Legion of Nagash Lore of Nagash - Discussion

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Disciple of Nagash

Libidinosus
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Decided to create a new thread as old ones we sooooooooooo out of date.

So was the previous version of the Lore of Nagash:

The Lore of Nagash
To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. A Wizard may automatically substitute one spell for Visions of doom if he does not generate it randomly.

D6..Spell..................Casting Value
1 ....Visions of Doom...............................6+
2 ....Wrath of the Dammed.......................7+
3 ....Land of the Dead.............................8+
4 ....Gaze of Nagash...............................8+
5 ....Curse of Eternities..........................10+
6 ....The Great Awakening......................11+​
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.

Wrath of the Damned - Cast on 7+
At His command the power of our Lord fills His immortal servants, and they fight with the renewed vigour of life. 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


Target one of your own undead units within 18" and which is in close combat. When succesfully cast, this spell allows all undead that would normally be able to fight to make one attack against the enemy unit they are engaged with.

Land of the Dead - Cast on 8+
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


Target one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) until the start of the casting player's next turn.

Gaze of Nagash - Cast on 8+
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 succesfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 4 hits.

Curse of Eternities - Cast on 10+
Remains in play
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 Eternities may be cast on any one unengaged enemy unit within 24".
If succesfully cast, the life force of the soldiers in the unit begins to be drained. Roll 2D6 dice for the unit. For each of these that rolls a 6+, a wound is suffered without an armour save. If the unit is wiped out, the Curse will continue onto the nearest enemy unit that is within 12" of the destroyed unit and begin to affect them as well (The usual rules for 25% casualties causing a panic test still apply to the unit too).
Once it has been cast, the spell remains in play. It lasts until it is dispelled, or until the caster decides to end it (which he can do at any time), attempts to cast another spell or is slain. If not dispelled, at the beginning of the caster's next magic phase, the affected unit takes an additional 2d6 hits, resolved in the same way as above.

The Great Awakening - Casting Value - 11+
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 spell is cast, every undead unit you control automatically regains D6 wounds. 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, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on.

Some very interesting spells in there, however there are somethings that need to be addressed.

Too many high powered spells - Lvl 1 and even Lv 2 wizards are going to struggle with this lore.

There should be a low powered summoning spell, similar to IoN - otherwise the favoured at Nagash are going to be outsummond at their own game.

My thoughts:

Should be a 'free' spell as seems to be the case nowadays

Keep Visions of Doom - excellent spell, lower the range to 18"
Keep Wrath of the Damned - lower casting range to 12" - change to all troops in BtB make their standard attacks
Drop Land of the Dead - create a new lower casting spell.
Make Gaze of Nagash better - Those taught by Nagash know the full secrets of his magic, i.e their version should be better than that used by VC - I would say allow no armour saves and up the casting roll.

I honestly dislike Curse of Eternities - roll 2D6 dice and if any 6's are rolled it causes a wound? Even if you are lucky and get to roll 12 dice on average you will only get 2 6's, Curse of Years allows you to roll a D6 for every model and causes a wound with no armour saves - plus gets better plus has lower casting value.
The fact that it can move to other units really doesn't matter as the odds of you wiping a unit out with this spell is next to none.

So - drop that idea and possibly think up of a different one.

The last spell is ok though cast on 12+

Oh and lets not forget we now have the Rituals of Nagash - so they need factoring in as well.
 
I think the wrath of the damned spell should be dropped altogether, it bears a complete resembance to the effects of the staff of damnation and the incantation of righteous smiting, nothing orignal there.

In addition the 'free spell' I think should be an Invocation of Nehek type spell. Although there is continued negative opinion towards including such a spell, it is not a raise dead spell and will not make Nagash's Legion into a mirror image of the VC or the TK. Perhaps tailor the spell a bit differently for some uniqueness?

On a side note.....
Ironcally the Great Awakening was what the priests of the Mortuary Cult promised Settra, and the subsequent Tomb Kings, that they shall rise again in immortal bodies.

And please check out the Artillary thread, there are two concepts there I'm waiting on imput for.


Tzeentch's loyal servant,
-The Dark Lord
 
Too many high powered spells - Lvl 1 and even Lv 2 wizards are going to struggle with this lore.
Point taken, it suffered from a sense of power creep when written and maybe needs toning down.

