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==Lore of the Lichemaster== Yep, at one point, back in 6th Edition Kemmler had his own spell lore. Only he could use it and he knew all of the spells in it (naturally). This was also back when Kemmler was built up to being close to Nagash in power and both his rules and his lore reflected this. As for how the spells themselves worked, the Lore of the Lichemaster was essentially a far more powerful version of Necromancy. Every spell has been upgraded in some way, shape or form and Kemmler has renamed some of them after himself, presumably to show up the original creator(s) (which are Nagash and Vanhel respectively). <div class="mw-collapsible-content"> *'''Invocation of the Lichemaster''': This spell has two uses and three casting levels. The use must be declared before the spell is rolled and they are to raise new skeletons and heal Wounds on a unit respectively. How many skeletons are created and how many Wounds are healed depend on the respective casting level. The first is 3+, and this created D6 Skeletons, or it heals D3 Wounds on any existing unit. The second value is 7+, which creates 2D6 Skeletons or heals 2D3 Wounds. The final one creates 3D6 Skeletons or heals 3D3 Wounds and its value is 11+. All Skeletons are armed with Hand Weapons and Shields, however if you create less than 5 Skeletons the spell fails to work. **The way this spell is superior to the Invocation of Nehek is simple, it heals far more Wounds. In 6th the spell would only heal 1/2/3 Wounds respectively, as opposed to 1D3/2D3/3D3 Wounds, and you could use this spell on anything, from Vampires to Zombie Dragons and if you were playing for fun, you could use it in 7th to heal stuff like 3D3 Wounds that were on Blood Knights, whereas normally they could only be healed one Wound from any other source. On its own this spell is a good reason to take Kemmler, let alone the other shit he can do. *'''Desiccating Grasp''': A remains in play spell. If Kemmler casts this on himself (and he can only cast it on himself) then his attacks ignore armour saves, and if he causes even a single unsaved while this spell is active then he instantly kills whoever he hurt, no matter who/what they are and how many Wounds they had left. **You know what's sweet about Hand of Dust? It's how it can instantly kill your opponent. You know what would make it even better? If it had a lower casting value (6+ instead of 7+), didn't take your attacks away and turned whoever it killed into a skeleton instead of turning them into dust. If you can find some sort of creative way to give Kemmler his attacks back (as well as some way to up his Strength) then you can emulate his 4th/5th edition versions where he can kill a ridiculous amount of things. Even with only one attack Kemmler has a 30% chance to Wound even T6 creatures (and better than 50% on T5) thanks to his sword, so using him to kill monsters even while he isn't buffed isn't out of the question. Think of it like Heroic Killing Blow but it always works so long as you Wound successfully. *'''Eternal Vigour''': The upgrade to Hellish Vigour. The targeted unit gains the Always Strikes First rule (Zombies also lose Always Strikes Last) and they re-roll all failed To Hit rolls, as well as all failed To Wound rolls. Cast this on pretty much anything and they become combat blenders. **In this edition Hellish Vigour only granted re-rolls on To Hit rolls as well as Always Strikes First. They both had a 7+ casting value but the re-rolls on To Wound rolls are quite nice, and make stuff like Sword and Board Grave Guard hit harder (normally you'd have to choose whether you wanted them to be the hammer, or the anvil and this way they could be both). *'''Withering Gaze''': Kemmler shoots beams of light from his eyes, [[Samurai Jack|Aku style]] and kills whatever he's looking at. It's a magic missile with 8+ to cast, and causes 2D6 Strength 4 hits, with a 36"(!) range. **This is straight up Gaze of Nagash with an extra 12", presumably because Kemmler wanted to show Nagash up in this magic dick-measuring contest. *'''Kemmler's Danse Macabre''': Pick an undead unit within 24" and isn't in close combat. That unit now gets to make a free 8" move as if it was the movement phase. This means this move can even be a charge, following the usual charge restrictions with the exception being that this move allows the unit to ignore the effects of both terrain and obstacles, and a failed charge (in the event that the charged unit flees since they get normal charge reactions and they have to take the appropriate Psychology tests) will still have the unit move 8". **This is Vanhel's Danse Macabre but better because not only does the move ignore terrain and obstacles (it's like that forest or that house wasn't even there) but it works up to 24", as opposed to Vanhel's meager 18", because Kemmler can't get away with only showing up Nagash. The only downside is that it has a casting value of 10+ instead of the 9+ of Vanhel's spell. *'''Curse of Eternities''': Arguably Kemmler's greatest spell. Pick an enemy unit within 24", even one engaged in close combat, then roll a dice for each model in the unit. On a 5+ that model takes a Wound with no Armour saves allowed. To make matters better, this spell is a Remains in Play spell that only grows stronger over time, at the start of the next magic phase every model takes a Wound on a 4+, then in the next phase it's a 3+, then it's a 2+, where it finally caps. This spell even affects characters in the unit, although if they leave they become free of its effects. **This spell is Curse of Years on steroids. Curse of Years only has a 10+ to cast as opposed to Curse of Eternities 13+, however Curse of Years cannot be cast into combat, and its first roll is only on a 6+ before it gets better (making it lag behind by a significant amount and limiting its use). Overall the Lore of the Lichemaster is an incredibly powerful lore that is even preferable to the 7th and 8th edition Lore of Vampires due to its many uses and having many advantages to its spells that the regular lore lacks. It's a shame Kemmler didn't feel like teaching it to anyone, as having such a powerful lore without having to pay his 550 points cost to get it would've been awesome. Thankfully his Master of Necromancy rule softens the blow somewhat when you realize you have no limitations to the amount of times each of the spells can be used in a single magic phase. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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