Necromancy is the magic of the dead. It grants Necromancers the power to raise
the dead and command spirits, hut also to destroy the vitality of the living.
D6 |
Result |
1 |
Lifestealer
Difficulty 10
The Necromancer sucks out the very essence of life from his victim,
stealing its vigour for himself.
You may choose a single model within 6". The target suffers a wound
(no save allowed) and the Necromancer gains an extra wound for the duration
of the battle. This may take the Necromancer’s Wounds above his original
maximum value. This spell will not affect the Possessed or any Undead
models.
|
2 |
Re-Animation
Difficulty 5
At the spoken command of the Necromancer, the dead rise to fight again.
One Zombie that went out of action during the last hand-to-hand combat
phase immediately returns to the battle. Place the model within 6” of
the Necromancer. The model cannot be placed straight into hand-to-hand
combat with an enemy model.
|
3 |
Death vision
Difficulty 6
The Necromancer calls on the power of Necromancy to reveal the moment
of his enemies’ death.
The Necromancer causes fear in his enemies for the duration of the battle.
|
4 |
Spell of Doom
Difficulty 9
The Necromancer whispers to the sleeping dead to rise up from the ground
and seize his enemies.
Choose one enemy model within 12". Tile model must immediately roll
equal to or less than his Strength on a D6 or the dead emerging from the
earth will rend him with supernatural power. If he fails, you may roll
on the Injury table to see what happens to the unfortunate warrior.
|
5 |
Call of Vanhel
Difficulty 6
The Necromancer summons the world of the dead to invigorate his Undead
servants.
A single Zombie or Dire Wolf within 6" of the Necromancer may immediately
move again up to its maximum Movement distance (ie, 9" in the case of
Dire Wolves). If this moves them into base contact with an enerny model,
they count as charging.
|
6 |
Spell of Awakening
Difficulty: Auto
The Necromancer calls the soul of a slain Hero back to his body and
enslaves him with corrupt magic.
If an enemy Hero is killed (ie, your opponent rolls 11-16 on the Serious
Injury chart after the battle) then the Necromancer may raise him to fight
as a Zombie in his servitude. The dead Hero retains his characteristics
and all his weapons and armour but may not use any other equipment or
skills. He may no longer run, counts as a Henchman group on his own, and
may not gain additional experience. This spell always succeeds (rules
for Henchmen and experience are described later).
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