- Feb 12, 2008
- 27,732
Right then, so this is the first thread of the new revamped LoN! Xd
I have decided to include in this thread the following:
Magic Lore
Rituals
Books of Nagash
They are also closely related and will likely heavily impact each other, so I think we should ensure they work together well from the start. So here’s the starting info that we have:
Magic of the Legion of Nagash
Rituals of Nagash
All casters in the Legion of Nagash know all four rituals, in addition other characters may know them in which case it will be specified in their profile. They replace the ability to channel extra PD as per the BRB, thus no casters in the Legion of Nagash may channel. They channel dispel dice as normal during the enemy magic phase.
To cast a ritual the wizard rolls D6 (not taken from the pool dice, in effect a “free” dice) and adds their magic level. On a roll of 5+ the Ritual is successfully cast at a power level equal to the total rolled. If the wizard fails the Ritual is simply not cast, though the wizard can still cast as normal for the remainder of the magic phase. A natural roll of 1 regardless of modifiers is always a failure. A wizard may choose to cast a Ritual at anypoint during the magic phase
The rules for irresistible force and miscasts do not apply to Rituals. In all other respects, Rituals are treated as normal spells. For example, they can be destroyed by enemy magic items, spells, etc. that destroy spells, which would affect the caster making him unable to use that Ritual for the rest of the game. All Rituals are augment spells.
Ritual of Birth
This ritual may be cast upon a single Undead unit within 12" of the caster. The targeted unit may raise / heal the following amount:
Core: D6 wounds (may take over original unit size)
Special: D3 wounds
Rare / Characters / Monster Mounts: 1 wound
Ritual of Life
This ritual may be cast upon a unit within 12" of the caster. The targeted unit may make a single march move. If this move takes them into base contact with an enemy unit it counts as a charge.
Ritual of Death
This ritual may be cast upon a unit within 12" of the caster. The targeted unit may re-roll all rolls to wound in combat until the next magic phase
Ritual of Afterlife
This ritual may be cast upon a unit within 12" of the caster. Any models struck down in the next combat phase may still make all its normal attacks, even though it is dead.
The Lore of Nagash
Fear Eyes of the Dark Lord – Lore Attribute
Through the eyes of his servants the Lord sees all and punishes those who defy his rightful might.
The power of the Dark Lord is the driving force behind his legions, and this reminder is no more obvious when his potent magics cause chaos across the battlefield. When a Lore of Nagash spell is successfully cast, any friendly wizards within 12” that have a magic equal or lower to the caster are have their minds cleared as they see their Lords might. If they previously failed to cast a spell (and thus could not longer cast for the rest of this magic phase), that is now negated and they can continue to cast as normal, possibly failing to cast and being stopped from casting again. However there is no limit to how many times a wizard may have his mind “cleared” in a magic phase.
At the start of the Legion of Nagash magic phase, any users of this Lore may choose to possess any infantry or cavalry model with the Undead of Nagash special rule within 18” by taking a leadership test. If successful the caster counts as being stood at the targets position for the remainder of the magic phase for the purpose of casting spells. In addition, should the caster suffer a miscast whilst successfully possessing another model, the possessed model suffers the result from the miscast table and the caster is forced back into their own body, and may not cast for the remainder of this magic phase.
To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below.
D6..Spell..................Casting Value
0 -Possession Incantation of Reaping
1 - Whispering Spirits
2 - Visions of Doom
3 -Land of the Dead Amplification of Immortal Alacrity
4 -The True Gaze of Nagash Catechism of Unholy Vigour
5 -Curse of Reanimation The Immortal Legion
6 -The Great Awakening Awakening the Revenants
Incantation of Reaping - 4+ (Signature Spell)
Death is not the end, but the beginning. As the blind are brought low, so their sacrifice empowers those to spread the blessings of the Dark Lord
From the first book of the Cult of Nagash, Chapter 4, verses 3-4
Incantation of Reaping is a direct damage spell that causes D6 hits to the target Unit, which can be targeted anywhere within 12” of the caster. For each hit inflicted, the target unit must make a Toughness Test, causing 1 wound with no armour save.
