You have here below the new Necromantic spell list. Vampires and Necromancers can use either the Lore of Death from the rulebook or this list (I recommend the second...). No special rules apply to Necromantic spellcasters (no more recasting, no more choosing their spells, no more immunity to miscasts; they just follow the normal rules of all other wizards). Remember that you can always replace a spell you rolled with spell number 1 of the list, which happens to be the "raise the dead" kind of spell (what a coincidence!). Leadership (Ld) values will be different in the finished version, but for the time being you can try the new rules with the Ravening Hordes booklet. To randomly generate a Necromantic spell, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again.
Buried deep within the earth of the Old World lie the bones of those who have fallen in countless battles. A skilled Necromancer can awaken these warriors from their peaceful rest and reanimate them to serve him in an unholy afterlife. This spell can be used in three different ways - to add models to existing units, to create a new unit or to restore lost Wounds to a model. In all cases, it has a range of 18". The caster must declare if he is using the spell on an existing unit, to create a new unit or to restore lost wounds and the Difficulty Level he is trying (3 + , 7+ or 11+) before he rolls the dice to cast. The higher the Difficulty Level chosen, the more effective will be the result of the spell if cast successfully (see below). Note that a Wizard can cast this spell only once per magic phase, as normal, and not once per Difficulty Level.
The Necromancer has the ability to cause anything he touches to age centuries within a second. As he grips his opponent tightly, the victim and all his possessions are instantly turned to dust which is scattered by the wind. This spell can be cast by the Wizard on himself. It can be cast even if the Wizard is in close combat. Once it has been cast, the spell lasts until it is dispelled, or until the Wizard decides to end it (which he can do at any time), attempts to cast another spell or is slain. Whilst the spell is in play, the caster is reduced to a single Attack in close combat. If this attack hits, the enemy is killed automatically, with no armour saves allowed (this works exactly like a Killing Blow attack, with the only difference being that it can affect models of any size). The enemy can take a Ward save, if he has any, but if the Wound is not saved, the model is dead. This spell has no effect on Undead and Daemons. The Necromancer concentrates on animating the Undead under his control to attack with such speed and ferocity that few can defend against their flurry of blows. Target one of your own Undead units within 18" and in close combat. All models in the unit attack first and can re-roll any missed rolls To Hit in the next turn of close combat. The Undead are filled with an unholy magical energy that causes them to stride across the battlefield with a speed that even most mortals are unable to match. This spell can be cast on a friendly Undead unit that is within 24", and which is not already engaged in close combat. The unit can immediately make a move of up to 8" in the same way as a normal move made in the Movement phase (it can wheel, turn, change formation or even reform). The unit can charge an enemy within 8" if opportunity permits. A unit that is charged by means of Vanhel's Danse Macabre can react to the charge as normal and it must take all the appropriate Psychology tests. If the enemy flees out of reach of the charging Undead unit, the Undead cannot redirect their charge and have to move the full 8" towards their fleeing target. If in doing so they happen to move into another enemy unit, this unit will be charged as explained above. Bolts of pure Dark Magic leap from the Necromancer's eyes. Where the beams touch the victims' flesh, their skin blackens and withers, sloughing away till the white gleam of bone is visible beneath. This is a magic missile with a range of 24". If successfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 4 hits. The Necromancer points a long gnarled finger at his enemies who feel their limbs become heavy and slow to move as their hair grows grey and falls out before their very eyes. They collapse where they stand, unable to support themselves before death catches up with them. The Curse of Years can be cast on any one unengaged enemy unit within 24". If successfully cast, the enemy starts to age at a supernatural speed. Roll a dice for each model in the affected unit. A model will suffer a wound on the roll of a 6+. Once it has been cast, the spell remains in play on the affected unit. It lasts until it is dispelled, or until the Wizard decides to end it (which he can do at any time), attempts to cast another spell or is slain. If not dispelled, at the beginning of the caster's next Magic Phase, models in the affected unit suffer a wound on a 5+ . In the third Magic phase they will suffer a wound on a 4+ and so on, to a maximum of 2+. Characters who are part of a unit affected by this spell stop suffering from its effects if they leave the unit. No armour saves are allowed for wounds caused by this spell. This spell has no effect on Undead and Daemons. |