the range of the spell by adding another Ether Die to its dispelling roll, which will further its range by +8 inches.

    Undead gaming pieces can only have their lost models and LPs ‘restored’. This spell cannot grant more LPs or models than a gaming piece had at the start of the game.

    The caster may recast this spell at a cost of trading in another one of their spells to do so.

     

    2nd Discipline of Necromancy ‘The Dark Blessing at Death’s Door

    Ether 1

    Down in the vile workshop of a Necromancer, their cruelty has little limits, as they always prefer to vivisect life subjects in the pursuit of furthering their dark art…

    To stop their victims from dyeing from the wounds and excruciating pain the Necromancer inflicts upon their subjects, they have mastered the art of quickly enchanting their equipments to reanimate a subject just after they have died!

    The horror this heinous crime against life brings to the battlefield is unbelievable…. Warriors will watch in terror as they forma comrades will rise again, only to strike them down.

    This spell can be cast upon any friendly undead gaming piece within 10 inches of the caster and within their awareness ranges. The spell’s affects will last for one full turn and end at the beginning of the caster’s next turn.

    Every enemy model that the effected undead piece slays in combat is immediately turned into a skeleton warrior and will be added to that piece.

    3rd Discipline of Necromancy ‘The Black Goblet’

    Ether 2

    When one dies, their soul will be plunged into the Black Ocean of Lost Souls, where they will be claimed by their god they worshiped in life.  

    Those unclaimed will be carried away to Death’s Banquette were he and his minions will nor on their souls for eternity. There are those who have the will power will to escape the pull of the black waters, but that is a story for another time.

    Necromancers know of the Black Ocean and have found its waters to be more of a soup of pain, hate, despair and memories, as the water seems to soak up part of or all of its victim’s essence.

    Through a magical incantation Necromancers can partly enter the Veil and draw its black waters for just a sip. This grants them great incite and enhance mental abilities, as they have just swallowed the combine knowledge and experience of countless souls of ages past! However, this affect is only temporary as no one living (or even dead) vassal can possible hold so much knowledge and wisdom for long.

    When successfully cast this spell grants the controlling player of the Necromancer D6 rerolls. These special rerolls can be used with any die cast by the player up and until the start of their next turn. Any unspent rerolls are lost.

     

    4th Discipline of Necromancy ‘Death’s Kiss’

    Ether 3

    The Necromancer focuses their dark magical energy and releases it as a burst that flows over the ranks of the enemy. Once breathed in they drop like flies at the feet of the wizard as there life is drained from their bodies. The fallen souls are then used to further fuel the Necromancers cause and summon more dead to fight by their side.

    Once successfully cast place the Flame Template within the primary awareness ranges of the wizard and in base contact.

    Any enemy models under the template is hit and will suffer a -2 agility and -1 toughness to their save.

    For every 3 models killed the caster gains 1D6 Will Points. These WPs must spend immediately and in accordance of the rules for casting ‘Reanimate the Dead’. With one exception, these WPs can be used to created new undead models.

    This spell has no affect on undead models.

     

    5th ‘Last Rites’

    Ether 3

    Necromancy is famous for allowing you to resurrect the dead, but the true power gained is controlling them to do your bidding. They can follow simple tasks fine, but require more advanced manaquill to perform tactical manoeuvres.

    Though this and with proper planning an undead army is unpredictable and has a plan for whatever the living may through at them.

    Many generals have had their morale broken when a “dumb” undead army foils their greatest strategy.

    Once successfully cast pick an undead piece within of up to 8 inches of the caster, which must be within their awareness ranges.

    That piece may do one of the following; make an additional move, shoot their ranged weapon or have an additional round of combat (your enemy may not fight back).

     

    6th Discipline of Necromancy “Beyond the Veil”

    Ether 4

    There is a thin mask between the living world and the dead known as the Veil. In that hidden realm, there lies a vast Black Sea of the Dead, a wash with lost and dammed souls screaming out for mercy, which will never come.

    When a Necromancer casts this foul spell the Veil opens up and its black waters gush into this world forming black pools of death, filled to its rim with its horrors.