For each unsaved wound caused by this spell make an immediate Channeling roll for the casting Wizard. For each successful Channeling roll, the Wizard may either add 1 free bonus Power Dice to his next casting attempt, or allow him to regain a would lost earlier in the battle. Any Power dice gained, does not count towards the usual limit of six power dice for casting spells, meaning that the Wizard can cast his next spell with seven or more dice (depending on how successful his casting of Incantation of Reaping was).
The wizard may choose to extend the range of the spell to 18” and inflict 2D6 hits instead. If he does so, the casting value is 10+.
Whispering Spirits - Cast on 5+
At His command the power of our Lord commands His immortal spirits, and they fill the thoughts of his foes with words fear and undermining. All who stand in their path are rendered powerless, such is the might of our Lord.
From the second book of the Cult of Nagash, Chapter 12, verses 4-6
Remains in Play. This is a hex spell that targets one of the enemy unit within 18". When successfully cast, this spell removes all psychological effects with the exception of stupidity, even if caused by magic items. This includes the army specific rules such as Cold Bloodied. The unit must also use its stat base Ld for all Ld tests.
Undead / DoC units affected by this spell must take psychology tests as normal. If failed instead of suffering the normal effects they will suffer a number of wounds equal what they failed the test by as per the rules for Instability/Crumbling. The wizard can choose to cast the spell at 12+, in which case the spell affects the target unit for the rest of the game. If the spell is successfully cast then it cannot be dispelled by any means.
Visions of Doom - Cast on 6+
The Lord of the Dead stretched out His hand towards His foes, and gifted them a vision of their demise. All who saw it quaked and fled, and the Lord was pleased.
From the second book of the Cult of Nagash, Chapter 5, verses 17-18
This spell can be cast on any point within 24" that is within the wizard's line of sight. Once cast, all units within D6" of that point must take an immediate (unmodified) ld test or flee away from the spot.
[ Amplification of Immortal Alacrity - 10+
Upon the winds the taste of death grew, and from its potent might did His follows take their strength to smite their foes.
From the sixth book of the Cult of Nagash, Chapter 11, verses 13-14
Amplification of Immortal Alacrity is an augment spell with a range of 18” that may target any unit with the Undead of Nagash special rule. For as long as the unit is affected, it receives a +D3 bonus to its Weapon Skill and Initiative characteristics (roll once), and it gains the Extra Attack special rule. The spell lasts until the beginning of the Caster’s next magic phase.
The Wizard may choose to increase the potency of the Amplification of Immortal Alacrity; affecting all units with the Undead of Nagash special rule within 12". If he does so, the casting value is increased to 20+.
Catechism of Unholy Vigour – 8+
As the foolish defied the might of the Dark Lord, thus he did drive forth his faithful to strike them down in His Name
From the seventh book of the Cult of Nagash, Chapter 16, verse 9
This is an augment spell that once cast lasts until the start of the next caster’s magic phase. Choose one unit with the Undead of Nagash special rule within 18”. For the duration of this spell the unit may march move in their movement phase as normal as per the BRB, or they may Quick Reform as per the main rulebook, with the exception they are not required to pass a leadership test. If the unit is already in combat the unit instead gains ASF and the Swiftstride special rules.
The Wizard may choose to cast a more powerful version of this spell on 16+, in which case the target unit may triple its normal movement rate when marching (this does not apply to charging). Alternatively the Wizard may choose to have the lesser power affect all Undead of Nagash units within a 12” radius (range must be measured at the start of each movement phase).
The Immortal Legion – 9+
At His command the dead will rise. Those thought broken will be whole, and even those who fought Him in life will be welcomed in death.
From the fifth book of the Cult of Nagash, Chapter 7, verses 7-9
The Immortal Legion is an augment spell, that targets a friendly unit with the Undead of Nagash special rule within 12".
Unit’s with the We Are Legion special rule regains a number of models equal to 2D6 + the caster's Wizards level for Infantry, or just the caster's Wizard level in the case of all other unit types.
Unit’s without the We Are Legion! special rule regains a number of models equal to 1D6 + the caster's Wizards level for Infantry, or half the caster's Wizard level in the case of all other unit types.
This can never take the unit beyond its starting size, nor can any model have its wounds increased beyond the number of wounds on its profile.
Wounds are regained in (insert something similar as the "Resurrecting Fallen Warriors" from the VC book).
The Wizard may cast the spell at 15+ which adds 1D6 when rolling the number of wounds for infantry or +1 wound to the total for other unit types. Alternatively, if a unit is at full strength already, the Wizard may grant it the Regeneration special rule, with the Remain in Play property.