There should be a low powered summoning spell, similar to IoN - otherwise the favoured at Nagash are going to be outsummond at their own game.
Hmm... see, IIRC the intention when we wrote this was that it wasn't focused on raising the dead. Leave the hordes of zombies to the VCs; I always saw the legion as far more ordered and constant in number, especially given that half the force is intended to be living.

Should be a 'free' spell as seems to be the case nowadays
Makes sense I guess.

Make Gaze of Nagash better - Those taught by Nagash know the full secrets of his magic, i.e their version should be better than that used by VC - I would say allow no armour saves and up the casting roll.
In which case you should rename it. The entire point of the gaze was to provide a link to the VC army, and provide a power baseline. Also, if you up the power doesn't that go against your comment of lower level casters suffering with the lore?

I honestly dislike Curse of Eternities - roll 2D6 dice and if any 6's are rolled it causes a wound? Even if you are lucky and get to roll 12 dice on average you will only get 2 6's, Curse of Years allows you to roll a D6 for every model and causes a wound with no armour saves - plus gets better plus has lower casting value.
The fact that it can move to other units really doesn't matter as the odds of you wiping a unit out with this spell is next to none.

So - drop that idea and possibly think up of a different one.
You know, I hadn't thought of it in that way before... personally I still like the idea, but agree it could use work.

I think the wrath of the damned spell should be dropped altogether, it bears a complete resembance to the effects of the staff of damnation and the incantation of righteous smiting, nothing orignal there.
So? Just because it is not original doesn't mean it isn't good; this is supposed to be a playable army list, not just what sounds cool
 
In retrospect I should probably contribute here as I was the main bod behind the original writing of this lore. I agree with the sentiments on Curse of Eternities however I do believe that there needs to be something, about swarms of flesh eating insects or something similar 'Plague of Nagash' - 3D6 Str2 hits?

I'm all for keeping Gaze but making it a little more potent. Something along the lines of 'Elixir of Life' might also be good - increases a units Str & T by 1 for a turn?

The free spell should be something simple but not mind numbingly boring. A buffer maybe - something that allows a sorceror to 'donate' D3+ Power Level power dice to other wizards at the expense of a Str3 hit or something similar?
 
I'm glad you've got involved again Voltaire - some really good ideas.

The Elixir of Life is excellent - I think we should keep it as a low level spell though as we don't have many - maybe the choice of either +1S or +1T until the start of the players next magic phase?

A simple addition - The 'True' Gaze of Nagash possibly? 8+ casting, 2D6 S4 hits, no armour save.

The final spell should powerful I think, how aboutthe spell you mentioned but affecting everything in straight line from the caster? Every unit that lays across the line (which realistically wouldn't be that many) suffers 3D6 S2 hits, maybe use a template to represent the swarm?

The free spell should represent something true and innate to Nagash's Legion somehow, I see Nagah;s Legion as being the superior magic users of Necromancy, the ability to use and control the dead better. How about it adds +1 WS and +1I to a friendly undead unit?
 
Ah yes, sorry my mistake, still I think 3D6 S2 hits will not do that much, if we do it as above, everything hit in a straight line would that be too much.

And here from the Rituals to pad out the lower spells:

Ritual of Whispering Spirits. 5+ casting value
One enemy unit within 12" looses any ItP, Unbreakable, Stubborn, Frenzy or similar rule, Skaven lose the bonuses to Ld from ranks etc, they may also not use the general's Ld or BSB re-roll. Lasts until the end of this turn.
 
Thinking about the free spell, I was thinking along the lines of a teleport spell that allows a US1 wizard to redeploy to anywhere on the battlefield near a friendly unit, might be a good idea. It is very tactical and has many uses...Though I don't know if it is inline with the legion - it's meant to encourage more support between the mages and the units.
 
I like the idea, but to be more in tune -

The caster forces his soul into another undead vessel, allowing him to cast spells from it eyes.

The caster can choose any undead model within 24" For the remainder of that magic phase the wizard must cast spells as if he was stood at that spot. In addition any miscasts that inflict damage will affect the possessed model, any effects in regards to magic will effect the caster as normal.


What do you think? A twist on your idea, and fits in nicely with the caster using his undead troops. Quite handy tactically as well.
 
For a free spell, what about a ward save spell that can be cast multiple times? If casted once on a unit it's a 6+ save, if casted twice becomes a 5+, and if 3 times goes to 4+, with 4+ being the max.