    The living near these hellish black pools see souls of the dead riving round and twisting in agony and despair. These wretched things yell and scream out to the living around them for help. Some of dead will warn or even taunt the living of what lies in wait for them on the other side.

    They say such is the horror of these black pools that those who have witness them are never quite the same again…

    This spell has a range of up to 18 inches and can be cast within the casters awareness ranges.

    Once cast place mark out a circular area with diameter of 3 inches to represent the Black Pool of Lost Souls, which count as a shallow water figure for piece moving out it.

    All living pieces within 6 inches of the Black Pool will suffer from ‘1 Fear’. If a living piece moves within 3 inches of the Black Pool it will suffer from ‘2 Fear’ instead. If a living piece is crazy enough to move over a Black Pool it will suffer from ‘3 Fear’.

    This spell has a range of up to 12 inches and can be cast within the casters awareness ranges.

     

    7th Discipline of Necromancy ‘Life Rend’

    Ether 4

    The Necromancers imbues weapons with the power to cut through a soul itself. Though the weapon itself and the damage it does appear unchanged though struck by it feel there will getting weaker with every strike

    Once successfully cast pick an undead piece within of up to 8 inches of the caster, which must be within their awareness ranges.

    Once cast that piece gains ‘Ethereal Attacks’ and benefits from the ‘Life Breakers’ special rule until the start of the caster’s following turn.

     

    8th Discipline of Necromancy ‘Breaking Terror’
    5 Ether

    When a necromancer spots a unit turning tail, he knows that the time is ripe to reap those who’s Wills are broken. Corrupting the winds of magic around the hapless victims, he multiplies their fear tenfold, that men literally die of terror in their armour or fall upon their swords fearing the entities that swirl above them brought about the Necromancers foul spell.

    This spell affects all living pieces on the tabletop, which must take a Break Check or are fleeing.

    Affected pieces will suffer from 3 Fear when rolling for a Break Check or to Re-rally. Furthermore, all pieces which break must scatter in their first turn of breaking instead of their second, and all pieces that must scatter anyway, must add another +D6 to their scattering roll.

     

    9th Discipline of Necromancy ‘Summon a Harbinger of Death’

    Ether 7

    Even though Death is an omniscient Demon who knows the exact moment a mortal will draw their last breath upon the mortal plain it rarely does any reaping of souls itself.

    Death leaves this grim duty to scrape up those souls that get lost between the living world and its domain to its Harbingers, which are powerful demons created solely for the purposes of reaping lingering souls.

    Necromancers’ magical connection with death allows them to see Death’s grim servants at work and the most powerful of the Black Arts can even summoned them to do their bidding upon the Mortal Plain…

    This spell has a range of 8 inches and must be cast within the awareness ranges of the Necromancer.

    Once successfully cast place down a Harbinger model (base sized 40×40mm) onto the board. The caster may even summon the Harbinger directly into combat, but it will not count as charging into that fight.

    Depending in what phase of the game the Harbinger is summoned, it will be able to Move, Charge and Fight. For instance, if a Harbinger is summoned at the very start of the Movement Phase, it will be able to charge with the rest of its allied pieces. However, if it is summoned in the Combat Phase of the game, it will only be able to fight in that turn, but not Move or Charge until its next turn, as it has missed those phases of the game.

    Once summoned, a Harbinger will remain in play until it is destroyed.

    Harbinger

    M A CR D Save LP S
    Harbinger 9 6 6 -②

    -❸

    D1-3

    8 5

     

    Special Rules

    Fear 2, Ethereal Attacks & Life Breaker

    Reaping Scythe Attack

    In combat, the Harbinger can choose to trade in all if its attacks to make one special attack with it Scythe to reap up some souls!

    If the Harbinger makes this special attack roll to hit all models an inch away from its base at a Combat Rating of 3. All models hit by the Harbinger’s swinging scythe suffer the standard damage from the Black Spirit’s attack.

    Spirit

    The Harbinger suffers from no movement penalties and can move through walls.

     

    #1528
    Thomas
    Participant

    I’m right in assuming the harbinger should have magic in its save?

    #1530
    Dave
    Keymaster

    And you would be right… I have fixed it.

    #1531
    Thomas
    Participant

    Ok cool. Intetesting piece as well as now it remains until killed

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