Awakening the Revenants – 10+
None remain beyond his grasp. Eyes will burn, fists will clench, and at this command the dead shall walk forth in his Name…..Nagash
From the seventh book of the Cult of Nagash, Chapter 13, verses 19-20
When this spell is successfully cast, each player has to tally up the number of models from units that have been wiped out due to casualties in the battle so far from the Infantry and Cavalry unit types (from both sides). Do not count any models with the Unstable or Daemonic special rules.
Note down this number, and roll a D6 for each model in those units. On a roll of 4+, the model returns to the game as a Revenant.
Choose a point within 18" of the Wizard, at least 1” away from an enemy unit, and deploy all the awakened Revenants there as one unit, facing in whatever direction you want. Instead of making a new unit, Revenants may be added to an existing unit within range instead, even if the existing unit is in close combat.
Units used to successfully raise Revenants once, cannot be rolled for again and count as “removed” for the purposes of further castings of this spell.
The Wizard may cast a more potent version of this spell, allowing models all models as described above to automatically return as Revenants, with no range limit to where a unit of Revenants may be placed. If he does so, the casting value is increased to 25+.
The Books of Nagash
These tombs of ancient power possess the knowledge of the Great Necromancer himself. Re-written after his resurrection, a copy is given to each Neophyte when he joins the ranks of the Legion. As he progresses up through the ranks, he gains access to the more powerful and rare books. The ninth book is reserved for the Dark Lord himself, as he guards his most devastating magics closely.
All magic users must choose one book and only one book. Duplicate copies of a book cannot be taken until all available books have been chosen, after which you may take copies. e.g. If you have 3 Level 1 casters, then books 1 & 2 must taken, while the third caster has a choice between a duplicate of book 1 or book 2.
The books are limited by caster level as follows:
Lvl 1 - may choose between books 1-2
Lvl 2 - may choose between books 1-4
Lvl 3 - may choose between books 1-6
Lvl 4 - may choose between books 1-8
The book does not count towards the character's magic item allowance, nor can it be negated by any means (e.g. Law of Gold, Vaul's Unmaking, etc).
Book 1 - The Book of Summoning - 25pts
Once per magic phase the bearer may re-roll all dice when casting a summoning / healing spell to see how many models / wounds are raised or healed. In the case of the Great Awkening, you may only re-roll the dice for one unit.If re-rolled, you must abide by the second result.
Book 2 - The Book of Binding - 25pts
If a unit containing the bearer suffers wounds due to CR, this book will negate D3 such wounds to the unit itself. The book has no effect against CR wounds inflicted upon the bearer.
Book 3 - The Book of Control - 40pts
At the start of each combat phase, the bearer may select any unit with the Undead rule within 24". The target unit gains +3 WS and +1 I during that combat phase.
Book 4 - The Book of Fear - 40pts
All enemy troops within 6" of the bearer suffer -1 to their shooting and close combat rolls to hit.
Book 5 - The Book of Everlasting - 60pts
The bearer adds D3+1 to his unit's CR at the end of combat. This has no effect if the bearer is not within a unit.
Book 6 - The Book of Undermining - 60pts
In your opponents magic phase you may re-roll upto D3 of your opponents casting dice. This may be the dice from one spell, or split over multiple spells. Your opponent must stand by the second result. This may cause a miscast or IF.
Book 7 - The Book of Power - 75pts
Each magic phase the bearer may decide to add an additional power die to each spell cast. This decision can be made after rolling the initial power dice for the spell, but the additional die cannot cause IF but can still cause a miscast.
Book 8 - The Book of Knowledge - 75 pts
The bearer knows all spells from the Lore of Nagash and may choose another four spells from the Lore of Death, Shadows and Metal. The bearer may choose spells from multiple Lores.
Fully Removed Entries
Possession - Cast on 4+ (Signature Spell)
Through the eyes of his servants the Lord sees all and punishes those who defy his rightful might.
From the first book of the Cult of Nagash, Chapter 16, verses 11-12
This spell can be cast on any undead model within 18".
