Cold One
Chahlie
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This may be in the wrong place, but I was thinking about how Lizardmen needed their own lore, and I thought I'd try to write one. I'm still in the process of play testing and tweaking, but it seems to work so far. Anyone have any ideas/suggestions/criticism?
The Lore of Water
Ebb and Flow (lore attribute): After a water spell is successfully cast, the caster (and any unit he is in) may move up to d3" inches in any direction. This movement does not affect the models facing, and cannot bring the models closer then 1" to an enemy.
Swell Crush (signature spell): Cast on 8+
The Priest draws water from the air and ground and slams it into an opponent with the force of a tidal wave.
Swell Crush is a magic missile with a range of 24” and causes d6 strength 4 hits. A unit that suffers a wound from this spell cannot march in its next turn unless it passes a strength tests.
1. Dehydrate: Cast on 12+
The priest forcefully draws water from his foes, sapping their strength and destroying their will.
Dehydrate is a hex with a range of 24” inches. The target unit’s Movement, Strength, Weapon Skill, Ballistic Skill, Initiative, and Leadership are all reduced by 1 (to a minimum of 1). Remains in play.
2. Drown: Cast on 10+
The Priest fills one enemy’s lungs with water, cursing them to a watery death while they are still on the land.
Drown in a direct damage spell with a range of 12”. One target enemy model (even a character in a unit) must pass a toughness test or suffer a wound, with no armor saves allowed. If the model takes a wound, it must pass another toughness test or suffer a wound with no armor save allowed. This continues until the enemy dies or passes a toughness test.
3. Quagmire: Cast on 8+
The priest turns the ground under his enemies into a stinking swamp, slowing them down as they trudge through the sticky mud.
Quagmire is a hex with a range of 24” inches. The target unit cannot march in its next turn. Additionally, if the unit is in a swamp or river, it takes d6 strength 3 hits.
4. Cloaking Mists: Cast on 8+
The Priest draws a shielding mist around himself, obscuring him from his foes.
Cloaking Mists is an augment spell with a range of 36” inches. The target unit counts as being in soft cover until your next magic phase.The wizard can choose to have this spell affect every friendly unit within 24" inches. If so, the casting is increased to 13+
5. Geyser: Cast on 11+
The Priest rends the very earth, drawing up a great spray of boiling hot water to destroy his foes.
Geyser is a direct damage spell. Place the small round anywhere within 30” of the wizard. The template then scatters d6”. Any models under the template take a strength four flaming hit. One model under the small hole in the center of the template takes a Strength 8 flaming hit instead. The wizard can choose to cast a larger version of this spell, using the large template with strength of 5(10). If so, the casting is increased to 18+
6. Flood: Cast on 16+
The Priest calls forth a great and mighty flood to slow his enemies and invigorate himself, for what is easier then casting spells of water when at sea?
Remains in play. The entire board is considered Terrain (River). Hills, Buildings and special Terrain are not affected, though all other terrain is also considered a river. Additionally, all spells from the lore of water are -1 to their minimum-casting requirement.
Both Slann and Skink Priests can use the Lore of Water. In my opinion Heavens is too defense based, so this is designed to be more offensive, to balance it out.
The Lore of Water
Ebb and Flow (lore attribute): After a water spell is successfully cast, the caster (and any unit he is in) may move up to d3" inches in any direction. This movement does not affect the models facing, and cannot bring the models closer then 1" to an enemy.
Swell Crush (signature spell): Cast on 8+
The Priest draws water from the air and ground and slams it into an opponent with the force of a tidal wave.
Swell Crush is a magic missile with a range of 24” and causes d6 strength 4 hits. A unit that suffers a wound from this spell cannot march in its next turn unless it passes a strength tests.
1. Dehydrate: Cast on 12+
The priest forcefully draws water from his foes, sapping their strength and destroying their will.
Dehydrate is a hex with a range of 24” inches. The target unit’s Movement, Strength, Weapon Skill, Ballistic Skill, Initiative, and Leadership are all reduced by 1 (to a minimum of 1). Remains in play.
2. Drown: Cast on 10+
The Priest fills one enemy’s lungs with water, cursing them to a watery death while they are still on the land.
Drown in a direct damage spell with a range of 12”. One target enemy model (even a character in a unit) must pass a toughness test or suffer a wound, with no armor saves allowed. If the model takes a wound, it must pass another toughness test or suffer a wound with no armor save allowed. This continues until the enemy dies or passes a toughness test.
3. Quagmire: Cast on 8+
The priest turns the ground under his enemies into a stinking swamp, slowing them down as they trudge through the sticky mud.
Quagmire is a hex with a range of 24” inches. The target unit cannot march in its next turn. Additionally, if the unit is in a swamp or river, it takes d6 strength 3 hits.
4. Cloaking Mists: Cast on 8+
The Priest draws a shielding mist around himself, obscuring him from his foes.
Cloaking Mists is an augment spell with a range of 36” inches. The target unit counts as being in soft cover until your next magic phase.The wizard can choose to have this spell affect every friendly unit within 24" inches. If so, the casting is increased to 13+
5. Geyser: Cast on 11+
The Priest rends the very earth, drawing up a great spray of boiling hot water to destroy his foes.
Geyser is a direct damage spell. Place the small round anywhere within 30” of the wizard. The template then scatters d6”. Any models under the template take a strength four flaming hit. One model under the small hole in the center of the template takes a Strength 8 flaming hit instead. The wizard can choose to cast a larger version of this spell, using the large template with strength of 5(10). If so, the casting is increased to 18+
6. Flood: Cast on 16+
The Priest calls forth a great and mighty flood to slow his enemies and invigorate himself, for what is easier then casting spells of water when at sea?
Remains in play. The entire board is considered Terrain (River). Hills, Buildings and special Terrain are not affected, though all other terrain is also considered a river. Additionally, all spells from the lore of water are -1 to their minimum-casting requirement.
Both Slann and Skink Priests can use the Lore of Water. In my opinion Heavens is too defense based, so this is designed to be more offensive, to balance it out.