Or a spell that buffs a unit, allowing them to steal the life force from their dying opponants. Any wounds inflicted in close combat by the target unit count double for combat resolution. An alternate effect could be broken units run down (or completely destroyed) by the targeted unit heal the target unit 2D6 wounds.
 
The buffer one is unbalanced when put with something such as Spectral Cavalry or the Immortal Warrior. I like the 'possession' type spell though, its very fluffy for Nagash to possess one of his minions!
 
I also agree that the buffer would be too powerful for some of the more powerful creatures. It would require a higher casting cost, the free spell should be something low power, and again fits in with the fluff, which I see the possession spell doing, rather than giving creatures wards sv's etc.

However that buffer spell may not be a bad idea for one of the higher casting spells?

So the free spell then:

I think only Mortuary Priests, and the lord equivalent should have access to it - not the dread lord,

Casts on 4+
 
I think we should include the Incantation of Repeaing, perhaps that could be the free spell? Something along the lines of casts on a 4+ causes a wound with no armor saves or regeneration allowed and adds +1 to the casting roll of the caster's next spell (or alternatively up the casting value, do not make it the free spell and have it add 1D6 power dice to the caster's next spell).
 
So based on the discussion so far we have:

The Lore of Nagash
To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. A Wizard may automatically substitute one spell for Whispering Spirits if he does not generate it randomly. All wizards automatically know Possession in addition to their normal number of spells.

D6..Spell..................Casting Value

0 ....Possession......................................4+
1 ....Whispering Spirits............................5+
2 ....Visions of Doom...............................6+
3 ....Land of the Dead.............................8+
4 ....The True Gaze of Nagash..................9+
5 ....Curse of Eternities..........................10+
6 ....The Great Awakening......................11+​

(Removed spells:
Wrath of the Dammed - has been made into a ritual so not needed)

Possession - Cast on 4+
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.

Whispering Spirits - Cast on 5+
At His command the power of our Lord commands His immortal spirits, and they fill the thoughts of the living with fear. 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


Target one of the enemy units within 18". When succesfully cast, this spell removes the following psychological effects: Immune to Psychology, Stubborn, Unbreakable, Cold Blooded, Hate, Frenzy even if caused by magic items. The unit must also use its stat base Ld for all Ld tests and may not benefit from the Battle Standard.

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.

Land of the Dead - Cast on 8+
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


Target one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) until the start of the casting player's next turn.

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 succesfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 4 hits with no armour saves allowed.

Curse of Eternities - Cast on 10+ Needs to be fixed
Remains in play
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 Eternities may be cast on any one unengaged enemy unit within 24".
If succesfully cast, the life force of the soldiers in the unit begins to be drained. Roll 2D6 dice for the unit. For each of these that rolls a 6+, a wound is suffered without an armour save. If the unit is wiped out, the Curse will continue onto the nearest enemy unit that is within 12" of the destroyed unit and begin to affect them as well (The usual rules for 25% casualties causing a panic test still apply to the unit too).
Once it has been cast, the spell remains in play. It lasts until it is dispelled, or until the caster decides to end it (which he can do at any time), attempts to cast another spell or is slain. If not dispelled, at the beginning of the caster's next magic phase, the affected unit takes an additional 2d6 hits, resolved in the same way as above.

The Great Awakening - Casting Value - 11+
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 spell is cast, every undead unit you control automatically regains D6 wounds. 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, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on.


The Curse of Eternities still really needs looking at - it is still a poor spell that is really not worth it - it needs changing. Voltaire mentioned changing it to something along the lines of a swarm of scarabs causing 3D6 S2 hits - I think that is a bit poor for one of the high level spells - what do others think?

I'm also not sure about the Land of the Dead spell - what do others think about maybe swapping it out for Voltaire's spell that adds +1 S and/or +1 T for a round at 7+ casting value?
 
Here's a suggestion to replace curse of eternities (though I gotta say, I like the name). The Idea's taken from the fluff about Mannfred von Carstein:


Curse of Reanimation

With a single fell word, the necromancer calls down bolts of dark magic from the sky, slaying those weak of mind. Immediately after, panicked cries rise from the soldiers as they are devoured by their own friends and brothers
Casts on a 12+

Cast on any unit within line of sight 18" of the caster. Roll 2D6+2, and for every point by which you beat the enemy unit's leadership, they must take a wound.