For the remainder of this magic phase the caster counts as been stood at the targets position for casting spells. If the caster suffers a miscast the target suffers the effects as if were the caster with the exception that if the result is to loose a magic level or spell, the caster looses that as normal. A more powerful version of this spell can be cast on 7+, which increases the range to 36”
Land of the Dead - Cast on 7+
Who dares stand against Him, when the spirits of the land conspire to keep His foe at bay?
From the first book of the Cult of Nagash, Chapter 8, verses 9-10
Land of the Dead is a hex spell that targets one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) is halved until the start of the casting player's next turn. The wizard can choose the more powerful version which reduces the target’s movement to one quarter (rounding up), in addition they cannot make any reform movements, even the free reform granted by the presence of a musician. The upgraded version has a casting value of 14+
The True Gaze of Nagash - Cast on 9+
His gaze fell upon them, and He judged them. Dammed in His sight, their flesh abandoned them, and they became dust.
From the fifth book of the Cult of Nagash, Chapter 9, verses 6-8
This is a magic missile with a range of 24", If successfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 5 hits. A powered up version can be cast at 16+ with a range of 36” causing 3D6 Strength 5 hits
Curse of Reanimation - Cast on 10+
Pity the fool who comes against our Lord, for their souls are forfeit and their lives His for the taking.
From the third book of the Cult of Nagash, Chapter 3, verses 12-14
The Curse of Reanimation may be cast on any one unengaged enemy unit within 24".
If successfully cast, it causes D6+4 Strength 4 hits, with no armour save allowed. Any models killed by this spell are immediately raised as zombies and placed in BtB in front of the affected unit. They are ranked up as per the normal BRB.
In the following combat phase they count as charging, and any Ld or break tests the affected unit has to take for the remainder of this turn are at -1Ld. (Due to the unnerving nature of their comrades attacking them).From this point on the zombies are classed as a normal unit worth 25VP
Alternatively the wizard can cast the powered up version on 20+. Instead of zombies the raised models will be Pinnacle Guard with basic equip as per their army book entry. The raised unit of Pinnacle Guard will instead be worth 100VP.
The Great Awakening - Casting Value - 14+
At His command the dead will rise. Those thought broken will be whole, and even those who fought Him in life will be welcomed in death.
From the fifth book of the Cult of Nagash, Chapter 7, verses 7-9
Once this augment spell is cast, every undead unit you control within 24" automatically regains the following number of wounds:
Core - D6+3
Special - D6
Rare - D3
Characters (not in units) - D3
In the case of core units, this can create additional models above the number the unit started with, whereas in the case of special and rare units it can only bring the unit back to full strength.
This can also heal undead characters as noted above, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on, in which case they can only a maximum of 3 wounds may be passed on. In the case of mounts, roll D3 each for the character and the mount.
The range of this spell can be extended to 36” on a casting value of 21+
I have decided to include in this thread the following:
Magic Lore
Rituals
Books of Nagash
They are also closely related and will likely heavily impact each other, so I think we should ensure they work together well from the start. So here’s the starting info that we have:
Magic of the Legion of Nagash
Rituals of Nagash
All casters in the Legion of Nagash know all four rituals, in addition other characters may know them in which case it will be specified in their profile. They replace the ability to channel extra PD as per the BRB, thus no casters in the Legion of Nagash may channel. They channel dispel dice as normal during the enemy magic phase.
To cast a ritual the wizard rolls D6 (not taken from the pool dice, in effect a “free” dice) and adds their magic level. On a roll of 5+ the Ritual is successfully cast at a power level equal to the total rolled. If the wizard fails the Ritual is simply not cast, though the wizard can still cast as normal for the remainder of the magic phase. A natural roll of 1 regardless of modifiers is always a failure. A wizard may choose to cast a Ritual at anypoint during the magic phase
The rules for irresistible force and miscasts do not apply to Rituals. In all other respects, Rituals are treated as normal spells. For example, they can be destroyed by enemy magic items, spells, etc. that destroy spells, which would affect the caster making him unable to use that Ritual for the rest of the game. All Rituals are augment spells.
Ritual of Birth
This ritual may be cast upon a single Undead unit within 12" of the caster. The targeted unit may raise / heal the following amount:
Core: D6 wounds (may take over original unit size)
Special: D3 wounds
Rare / Characters / Monster Mounts: 1 wound
Ritual of Life
This ritual may be cast upon a unit within 12" of the caster. The targeted unit may make a single march move. If this move takes them into base contact with an enemy unit it counts as a charge.
