Rules (11) The Ruination of Cities Cast on a 14+
Nominate a point on the table where you wish the spell to be focused. Roll a Scatter dice and an Artillery dice, and place a marker there - that is where the spell is centred. On the roll of a Misfire, the spell does not work.
Roll 2D6 to see how far the tremors spread in inches. Any unit within this radius suffers 2D6 Strength 5 hits. In addition, any unit that suffers any wounds may only move at half rate in its next Movement phase. Models that fly are completely unaffected by this spell, neither taking wounds nor being affected by restricted movement.
If there is a building or wall section directly underneath the place where this spell is centred then it automatically collapses and is destroyed. Models may take furthe damage from this destruction, as described in the Sieg rules, or on page 130 of the Warhammer rulebook. Drain Magic This spell can be cast at three different levels. Choose a level before you attempt to cast the spell = the casting value varies accordingly.
Level 1. Casting Value: 5+. Dice Rolls Discarded: 6's.
Level 2. Casting Value: 7+. Dice Rolls Discarded: 5's & 6's.
Level 3. Casting Value: 9+. Dice Rolls Discarded: 4's & 5's & 6's.
Whichever level you choose, the spell may be cast on a single enemy Wizard within 24" of the caster and may be cast into close combat. If successful, the victim's spells will be weaker. Whenever the victim rolls to cast a spell, discard any rolls of a 4 or more, 5 or more or 6 (depending on the level of the spell) before calculating then total result of the roll. Note that as the dice are discarded, any Irresistible Force results are ignored.
The spell lasts until the start of the caster's next Magic phase. Shield of the Old Ones Lord Kroak's Shield of the Old Ones gives him a 2+ Ward save, which is reduced to a 3+ Ward save in close combat. The Spirit of Venerable Lord Kroak - Venerable Lord Kroak has a more powerful version of telepathy than other Slann Mage-Priests. His powerful spirit is capable of entering the bodies of those who open themselves up to him and can use them as mediums through which he can cast spells.
Kroak can use Slann Mage-Priest telepathy as normal. If he wishes, however, he may instead choose to cast the spell through a friendly wizard, resolving all the effects as if Lord Kroak himself was in the position of the medium. Choose any friendly Skink Priest or Slann Mage-Priest on the table to project his spirit into. Lord Kroak cannot use the host's spells, only his own. He may project himself into any number of models in the one Magic phase.
If he suffers a Miscast when casting through a medium, Lord Kroak's spirit is blasted from its host, and he cannot cast any more spells through that model that Magic phase. The spell automatically fails, though no roll on the Miscast table is taken.
- If the spirit of Loard Kroak used a Skink Priest to cast spells in the Magic phase, then at the end of that Magic phase the player must take a Leadership test for each Skink that Kroak cast spells through. If this is failed, then the Skink Priest swoons under the power and cannot move in his next Movement phase. If it is engaged in combat it cannot fight and will be hit automatically. This lasts until the start of the next Lizardmen Magic phase. Cold Blooded For all Leadership tests, Lizardmen units roll 3 dice and choose the lowest 2 scores Palanquin Treat the Slann as a single model with a sinlge profile, rather like a chariot. If the Slann has joined a unit of troops, the unit counts rank bonuses as if the space taken by the palanquin was taken by normal troops.
The palanquin may be placed in the centre of the second rank of troops, rather than in the front rank. It is only ever forced to move into the front rank if the front rank is reduced to less than three models. If the palanquin is forced to move to the front rank, it is placed in the centre of the remaining two troops - slide them aside so that the Slann may fit between them. If there is just one model left in the front rank, simply place the Slann next to it. While the Slann has no enemy models in base to base contact, it does not count as being in combat for purposes of its own spell casting and use of magic items, even if the unit around it is. This means that it may still cast spells as if it were unengaged, as it sometimes rises on its palanquin above the fighting to cast its powerful magic before dropping back within the protection of its unit.
However, the Slann still counts as being in combat in regards to enemies wishing to target the Slann. Telepathy For spell casting, the Slann is considered to be able to draw a line of sight to everything that any Skink Priests or other Slann on the table can see. Note that it is still the Slann that casts the spell, and the range is measured from the Slann itself, ignoring any intervening terrain. Eg a Slann in the second rank of a unit of Saurus Warriors that are engaged in combat may cast magic missiles at a foe (even though the Slann itself cannot see them) that a friendly Skink Priest can see, so long as the target is within range of the Slann. Large Target
Unit Strength 5 The model has a unit strength of 5 Wisdom of the Old Ones When a Slann Mage-Priest selects his spells before a battle he is allowed more freedom than normal. He may use any Lore from the Warhammer rulebook. What's more, a single Slann can choose from more than one Lore instead of being limited to just one.
Pick a list, roll a dice to see what you get, choose the default spell instead if you like and then choose another list or the same again.
You cannot have the same spell from the same list more than once per Wizard as normal. However, you could have the same effect from two different spells. Contemplation Slann will never fight. If engaged in combat, its single attack is made by its Skink attendant darting forward to strike before retreating once again behind the throne.
Slann may never take magic weapons or magic armour when choosing magic items.