For every wound you inflict upon the unit, the unit immediately must take a hit equal to the model's strength -1, as the still-smoking corpses turn on their former comrades before succumbing to the curse.

This spell may be cast on units that are Immune to Psychology, single characters or monsters, but they simply take wounds for the first part of the spell and never attack themselves.
 
Hmm, I like the concept of dying soldiers but the 2D6+2 is a blatant rip-off of the Banshee's scream. Maybe every model in the unit must take a T test? If failed they suffer one wound. Any models killed by this spell make one attack at -1S before they are removed?
 
But think, what if you hit an elf unit? Realistically you would utterly decimate it. Half would die, then another few from the attacks.

I think it should just be 3d6 str 4 hits. Any who die are reanimated and have one attack at -1 Str.

OR, Even Better:

3d6 Str4 hits, any who die are raised as a zombie in contact with the unit. Resolve the combat in the combat phase as normal but with -1LD for the afflicted unit.
 
The Lore of Nagash
To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. A Wizard may automatically substitute one spell for Whispering Spirits if he does not generate it randomly. All wizards automatically know Possession in addition to their normal number of spells.

D6..Spell..................Casting Value

0 ....Possession......................................4+
1 ....Whispering Spirits............................5+
2 ....Visions of Doom...............................6+
3 ....Land of the Dead.............................7+
4 ....The True Gaze of Nagash..................9+
5 ....Curse of Reanimation.......................10+
6 ....The Great Awakening.......................11+​

Possession - Cast on 4+
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.

Whispering Spirits - Cast on 5+ Remains in Play
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


Target one of the enemy units 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 and may not benefit from the Battle Standard.
Undead / Daemon units affected by this spell will break instead of their normal rules.

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.

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


Target one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) until the start of the casting player's next turn.

The True Gaze of Nagash - Cast on 9+ Magic Missile
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 4 hits with no armour saves allowed.

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

The Great Awakening - Casting Value - 12+
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 spell is cast, every undead unit you control 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

OK, so here we have what seems to be a final list.

Comment, criticism - anyone?!
 
Disciple of Nagash said:
The Lore of Nagash
To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. A Wizard may automatically substitute one spell for Whispering Spirits if he does not generate it randomly. All wizards automatically know Possession in addition to their normal number of spells.

D6..Spell..................Casting Value

0 ....Possession......................................4+
1 ....Whispering Spirits............................5+
2 ....Visions of Doom...............................6+
3 ....Land of the Dead.............................8+
4 ....The True Gaze of Nagash..................9+
5 ....Curse of Reanimation.......................10+
6 ....The Great Awakening.......................11+​

Possession - Cast on 4+
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.

Good.

Whispering Spirits - Cast on 5+ Remains in Play

Target one of the enemy units 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 and may not benefit from the Battle Standard.
Undead / Daemon units affected by this spell will break instead of their normal rules.

For how many turns?

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.

Good

Land of the Dead - Cast on 8+
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


Target one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) until the start of the casting player's next turn.

Cast on 7+, otherwise good.

The True Gaze of Nagash - Cast on 9+ Magic Missile
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 4 hits with no armour saves allowed.

Good.

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 50VP

Worth 25, otherwise good. (50 is to much for a suicide unit)

The Great Awakening - Casting Value - 12+
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 spell is cast, every undead unit you control automatically regains D6 wounds. 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, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on.

D6+3 for core, D6 for special, D3 for rare. Otherwise good.

Comment, criticism - anyone?!

Yes DoN, someone.
:lol:
 
Finally some comments!!

Looking at your above comments I agree with them all - though I don't understand your question about the Whispering Spirits - it Remains in play as per the BRB - until it is dispelled, the caster ends or casts another spell.

I've amended my post before yours to take it into account.

EDIT: Looking at the lore I quite like it. All the spells can be used in a situation, and I like how the Great Awakening is actually a useful spell in comparison to the equivalent VC one. I suppose it is because the Legion cannot spam IoN , and to be honest they are quite limited to how much models they can raise as only the Revenant and DoN can cast two rituals per turn, and other than them this is the only raising spell. So realistically even at most a single caster can only get three raising spells off in one turn, on of which is a hard to cast high level spell. Still I prefer it this way than IoN spamming.
 

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