Ritual of Death
This ritual may be cast upon a unit within 12" of the caster. The targeted unit may re-roll all rolls to wound in combat until the next magic phase
Ritual of Afterlife
This ritual may be cast upon a unit within 12" of the caster. Any models struck down in the next combat phase may still make all its normal attacks, even though it is dead.
The Lore of Nagash
Through the eyes of his servants the Lord sees all and punishes those who defy his rightful might.
At the start of the Legion of Nagash magic phase, any users of this Lore may choose to possess any infantry or cavalry model with the Undead of Nagash special rule within 18” by taking a leadership test. If successful the caster counts as being stood at the targets position for the remainder of the magic phase for the purpose of casting spells. In addition, should the caster suffer a miscast whilst successfully possessing another model, the possessed model suffers the result from the miscast table and the caster is forced back into their own body, and may not cast for the remainder of this magic phase.
To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below.
D6..Spell..................Casting Value
0 -
1 - Whispering Spirits
2 - Visions of Doom
3 -
4 -
5 -
6 -
Incantation of Reaping - 4+ (Signature Spell)
Death is not the end, but the beginning. As the blind are brought low, so their sacrifice empowers those to spread the blessings of the Dark Lord
From the first book of the Cult of Nagash, Chapter 4, verses 3-4
Incantation of Reaping is a direct damage spell that causes D6 hits to the target Unit, which can be targeted anywhere within 12” of the caster. For each hit inflicted, the target unit must make a Toughness Test, causing 1 wound with no armour save.
For each unsaved wound caused by this spell make an immediate Channeling roll for the casting Wizard. For each successful Channeling roll, the Wizard may either add 1 free bonus Power Dice to his next casting attempt, or allow him to regain a would lost earlier in the battle. Any Power dice gained, does not count towards the usual limit of six power dice for casting spells, meaning that the Wizard can cast his next spell with seven or more dice (depending on how successful his casting of Incantation of Reaping was).
The wizard may choose to extend the range of the spell to 18” and inflict 2D6 hits instead. If he does so, the casting value is 10+.
Whispering Spirits - Cast on 5+
At His command the power of our Lord commands His immortal spirits, and they fill the thoughts of his foes with words fear and undermining. All who stand in their path are rendered powerless, such is the might of our Lord.
From the second book of the Cult of Nagash, Chapter 12, verses 4-6
Remains in Play. This is a hex spell that targets one of the enemy unit within 18". When successfully cast, this spell removes all psychological effects with the exception of stupidity, even if caused by magic items. This includes the army specific rules such as Cold Bloodied. The unit must also use its stat base Ld for all Ld tests.
Undead / DoC units affected by this spell must take psychology tests as normal. If failed instead of suffering the normal effects they will suffer a number of wounds equal what they failed the test by as per the rules for Instability/Crumbling. The wizard can choose to cast the spell at 12+, in which case the spell affects the target unit for the rest of the game. If the spell is successfully cast then it cannot be dispelled by any means.
Visions of Doom - Cast on 6+
The Lord of the Dead stretched out His hand towards His foes, and gifted them a vision of their demise. All who saw it quaked and fled, and the Lord was pleased.
From the second book of the Cult of Nagash, Chapter 5, verses 17-18
This spell can be cast on any point within 24" that is within the wizard's line of sight. Once cast, all units within D6" of that point must take an immediate (unmodified) ld test or flee away from the spot.
[ Amplification of Immortal Alacrity - 10+
Upon the winds the taste of death grew, and from its potent might did His follows take their strength to smite their foes.
From the sixth book of the Cult of Nagash, Chapter 11, verses 13-14
Amplification of Immortal Alacrity is an augment spell with a range of 18” that may target any unit with the Undead of Nagash special rule. For as long as the unit is affected, it receives a +D3 bonus to its Weapon Skill and Initiative characteristics (roll once), and it gains the Extra Attack special rule. The spell lasts until the beginning of the Caster’s next magic phase.
The Wizard may choose to increase the potency of the Amplification of Immortal Alacrity; affecting all units with the Undead of Nagash special rule within 12". If he does so, the casting value is increased to 20+.
