RED ELF
NECRARCH
  • +1 to the total rolled when trying to cast a spell.
  • Thralls can use Arcane items.
  • Cannot choose any mundane weapons or armour
  • -2 to their Weapon Skill.

NEHEKHARA'S NOBLE BLOOD
45 points

The only thing the Necrarchs could take from their land was their necromantic lore. These secrets are found in the cursed scrolls hidden in the lairs of the oldest Lords of the Necrarch family.

The Vampire has one extra Magic Level. A Thrall with this power is a Level 1 Wizard in all respects and can be the army's General.

THE AWAKENING
25 points

The Vampire can sense the remains of long-dead warriors and awaken them to bolster his unholy ranks.

Whenever the Vampire casts the Necromantic spell Invocation of Nehek (see p. 58) he can add +D3 to the total number of Skeletons or Zombies created. For example, if he casts a

Level 2 Invocation, he can raise 2D6+D3 Skeletons.

DARK ACOLYTE
25 points

Even the lowliest Necrarch follows the long and difficult path of the Necromancer.

The presence of the Vampire on the battlefield adds one dice to the player's pile of Power dice (no effect on the Dispel dice).

MASTER OF THE BLACK ARTS
20 points

Who can match the magical ability of a creature so ancient that its teacher might have been the Great Necromancer himself!

The range of all spells cast by the Vampire is increased by 6". This power won't affect spells without a range (like Hand of Dust) nor the range of spells cast from bound spell items.

UNHOLY CYNOSURE
20 points

The Necrarch can focus his power into a different plane to forsee the future and change the present.

Once per game, the Vampire can re-roll one of the dice rolled to cast a spell. This can be used to negate a Miscast result or could cause an Irresistible Force result.

FORBIDDEN LORE
15 points

Long must one study to gain knowledge of the netherworld, but time is no worry to an undying scholar.

The Vampire knows one more spell than he is normally allowed. This does not increase his Magic Level.