Date: Wed, 26 Mar 1997 15:49:14 -0800 From: Donald Wachenschwanz Subject: Necromantic Spells I roll a D6: 1-3 means that I roll on the original Necromancer Spell list found in Warhammer Quest. 4-6 means I roll on this supplemental list. 1 Dark Mists. Necromancer turns to mist after casting spells. He returns at the beginning of the next Monster's Phase. He may return to the same space or a different one. This means he avoids being attacked. He also comes back fully restored of wounds. If this spell is rolled more than once in the same turn, roll again. 2 Gaze of Nagash. A dark fire blazes from the eyes of the necromancer, striking one random Warrior within line of sight. The Warrior takes 2D6 +4 Wounds, with no modifiers for Toughness or non-magical armour. 3 Wind of Death. The necromancer raises a wind of death. Roll D6 for each warrior on the board. On a roll of 6, the Warrior takes (the dungeon level) X 1D6 Wounds, no modifiers for anything. 4 Varhel's Dance Macabre. All undead on the board get +1 Attack. 5 Drain Life. Tendrils of parasitic energy coil from the necromancer. All Warriors on the same board section as the necromancer take 1D6 Wounds which are given to the necromancer (up to his maximum). No modifiers for Toughness or non-magical Armour applies. 6 Death Spasm. The necromancer hurls a bolt of dark magic which will strike one random Warrior anywhere on the board. Roll D6 for the Warrior and add the Warrior's Toughness. Roll 1D6 for the necromancer and add the necromancer's Strength. If the necromancer's roll exceeds the the Warrior's roll, the warrior is reduced to 0 wounds, no modifiers for anything. This is not, however, fatal damage. Spells 1-5 are adaptations from the Necromancer Spells found in Warhammer Fantasy supplements such as Warhammer Magic and Undead Armies. Spell 6 is an adaptation from the Dark magic found in Warhammer Magic. Hope it proves useful. Donald.