Catechism of Unholy Vigour – 8+
As the foolish defied the might of the Dark Lord, thus he did drive forth his faithful to strike them down in His Name
From the seventh book of the Cult of Nagash, Chapter 16, verse 9
This is an augment spell that once cast lasts until the start of the next caster’s magic phase. Choose one unit with the Undead of Nagash special rule within 18”. For the duration of this spell the unit may march move in their movement phase as normal as per the BRB, or they may Quick Reform as per the main rulebook, with the exception they are not required to pass a leadership test. If the unit is already in combat the unit instead gains ASF and the Swiftstride special rules.
The Wizard may choose to cast a more powerful version of this spell on 16+, in which case the target unit may triple its normal movement rate when marching (this does not apply to charging). Alternatively the Wizard may choose to have the lesser power affect all Undead of Nagash units within a 12” radius (range must be measured at the start of each movement phase).
The Immortal Legion – 9+
At His command the dead will rise. Those thought broken will be whole, and even those who fought Him in life will be welcomed in death.
From the fifth book of the Cult of Nagash, Chapter 7, verses 7-9
The Immortal Legion is an augment spell, that targets a friendly unit with the Undead of Nagash special rule within 12".
Unit’s with the We Are Legion special rule regains a number of models equal to 2D6 + the caster's Wizards level for Infantry, or just the caster's Wizard level in the case of all other unit types.
Unit’s without the We Are Legion! special rule regains a number of models equal to 1D6 + the caster's Wizards level for Infantry, or half the caster's Wizard level in the case of all other unit types.
This can never take the unit beyond its starting size, nor can any model have its wounds increased beyond the number of wounds on its profile.
Wounds are regained in (insert something similar as the "Resurrecting Fallen Warriors" from the VC book).
The Wizard may cast the spell at 15+ which adds 1D6 when rolling the number of wounds for infantry or +1 wound to the total for other unit types. Alternatively, if a unit is at full strength already, the Wizard may grant it the Regeneration special rule, with the Remain in Play property.
Awakening the Revenants – 10+
None remain beyond his grasp. Eyes will burn, fists will clench, and at this command the dead shall walk forth in his Name…..Nagash
From the seventh book of the Cult of Nagash, Chapter 13, verses 19-20
When this spell is successfully cast, each player has to tally up the number of models from units that have been wiped out due to casualties in the battle so far from the Infantry and Cavalry unit types (from both sides). Do not count any models with the Unstable or Daemonic special rules.
Note down this number, and roll a D6 for each model in those units. On a roll of 4+, the model returns to the game as a Revenant.
Choose a point within 18" of the Wizard, at least 1” away from an enemy unit, and deploy all the awakened Revenants there as one unit, facing in whatever direction you want. Instead of making a new unit, Revenants may be added to an existing unit within range instead, even if the existing unit is in close combat.
Units used to successfully raise Revenants once, cannot be rolled for again and count as “removed” for the purposes of further castings of this spell.
The Wizard may cast a more potent version of this spell, allowing models all models as described above to automatically return as Revenants, with no range limit to where a unit of Revenants may be placed. If he does so, the casting value is increased to 25+.
The Books of Nagash
These tombs of ancient power possess the knowledge of the Great Necromancer himself. Re-written after his resurrection, a copy is given to each Neophyte when he joins the ranks of the Legion. As he progresses up through the ranks, he gains access to the more powerful and rare books. The ninth book is reserved for the Dark Lord himself, as he guards his most devastating magics closely.
All magic users must choose one book and only one book. Duplicate copies of a book cannot be taken until all available books have been chosen, after which you may take copies. e.g. If you have 3 Level 1 casters, then books 1 & 2 must taken, while the third caster has a choice between a duplicate of book 1 or book 2.
The books are limited by caster level as follows:
Lvl 1 - may choose between books 1-2
Lvl 2 - may choose between books 1-4
Lvl 3 - may choose between books 1-6
Lvl 4 - may choose between books 1-8
The book does not count towards the character's magic item allowance, nor can it be negated by any means (e.g. Law of Gold, Vaul's Unmaking, etc).
Book 1 - The Book of Summoning - 25pts
Once per magic phase the bearer may re-roll all dice when casting a summoning / healing spell to see how many models / wounds are raised or healed. In the case of the Great Awkening, you may only re-roll the dice for one unit.If re-rolled, you must abide by the second result.
Book 2 - The Book of Binding - 25pts
If a unit containing the bearer suffers wounds due to CR, this book will negate D3 such wounds to the unit itself. The book has no effect against CR wounds inflicted upon the bearer.
