Source: Warhammer Fantasy: 6th Edition

Printable Cards: Necromancy
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1. Invocation of Nehek

Casting Value: 3+

Player must declare which version and Casting Value they are attempting before rolling.

Add new models to a unit of Zombies or Skeletons within 18" (even if engaged in close combat). New models will be equipped exactly like the unit. This can take the number of models in the unit above the maximum but the Victory points value does not change.

Create a new unit of Zombies or Skeletons within 18", place one model, then form the rest of the models around it, at least 1" away from enemies, in any formation and facing any direction. Skeletons will be armed with a hand weapon and shield. Zombies will be armed with a hand weapon. If less than five models are created, the spell has failed. Calculate the Victory points value of the new unit (at 6 per Zombie or 8 per Skeleton).

Restore lost Wounds to an Undead model with multiple Wounds on its profile within 18". Choose one Undead model (even if engaged in close combat) and then measure the range to it. Cannot exceed the models starting Wounds.

Casting ValueModels CreatedWounds Restored
3+D6 Skeletons or D6+1 Zombies1 Wound
7+2D6 Skeletons or 2D6+2 Zombies2 Wounds
11+3D6 Skeletons or 3D6+3 Zombies3 Wounds

Necromancy

2. Hand of Dust

Casting Value: 7+

Remains in play. This spell can be cast by the Wizard on himself. It can be cast even if the Wizard is in close combat. Once it has been cast, the spell lasts until it is dispelled, or until the Wizard decides to end it (which he can do at any time), attempts to cast another spell or is slain.

Whilst the spell is in play, the caster is reduced to a single Attack in close combat. If this attack hits, the enemy is killed automatically, with no armour saves allowed (this works exactly like a Killing Blow attack, with the only difference being that it can affect models of any size). The enemy can take a Ward save, if he has any, but if the wound is not saved the model is dead.

Necromancy

3. Hellish Vigour

Casting Value: 7+

Target one of your own Undead units within 18" and which is in close combat. In the next Close Combat phase all models in the unit attacks first, even if they have been charged, are armed with Great Weapons and so on (even Zombies! This is the only exception to the Braindead rule), and can re-roll any missed To Hit rolls.

Necromancy

4. Gaze of Nagash

Casting Value: 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.

Necromancy

5. Vanhel's Danse Macabre

Casting Value: 9+

This spell can be cast on a friendly Undead unit that is within 18", and which is not already engaged in close combat. The unit can immediately make a move of up to 8" in the same way as a normal move made in the Movement phase (it can wheel, turn, change formation or even reform).

The unit can charge an enemy within 8" if opportunity permits and the same rules apply as for a normal charge (except that if the charge is failed the Undead will still move the full 8"). A unit that is charged by means of Vanhel's Danse Macabre can react to the charge as normal and must take the appropriate Psychology tests.

Necromancy

6. Curse of Years

Casting Value: 10+

Remains in play. The Curse of Years can be cast on any one unengaged enemy unit within 24".

If successfully cast, the enemy swiftly starts to age. Roll a dice for each model in the affected unit. A model will suffer a wound on the roll of a 6+. No armour saves are allowed.

Once it has been cast, the spell remains in play. It lasts until it is dispelled, or until the Wizard 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, models in the affected unit suffer a wound on a 5 +. In the caster's next Magic phase they will suffer a wound on a 4+ and so on, to a minimum of 2+. No armour saves are allowed.

Characters who are part of a unit affected by this spell stop suffering from its effects if they leave the unit.

Necromancy