Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Necromancy (Vampire Counts)
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As the powers of Dark Magic are wielded to the purpose of necromancy, its unwholesome energies animate and invigorate the Undead.

When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.

The Vampire channels the winds of Magic to replenish his army. The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn across the battlefield.

Invocation of Nehek is an augment spell with a range of 12" that targets Undead. The target unit immediately regain a number of Wounds as follows: Infantry gain D6 plus the caster's Wizard level in Wounds (roll for each unit); other troop types targeted gain 1 plus the caster's Wizard level in Wounds. However, Characters, Shrines, Chariots, Monsters or models with the Ethereal special rule can never regain more than D3 Wounds per successful casting. Wounds gained are distributed as described in Resurrecting Fallen Warriors. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+.

1. Vanhel's Danse MacabreCasting Value: 5+

The Undead are filled with an unholy magical energy that causes them jerk forwards on the attack and stride across the battlefield with an unnatural speed that even most mortals are unable to match.

Vanhel's Danse Macabre is an augment spell that targets an unengaged Undead unit within 24". The target unit can immediately make a normal move (but not march or reform) as if it were the Remaining Moves sub-phase (including any Characters in the unit). The Wizard can choose to have this spell target all unengaged Undead units within 12". If they do so, the casting value is increased to 10+. No unit can be moved by Vanhel's Danse Macabre more than once per turn.

2. Hellish VigourCasting Value: 8+

The Undead concentrates on animating the creatures under his control. They attack with such speed and ferocity that few can defend against their flurry of blows.

Hellish Vigour is an augment spell that targets a friendly Undead unit within 24". The unit gains the Always Strikes First special rule and may re-roll failed To Hit rolls in Close Combat until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 16+.

3. Gaze of NagashCasting Value: 9+

Bolts of Dark Magic leap from the Undead spellcaster's eyes. Where the beams touch the victims' flesh, their skin blackens and withers, sloughing away till the white gleam of bone is visible beneath.

Gaze of Nagash is a magic missile with a range of 24" that causes 2D6 Strength 4 hits. The Wizard can choose to extend the range to 48". If they do so, the casting value is increased to 12+.

War and plague are common within the Old World and the bones of their victims lie but shallowly burled. A Necromancer can awaken these mortal remains to reinforce the Undead legions under their control and serve them in a ghastly mockery of life.

Raise Dead is a special type of spell with a range of 18" that brings a brand new unit of Zombies into play. Choose a point on the battlefield - that point need not lie in the caster's line of sight or forward arc. Next, roll 2D6+3. This is how many models comprise the new unit. The caster can choose to summon 2D6+3 Skeleton Warriors instead. If they do so, the casting value is increased to 12+.

When placing this unit, it must be wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. It can be placed facing any direction, and in any legal formation, as long as the unit's front rank contains at least five models. This unit does not have any upgrades or command models. Units summoned by this spell cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be placed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.

5. Curse of YearsCasting Value: 12+

The Wizard spits out an ancient curse and their enemies age at an incredible rate. They feel their skin shrivelling, bodies decaying and their hair turns white. They collapse, unable to support themselves as withering age engulfs them.

Remains in play. Curse of Years is a hex spell with a range of 18". When cast, roll a D6 for every model in the target unit -on a score of 6 the model suffers a Wound which Ignores Armour Saves. At the end of the next Magic phase, roll again for each model in the unit, they will suffer a Wound on a 5+, and so on, to a maximum of 2+.

6. Wind of DeathCasting Value: 15+

The Wizard calls forth spectral winds that howl through the ranks of the foe, tearing their souls from their bodies.

Remains in play. Wind of Death is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Wind of Death will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model passed over by the template takes a Strength 3 hit which Ignores Armour Saves. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves a number of inches equal to the roll of the D6, in the direction indicated by the scatter dice. If a Hit! is rolled, use the small arrow on the Hit! symbol. In either event, in subsequent turns, the Wind of Death will move a number of inches determined by rolling an artillery dice, in a random direction determined by rolling a scatter dice. If a misfire is rolled in subsequent turns, the Wind of Death dissipates and is removed. The caster may choose to infuse the Wind of Death with more power so that it uses the large round template and its Strength is increased to 4 instead. If they do so, the casting value is 25+.