Ok onto the next set of rules.
You all know the drill by now, no changing rules because you don't like them etc, only justified changes due to the 8th edition are allowed.
Touch of Ages - 50pts
These twin blood red rubies sit in the bearers palms, held in place by intricate gloves of silver. When ready they cause power to pulse through the bearers hands, as he grabs his foe in a vice like grip. In seconds their body is aged by hundreds of years, reducing muscle and flesh to dust.
Bound Spell - Level 5. At the start of combat the bearer may choose to forgo his normal attacks. Instead choose one model in BtB combat (if in a challenge this must be the model involved in the challenge). Both players then roll D6 and add their basic strength. The bearer then adds 3 his score. For every point he beats the other player he inflicts one wound, no armour or regeneration saves are allowed. If the bearer fails to beat the other players score no damage is caused.
If the Touch of Ages is successfully cast it runs out of power for the remainder of the battle. If unsuccessful rolll 1D6, on a roll of 1 itruns of of power for the remainder of the battle. On 2-6 another attempt at casting may be made in the next Legion magic phase. exhausts its powers and cannot be used for the remainder of the battle.
Gauntlets of Dread Intellect - 40 Points
Once the gauntlets are donned, the bearer's sword arm moves with a will of its own. Suddenly all of the attacks strike true, and inflict damage far more grievous than they could have done on their own
In combat the bearer may choose to either re-roll to hit or re-roll to wound. This must be declared at the start of each round of combat. In addition it grants the bearer the Armour Piercing ability
Mantle of Ritual Mastery - 35pts
This cloak is covered with forgotten runes. Whenever the bearer performs a ritual of Nagash, spectral voices echo his words, adding its dark power to the bearer's
The wielder of this cloak adds +1 to the casting values of all of its rituals.
The Black Jar - 30 points
The Mortuary Cultists canopy jars are seen as symbolic within the cult. The higher ranking of the priests carry particularly intricate jars. These jars contain scarab beetles that are more vicious than the standard ones. These beetles are infused with dark magic, binding them to the Priests will.
DoN & Mortuary Priests only. This jar replaces the standard Scarab Jar carried by a DoN or Mortuary Priests. The bearer may make a breath weapon attack every one of the bearer's turns, at +1S of the normal jar they would carry. This breath attack is classed as magical.
Every time the jar is used roll D6 straight after. On a roll of 1 it exhausts its powers and cannot be used for the remainder of the battle.
The Necromancers skull - 20pts
This used to be the head of Kadon, the necromancer who found the Crown of Sorcery and with it built Mourkhain. Now, it still seeks to control all magic, and draws it to the bearer.
Every time a wizard of the opposing army rolls a miscast, the bearer may cast one Ritual that is chosen at the start of the battle. He may do this even if he cannot normally cast Rituals.
Eye of the Dark Lord - 15 points
One Use Only
This trinket is a little black box containing an eye of the Necromancer. It contains his cold hard stare and when opened, deters all enemies from coming within its gaze.
The bearer of the Eye of the Dark Lord may declare its use whenever an enemycharges the bearer or their unit is engaged with the bearer. The enemy is forced to re-roll their leadership any Psychology based tests for the remainer of the current player turn. for charging a fear causing opponent. If, for whatever reason, the enemy is immune to fear Psychology, then the unit would be treated as normal until the end of turn (ie. their ItP is cancelled for the turn), they must still roll a test to charge the unit anyway.
You all know the drill by now, no changing rules because you don't like them etc, only justified changes due to the 8th edition are allowed.
Touch of Ages - 50pts
These twin blood red rubies sit in the bearers palms, held in place by intricate gloves of silver. When ready they cause power to pulse through the bearers hands, as he grabs his foe in a vice like grip. In seconds their body is aged by hundreds of years, reducing muscle and flesh to dust.
Bound Spell - Level 5. At the start of combat the bearer may choose to forgo his normal attacks. Instead choose one model in BtB combat (if in a challenge this must be the model involved in the challenge). Both players then roll D6 and add their basic strength. The bearer then adds 3 his score. For every point he beats the other player he inflicts one wound, no armour or regeneration saves are allowed. If the bearer fails to beat the other players score no damage is caused.
If the Touch of Ages is successfully cast it runs out of power for the remainder of the battle. If unsuccessful rolll 1D6, on a roll of 1 it
Gauntlets of Dread Intellect - 40 Points
Once the gauntlets are donned, the bearer's sword arm moves with a will of its own. Suddenly all of the attacks strike true, and inflict damage far more grievous than they could have done on their own
In combat the bearer may choose to either re-roll to hit or re-roll to wound. This must be declared at the start of each round of combat. In addition it grants the bearer the Armour Piercing ability
Mantle of Ritual Mastery - 35pts
This cloak is covered with forgotten runes. Whenever the bearer performs a ritual of Nagash, spectral voices echo his words, adding its dark power to the bearer's
The wielder of this cloak adds +1 to the casting values of all of its rituals.
The Black Jar - 30 points
The Mortuary Cultists canopy jars are seen as symbolic within the cult. The higher ranking of the priests carry particularly intricate jars. These jars contain scarab beetles that are more vicious than the standard ones. These beetles are infused with dark magic, binding them to the Priests will.
DoN & Mortuary Priests only. This jar replaces the standard Scarab Jar carried by a DoN or Mortuary Priests. The bearer may make a breath weapon attack every one of the bearer's turns, at +1S of the normal jar they would carry. This breath attack is classed as magical.
Every time the jar is used roll D6 straight after. On a roll of 1 it exhausts its powers and cannot be used for the remainder of the battle.
The Necromancers skull - 20pts
This used to be the head of Kadon, the necromancer who found the Crown of Sorcery and with it built Mourkhain. Now, it still seeks to control all magic, and draws it to the bearer.
Every time a wizard of the opposing army rolls a miscast, the bearer may cast one Ritual that is chosen at the start of the battle. He may do this even if he cannot normally cast Rituals.
Eye of the Dark Lord - 15 points
One Use Only
This trinket is a little black box containing an eye of the Necromancer. It contains his cold hard stare and when opened, deters all enemies from coming within its gaze.
The bearer of the Eye of the Dark Lord may declare its use whenever an enemy