Source: Warhammer Fantasy: 7th Edition

Lore of the Vampires
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The caster directs the Dark Magic to repair his vassals, breathing Unlife into long-dead cadavers.

Necromancy Spell. Target one of your own Undead units or characters within 18". The target unit regains D6 Wounds worth of models. Units with the Vampire or Ethereal rule, and non-infantry units, are harder to heal and only ever regain a single Wound.

The Wounds in a unit are regained in a strict order. First, the champion is resurrected, and then other command models. These models are placed in the front rank, displacing rank and file models as required. Once this has been done any rank and file models with multiple Wounds are healed back to the number of Wounds on their profile, then any remaining Wounds resurrect rank and file models normally up to the unit's starting strength, though some units may be increased beyond this size. These models are added to the front rank until it reaches at least five models. Additional models may then be added to either the front or rear ranks. If the unit already has more than one rank, new models can only be added to the rear. Characters must be targeted separately to benefit from this spell. If the character is riding a non-cavalry mount the player must nominate whether the rider or the steed benefits from the spell.

Models that are resurrected within a unit that has charged that turn do not gain charge bonuses in the following Close Combat phase.

1. Raise DeadCasting Value: 5+

War and plague are common within the Old World and the bones of their victims lie but shallowly buried. A Necromancer can awaken these mortal remains to serve him in a ghastly mockery of life.

Necromancy Spell. If successfully cast, choose any point within 12" of the caster and place a Zombie model on it then form the rest of the unit around it. The new unit consists of D3 +4 Zombies. The unit can face any direction, but its front rank must consist of at least five models. The new unit must be at least 1" away from enemy units.

2. Vanhel's Danse MacabreCasting Value: 7+

The Undead are filled with an unholy magical energy that causes them to stride across the battlefield with a speed that even most mortals are unable to match.

Necromancy Spell. This spell can be cast on a friendly Undead unit within 12" and has one of the following effects:

If the target is not in close combat, it can immediately make a move of up to 8" in the same way as a normal move made in the Movement phase - it can charge (up to 8"), wheel, turn, change formation or even reform. A unit that is charged by means of Vanhel's Danse Macabre can react to the charge as normal and must take any Psychology tests. A unit may only move once per Magic phase with Vanhel's Danse Macabre.

If the target unit is engaged in close combat, in the next Close Combat phase, all models in the unit benefit from the Always Strikes First special rule and may re-roll missed to hit rolls.

3. Gaze of NagashCasting Value: 8+

Bolts of Dark Magic leap from the Vampire's eyes, withering flesh and blackening bone.

This is a magic missile with a range of 24" If successfully cast, the Gaze of Nagash causes 2D6 Strength 4 hits.

4. Curse of YearsCasting Value: 8+

The enemies of the Undead feel their bodies decaying and their hair turns grey. They collapse, unable to support themselves as withering age engulfs them.

Remains in play. This spell can be cast on any enemy unit within 18" even one engaged in close combat. When cast, roll a D6 for each model in the unit - a score of 6 causes a Wound. If not subsequently dispelled, models in the unit suffer a Wound on a 5+ at the end of the next Magic phase. At the end of the following Magic phase they will suffer a Wound on a 4+ and so on, to a maximum of 2+. No armour saves are allowed against these wounds.

5. Wind of UndeathCasting Value: 12+

The Vampire calls forth spectral winds that tear the souls from the bodies of his enemies. The Vampire then binds these departing spirits to his will.

Roll a D6 for every enemy unit on the table (even it in combat). On a roll of 4+ the unit suffers a wound with no armour saves allowed. Also, a new Spirit Host unit is created within 12" of the Vampire, at least 1" from the enemy, with a number of Wounds equal to the number of Wounds inflicted by the spell. For example, if the Wind of Undeath inflicts 7 Wounds, the Spirit Host unit created consists of two bases, with a total of 7 Wounds.

6. Summon Undead HordeCasting Value: 12+

The Vampire channels the winds of Magic to replenish his army.

This spell may be used in one of two ways, declared at the time of the casting attempt:

You may create a new Zombie unit, with 5D6 models, using the rules for the Raise Dead spell.

Alternatively, it allows the Vampire to replenish 3D6 Wounds across any number of friendly units or characters. Rebuilt models are placed as detailed in Invocation of Nehek, and no Vampire, Ethereal or non-infantry unit may be given more than a single wound each from a single casting.