Friday, June 13, 2025

22. Vampiric Magic






Predator’s Shape (Animal Form, Self 10)
  • The caster transforms themselves into either: a giant bat, gaining the flying trait, or a large wolf, increasing their Move to 8. All the caster’s other stats remain unaffected. While in animal form the caster may not pick up or carry treasure, and any treasure being carried is dropped. The caster may not use any items. In combat the caster suffers no penalty for being unarmed and its attacks are still magical. The caster can cast spells while in animal form. The caster may end this spell and return to its normal form as a free action during their activation. The caster can switch to a different animal form by casting the spell again.
Hunger of the Grave (Ghoul Call, Area, 12)
  • The vampire summons a ghoul to temporarily join their warband. This ghoul may be placed on the table anywhere the vampire’s warband was allowed to deploy for the scenario, as long as it is no closer than 3” to an enemy figure. The caster may not cast this spell again until the ghoul either leaves the table or ceases to be part of their warband. The ghoul may pick up and carry treasure but can never have or use items.
Eyes Like Blood (Hypnotic Gaze, LoS, 14)
  • This spell may be cast while the caster is in combat, otherwise it has a maximum range of 2”. Select a target figure, that figure must make a Will Roll to resist. If the Will Roll fails, the target suffers the effects of a Mind Control spell. However, the spell is immediately cancelled if the target is ever out of line of sight or more than 12” away from the caster. The target must attempt a new Will Roll versus the Casting Roll at the end of each of its activations to cancel the spell.
 
Crimson Kiss (Life Drain, Self, 10)
  • This spell may be cast while the vampire is in combat. For the rest of this turn and the next, the vampire gains the Energy Drain trait. The vampire takes 1 point of damage when this spell is cast. However, if it damages a creature that is not immune to Energy Drain during the first turn of the spell, this point of damage is regained.
  • Energy Drain 
    • This creature deals double damage in combat. Undead and constructs are immune to this extra damage and just take the standard amount.

Slip Between Worlds (Mist Form, Self, 10)
  • The caster turns into a cloud of mist and gains the flying trait. While in mist form, the caster may move through any space, no matter how small. While in mist form the caster may not pick up or carry treasure, and any treasure being carried is dropped. The caster may not cast spells or use any items, nor may it attack or make a shooting attack. The caster is immune to all forms of non-magic damage. Other figures can move into combat with the caster and attack. However, no figure may force combat against the caster. If in combat, the caster may move out of combat freely. The caster may end this spell as a free action at any point during its activation or at the end of a turn.

Chain of Dominion (Psychic Leech, LoS, 10)
  • This spell may only be cast on an undead creature with a Will Stat of +2 or less that is not under the control of another Spellcaster. If this creature is controlled by another caster, this spell is cancelled. Whenever the target of this spell causes damage to a creature that is not undead, construct, or demon, the caster of this spell regains 1 point of Health. This may not take the caster above its starting Health. A caster may have a maximum of 2 castings of this spell active at any time. The caster may cancel a casting of this spell at any time as a free action. The caster may not cast this spell on themselves.
 
Bloodbond (Thralldom, Out of Game (A), 8)
  • The vampire can add one soldier of any type to their warband as a permanent member without paying its cost. The soldier suffers a permanent -1 Will penalty. If this soldier is reduced to 0 Health during a game roll a die: on 1–10 the soldier has either died or escaped the vampire’s control, on 11+ it recovers and continues as part of the warband.
 
Gravefog (Mist, LoS, 8)
  • Creates a thick, circular cloud of mist 4" in diameter and 3" high. The mist does not block line of sight but does provide a +3 modifier to the target of any shooting attacks that draw line of sight through it. (i.e. the target gets +3 on its Fight Roll). A Wizard who cast Mist may choose to remove it from the board at any time as a free action. Otherwise, it lasts until the end of the game.
 
Nightshroud (Fog, LoS, 8)
  • Place a line of fog, 6” long, 3” high, and 1” thick anywhere on the table as long as some part of it is within line of sight of the spellcaster and all of it is within 24”. Figures can move through the fog with no penalty, but line of sight may not be drawn through it. At the start of each new turn, roll a die. On a result of 1–4 the fog dissipates and is removed from the table.
 
Call of the Barrow (Revenant, Out of Game, 14)
  • A revenant is a relatively common undead creature, created when a fragment of a person’s soul remains trapped in their own corpse. While the revenant retains some of the intelligence it had in life, it loses all personality, purpose, and drive, becoming a slave to the spellcaster who created it. This spell may be cast after any game in which a soldier in the spellcaster’s warband has been killed. After selecting a dead warband member, the spellcaster makes the casting roll. If the spell succeeds, the soldier is reanimated as a revenant and may fight in the next battle. The revenant has all the same stats it had in life, except for Will, which becomes +0. The revenant is undead and is subject to all spells, magical items, or other rules that target or affect the undead. It continues to wield the same weapons and wear the same armor that it did in life, even if these items were magic. If the revenant’s health reaches zero during a game, it rolls for survival just like any other soldier. However, if this results in death, the spellcaster may attempt to cast Revenant again after the game. If successful, the soldier returns to the warband at full Health, ready to fight in the next game. Each revenant continues to count as a soldier in the warband, but there is otherwise no restriction on the number of revenants that can be included in a warband. Revenant may not be cast on undead (except Revenants), constructs, or demons.
 


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