vampire counts lore of magic

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  • 8/12/2019 Vampire Counts Lore of Magic

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    Vampire Counts Lore of magic

    The Curse of Undeath. (Lore Attribute)

    Whenever a spell from the lore is successfully cast, a friendly model within 12" (or the caster himself)immediately regains a lost wound.

    Invocation of Nehek (signature spell) cast on +6

    augment spell that targets all friendly Undead units within 6". The target units immediately regain anumber of Wounds as follows: infantry gain D6 plus the caster's Wizard level in Wounds (roll for eachunit) other troop types targeted gain 1 plus the caster's Wizard level in Wounds. However, modelswith the Vampiric, Ethereal or Large Target special rules can never regain more than 1 Wound persuccessful casting. Wounds gained are distributed as described in Resurrecting Fallen Warriors, TheWizard can choose to target all friendly Undead units within 12". If he does so, the casting value isincreased to 12 +. can choose to target all friendly Undead units within 18". If he does so, the castingvalue is increased to 18 +

    1 Vanhel's Danse Macabre Cast on 6+

    augment spell with 2 effects. The target gains re-rolls To Hit in close combat for one full turn. Inaddition, if it is unengaged the unit may immediately move up to 8", though it may not charge. Thespell has a range of 12" and is cast on a 6+, however this may be increased to a 12+ in which case itwill affect all friendly Undead units within 12".

    2 Hellish Vigour cast on 8+

    augment spell that allows the target to reroll failed To Wound rolls in combat for one full turn. It targetsa single unit within 12" for 8+, or can be boosted to hit all units within 12" for 16+.

    3 Gaze of Nagash cast on 9+

    magic missile, doing 2D6 Strength 4 hits to the target. Its range is 24" for a 9+, or 48" if boosted to a12+.

    4 Raise Dead cast on 9+

    allows you to create a new unit within 18" of the caster. You get 2D6+3 Zombies if you cast the spellon a 9+, or 2D6+3 Skeletons if you boost it to a 14+.

    5 Curse of Years cast on 12+

    hex spell with an 18" range, which is cast on a 12+, All models in the target unit roll a D6 and suffer awound with no armour saves on a 6+. The spell then remains in play, and strikes again at the end ofeach subsequent magic phase, except that it becomes more dangerous each time - on a 5+, then ona 4+,etc

    6 Wind of Death cast on 15+

    magical vortex cast on 15+ that uses the small template and travels a number of inches equal to 3times the roll on an artillery dice (so a maximum of 30"). The effects Any unit touched by the templatetakes D6 Strength 3 hits for each rank of models in the unit. So a unit 5 ranks deep would suffer 5D6Strength 3 hits. Furthermore, the hits ignore armour saves. The spell can be boosted, in which case ituses the large template and the hits are inflicted at Strength 4, 25+ to cast.