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Spells of Light
by Donato Ranzato
Sphere of Light
The spells of the Sphere of Light are mostly directed at combating deamons and evil
wizards or bringing down mass destruction on the foe. Though Inquisitors must always take
at least one spell from the Sphere of Light it's worth considering taking some spells of
other spheres if you aren't battling Chaos, though the bulk of Light spells are still
useful against most opponents.
Light Sphere
D6 |
Spells |
1 |
Scourging (Difficulty 9, Range 24") Strikes
the first single target within range in a straight-line path. The victim suffers D3 S4
hits and must pass a Leadership test or be stunned until the next Shooting phase. Daemons
struck by Scourging suffer D3 hits at S8 rather than S4. |
2-3 |
Purge Witch (Difficulty 7, Range 12") Pick an
enemy wizard within range. The enemy wizard rolls D3 and adds his Leadership to the roll;
your wizard rolls 2D3 and adds his Leadership to the roll. If the enemy wizard's score is
lower, he loses and suffers 1 Wound for each point he lost by. Otherwise the feedback
inflicts D6 wounds on the friendly wizard. |
4 |
Flames of Purging (Difficulty 10, Range 12") Every
living creature within range suffers an S4 hit. After damage has been assessed, the wizard
himself must pass a Leadership test in order to stop the Flames. If he fails - or decides
to continue the firestorm - he suffers a wound as the flames start to consume his body and
the Flames of Purging remain in play, scoring another S4 hit on all living models within
range at the start of the next Shooting phase. Repeat until the wizard succeeds in his
test, or the wizard is slain. Clarification: Flames of Purging is a difficult power to use
properly but is so powerful that it can win the battle for you if it's played at the right
time. The wizard using Flames of Purging cannot move, shoot or do anything else if he
fails to stop it or chooses to continue it. |
5 |
Aura of Fortitude (Difficulty 7, Range 9") The
user and all friendly models within range increase their Ld to 10 as long as this power is
in play. All affected models also gain a saving throw of 4+ on D6 against all magickal
attacks. The wizard must pass a Leadership each Turn each turn to maintain the Aura. |
6 |
Aura of Fire (Difficulty 9, Range Personal) When
in play, will negate any Wound suffered by the user on a D6 roll of 4+. In hand-to-hand
combat, any wound saved means that the Aura is rebounded against the model that struck it,
causing a Strenth 3 hit for each Wound saved. The wizard must pass a Leadership each Turn
each turn to maintain the Aura. |
Donato Ranzato
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