Book 3 - The Book of Control - 40pts
At the start of each combat phase, the bearer may select any unit with the Undead rule within 24". The target unit gains +3 WS and +1 I during that combat phase.
Book 4 - The Book of Fear - 40pts
All enemy troops within 6" of the bearer suffer -1 to their shooting and close combat rolls to hit.
Book 5 - The Book of Everlasting - 60pts
The bearer adds D3+1 to his unit's CR at the end of combat. This has no effect if the bearer is not within a unit.
Book 6 - The Book of Undermining - 60pts
In your opponents magic phase you may re-roll upto D3 of your opponents casting dice. This may be the dice from one spell, or split over multiple spells. Your opponent must stand by the second result. This may cause a miscast or IF.
Book 7 - The Book of Power - 75pts
Each magic phase the bearer may decide to add an additional power die to each spell cast. This decision can be made after rolling the initial power dice for the spell, but the additional die cannot cause IF but can still cause a miscast.
Book 8 - The Book of Knowledge - 75 pts
The bearer knows all spells from the Lore of Nagash and may choose another four spells from the Lore of Death, Shadows and Metal. The bearer may choose spells from multiple Lores.
Fully Removed Entries
Through the eyes of his servants the Lord sees all and punishes those who defy his rightful might.
From the first book of the Cult of Nagash, Chapter 16, verses 11-12
This spell can be cast on any undead model within 18".
For the remainder of this magic phase the caster counts as been stood at the targets position for casting spells. If the caster suffers a miscast the target suffers the effects as if were the caster with the exception that if the result is to loose a magic level or spell, the caster looses that as normal. A more powerful version of this spell can be cast on 7+, which increases the range to 36”
Land of the Dead - Cast on 7+
Who dares stand against Him, when the spirits of the land conspire to keep His foe at bay?
From the first book of the Cult of Nagash, Chapter 8, verses 9-10
Land of the Dead is a hex spell that targets one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) is halved until the start of the casting player's next turn. The wizard can choose the more powerful version which reduces the target’s movement to one quarter (rounding up), in addition they cannot make any reform movements, even the free reform granted by the presence of a musician. The upgraded version has a casting value of 14+
The True Gaze of Nagash - Cast on 9+
His gaze fell upon them, and He judged them. Dammed in His sight, their flesh abandoned them, and they became dust.
From the fifth book of the Cult of Nagash, Chapter 9, verses 6-8
This is a magic missile with a range of 24", If successfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 5 hits. A powered up version can be cast at 16+ with a range of 36” causing 3D6 Strength 5 hits
Curse of Reanimation - Cast on 10+
Pity the fool who comes against our Lord, for their souls are forfeit and their lives His for the taking.
From the third book of the Cult of Nagash, Chapter 3, verses 12-14
The Curse of Reanimation may be cast on any one unengaged enemy unit within 24".
If successfully cast, it causes D6+4 Strength 4 hits, with no armour save allowed. Any models killed by this spell are immediately raised as zombies and placed in BtB in front of the affected unit. They are ranked up as per the normal BRB.
In the following combat phase they count as charging, and any Ld or break tests the affected unit has to take for the remainder of this turn are at -1Ld. (Due to the unnerving nature of their comrades attacking them).From this point on the zombies are classed as a normal unit worth 25VP
Alternatively the wizard can cast the powered up version on 20+. Instead of zombies the raised models will be Pinnacle Guard with basic equip as per their army book entry. The raised unit of Pinnacle Guard will instead be worth 100VP.
The Great Awakening - Casting Value - 14+
At His command the dead will rise. Those thought broken will be whole, and even those who fought Him in life will be welcomed in death.
From the fifth book of the Cult of Nagash, Chapter 7, verses 7-9
Once this augment spell is cast, every undead unit you control within 24" automatically regains the following number of wounds:
Core - D6+3
Special - D6
Rare - D3
Characters (not in units) - D3
In the case of core units, this can create additional models above the number the unit started with, whereas in the case of special and rare units it can only bring the unit back to full strength.
This can also heal undead characters as noted above, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on, in which case they can only a maximum of 3 wounds may be passed on. In the case of mounts, roll D3 each for the character and the mount.
The range of this spell can be extended to 36” on a casting value of 21+