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===Spell Lores=== There are two spell lores to pick from, one for your necromancers, one for your vampires, the two Mortarchs can choose from either lore and Nagash gets all the spells from both. There is also an additional spell, Invigorating Aura, that ALL your wizards get for free, and may be cast by any number of spell casters in a turn. * '''Invigorating Aura:''' Casting Value 8. Pick 1 {{AOSKeyword|Summonable}} unit wholly within 18" of the caster. You can heal up to 3 wounds, or return slain models that have a combined wounds characteristic of 3 or less to it. Add +1 to the casting roll for each hero on the battlefield. No unit can benefit from this more than once per turn. Even more healing options is always welcome, especially with deathly invocation only being used once per turn per unit now. <tabs> <tab name="Lore of Vampires"> # '''Blades of Shyish:''' Casting Value 5. Roll a dice for each enemy unit within 12" of the caster. On a 3+ that unit suffers a mortal wound. Not terrible on Vampires with large bases; a VLoZD can cover a lot of enemy units within 12" on a 130mm base. # '''Spirit Gale:''' Casting Value 5. Pick 1 enemy unit wholly within 18" and roll 2D6. If the roll is greater than that unit's bravery, that unit suffers a number of mortal wounds equal to the difference between the unit's bravery and the 2D6 number rolled. Meant to stack with the army's bravery debuffs; has the potential to be devastating to small elite units. # '''Soulpike:''' Casting Value 6. Pick a unit wholly within 18". If that unit tries to charge, roll a number of dice equal to the charge value. For each 4+ the unit suffers a mortal wound. The real power of this spell is making your opponent reconsider whether it's worth charging your unit, not the actual damage it inflicts. # '''Amethystine Pinions:''' Casting Value 5. Add +6" to the caster's Move characteristic, which is great for throwing your vampires into the thick of it from far. Does not stack with Locus of Shyish. # '''Vile Transference:''' Casting Value 7. Pick an enemy unit within 3". Roll a number of dice equal to the unit's wounds characteristic. For each 6, the target suffers 1 mortal wound, and you heal 1 wound. Looks pretty terrible at first glance, but it's meant to be used on enemy heroes and monsters where you might not trigger The Hunger because you didn't kill the model in a single round of combat. # '''Amaranthine Orb:''' Casting Value 6. Pick a point within 9" of the caster, and draw an "imaginary straight line" from the point to the caster. Roll a dice for each unit the line passes by, and on a 2+ that unit suffers D3 mortal wounds. Does not work on Death units so feel free to draw a line over your own units. A risky choice in tournaments since you cannot alter your list once it's submitted and Death is a very popular faction. </tab> <tab name="Lore of Deathmages"> # '''Overwhelming Dread''': Casting Value 5. One enemy unit within 18" takes a -1 to hit until your next hero phase. A cheap and decent debuff for your hordes. # '''Fading Vigor''': Casting Value 6. One enemy unit within 18" loses one attack from their melee weapon until your next hero phase. Another debuff, but a lot less generalized. Might be useful for zombies or skeletons, who are expected to last longer and would already topple over from a stiff breeze. # '''Spectral Grasp''': Casting Value 6. Select one setpiece within 18" of the caster. Until your next hero phase, all enemies within 3" of that setpiece has their movement halved. One of those spells that's really dependent on how the arena is laid out, ranging from crippling to utterly useless. # '''Prison of Grief''': Casting Value 6. Pick one enemy unit within 6" of the caster; any time this unit plans to move, they must roll a d6 and stay paralyzed on a 6". Great for foiling jukes and making sure that your guys get the first hit in. # '''Decrepify''': Casting Value 6. Select one enemy hero within 18" of the caster. This hero loses one attack and reduces the damage value by 1 for one melee weapon. # '''Soul Harvest''': Casting Value 7. All enemy units within 3" suffer d3 mortal wounds immediately. For each hit that isn't saved, you can roll a d6 and restore a wound to the caster on a 5+. Ultimately, this is more of a hinderance than a means to actually clear units. If you're lucky, you might have actually popped a Liberator or a chaos warrior, but you won't actually win a fight against them as a measly necromancer. (But Mannfred might) </tab> </tabs>
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