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Malal Daemonkin
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===Lore of Malal=== '''Destruction brings Creation (Daemons of Chaos lore attribute):''' When a Daemon casts a spell from the Lore of Malal that causes one or more unsaved wounds, choose a unit of Hook Horrors or Paradoxes within 12" of the caster and roll a D6 for each wound caused. If it is a unit of Hook Horrors, add 1 model to the unit for each result of 5 or 6. If it is a unit of Paradoxes, add 1 model to the unit for each result of 6. Models are added one at a time to the back rank. If the back rank is full at any point, or the unit has a single rank of at least 5 models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and do not award additional victory points. '''Oblivion (Warriors of Chaos lore attribute):''' ''Malal is the Renegade God and he blesses those who cause chaos and anarchy with the ability to further cause chaos and anarchy.'' When a spell from the Lore of Malal is successfully cast, roll a D6, plus one D6 for each model augmented or hexed by the spell (if any). For each result of a 6 rolled, the Wizard's Strength and Attacks are increased by 1 until the start of his next magic phase. '''It Should Not Be (Signature Spell; Cast on a 5+):''' ''The Wizard stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected.'' It Should Not Be is a Hex that targets an enemy unit within 24". That unit must take a Panic or Daemonic Instability test. The wizard can choose to extend the range of this spell to 48". If he does so, the casting value is increased to 8+. #'''Spite: (Cast on a 8+)''' ''The Wizard fills his followers with the will to harm others beyond the point where there is anything to gain from doing so.'' Remains in Play. Spite is an augment spell with a range of 24". Whenever that unit suffers casualties, the unit that caused the casualties suffers a single hit for each wound inflicted. These hits are resolved at the same strength value as the affected units toughness and ignore armor saves. When in close combat these hits are resolved after the Initiative 1 step and count towards combat resolution. The wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 16+. #'''Juxtaposition (Cast on a 8+):''' ''The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.'' Remains in Play. Juxtaposition is both an Augment and a Hex spell that affects all models in the casters unit and models that are in base contact with the casters unit. Allied units have all To Hit rolls made against them suffer a -1 penalty while all To Hit rolls made against affected enemy units gain a +1 bonus. #'''Drain Life (Cast on a 9+):''' ''The Wizard takes a deep breath, sucking the life out of those who stand before him.'' Drain Life is a direct damage spell that is cast on the Wizard himself. It enables him to unleash a Strength 4 Breath Weapon attack. If this attack causes a single unsaved wound, the caster regains a wound lost earlier in the battle. The caster can increase the power of this spell to Strength 5. If he does so, the casting value is increased to 11+. #'''Weapon Virus (Cast on a 11+):''' ''The Wizard infects the ranged weapons of the enemy with his malevolent will, causing them to sabotage their wielders.'' Remains in Play. Weapon Virus is a malediction power with a range of 24β. Whilst this power is in effect, all of the target units ranged weapons inflict a hit on their wielder on a To Hit roll of 1. If the weapon does not roll To Hit and instead rolls an Artillery dice, the controlling player rolls two Artillery dice and takes the higher value. If either of the dice are a misfire, no shot is fired and the controlling player rolls on whichever misfire chart they are subject to. #'''Vortex of Annihilation (Cast on a 15+):''' ''A tiny warp breach is created that is so chaotic that not even daemons will dare use if for the risk of getting ripped into nothingness by its entropy.'' Remains in play. The Vortex is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Vortex will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass a Strength test or be slain outright with no saves except Magic Resistance allowed. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Vortex travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Vortex collapses in upon itself and is removed. A particularly brave Wizard can infuse the Vortex of Annihilation with more power, so that it uses the large round template instead. If he does so, the casting value is 25+. #'''Schismatic Lance (Cast on a 18+):''' ''The Wizard fires a blast of darklight from the palm of his hand.'' Schismatic Lance is a Magic Missile with a range of 36". It causes a Strength 8 hit that has the Multiple Wounds (D3) special rule and penetrates ranks in the same manner as a shot from a Bolt Thrower. Armour saves are not permitted against wounds caused by Schismatic Lance. If the target does not have the Undead, Nekharan Undead or Daemonic special rule, all failed To Wound rolls caused by this spell must be re-rolled.
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