Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of the Great Maw
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Gut Magic, Gastromancy, Shamanic Victuals

The Lore of the Great Maw has many recipes for disaster and Butchers often chew flesh, suck marrow or stuff some raw gobbet into their mouths to aid their casting and replenish their own vitality. The Butcher puts a disembodied limb to his mouth and sucks all the blood, fluid and marrow out of it with one titanic intake before casting the husk to one side. As be gulps down this vile cocktail of juices his gut gurgles with magical energy, either healing him or, if the Maw is displeased, ravaging his insides...

Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2-6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), and adds +1 to the total rolled on the dice the next time he attempts to cast or dispel a spell. On a roll of 1 the Wizard that cast the spell suffers a Strength 6 hit.

The Butcher holds up a gory spinal column and sucks out all the blood and marrow to empower his companions.

Spinemarrow is an augment spell with a range of 24". The target has the Stubborn and Immunity (Panic) special rules until the start of the caster's next Magic phase. The caster can choose to increase the power of this spell target all friendly units within 24". If they do so, the casting value is increased to 16+.

1. BullgorgerCasting Value: 7+

The Butcher greedily devouring the heart of a bull Rhinox or Mournfang, no doubt enjoying the feast of healthy blood and muscle whilst be imbues himself and his fellows with the strength of a charging Rhinox. The Butcher can project the raw vitality imbued by such a worthy sacrifice to the Great Maw.

Bullgorger is an augment spell with a range of 12". The target has +1 Strength until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If they do so, the casting value is increased to 11+.

2. BonecrusherCasting Value: 8+

Shovelling a handful of ribs, skulls and femurs into his mouth, the Butcher painfully crunches them up even while he curses his foes, who immediately find their own bones breaking with loud snapping sounds.

Bonecrusher is a magic missile with a range of 18" that causes 2D6 Strength 2 hits which Ignores Armour Saves. The caster can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 11+.

3. ToothcrackerCasting Value: 8+

By grinding his way through a lump of earth-encrusted bedrock taken from the peak of a mountain, the Butcher bestows the rock's resilience and the sturdiness of the mountains themselves into his brethren. This often costs the Butcher more than just a couple of teeth.

Toothcracker is an augment spell with a range of 12". The target has +1 Toughness until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If they do so, the casting value is increased to 12+.

4. BraingobblerCasting Value: 9+

Selecting a one of the enemy's severed head from the stinking selection of disembodied body parts attached to one of the meat hooks secured about his person, the Butcher chomps through the skull before he scoops out and gobbles down a helping of fresh, delicious brains. As grey matter drips from his flabby jowls the Butcher projects the worst nightmares plucked from his victim's brain into the minds of his foes and those around him.

Braingobbler is a hex spell with a range of 18". The target must take a Panic test. Units with Immunity (Psychology) cannot be targeted by this spell. The caster may choose to increase the range of the spell to 36". If he does so, the casting value is increased to 12+.

5. TrollgutsCasting Value: 12+

The Ogre Butcher forces down the toxic guts of a Stone Troll, great quantities of acid and bile ravaging his much-abused gut. Downing the toxic and utterly repulsive innards of a Troll isn't easy, but by doing so a Butcher can magically transfer the beast's supernatural healing ability onto himself or nearby companions. The Ogres' wounds seem to stitch themselves together before the eyes of their dumbfounded enemies.

Trollguts is an augment spell with a range of 12". The target has the Regeneration (4+) special rule until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If they do so, the casting value is increased to 16+.

6. The MawCasting Value: 15+

By consuming the better part of a large beast, the Butcher can summon the power of the Great Maw itself; causing the ground to split wide open beneath an enemy and revealing a tooth-lined bottomless pit that hungrily snaps and snarls in anticipation of its next meal. Eternal pain awaits any who fall within...

The Maw is a direct damage spell. Place the small round template anywhere within 18" of the caster. Roll the artillery dice and the scatter dice. Unless a Hit! is rolled, move the template the distance shown on the artillery dice, in the direction shown on the scatter dice.

If a misfire is rolled, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol).

Once the final position of the template is determined, all models under the template must take an Initiative test. Models that pass the test suffer a Strength 3 hit from The Maw's sharp teeth as they scrabble clear. Models that fail the test are savaged by The Maw and suffer a Strength 7 hit with the Multiple Wounds (D6) special rule. The Maw then closes with a satisfied burp and the template is removed.

The caster can choose to use the large template instead of the small template. If he does so, the casting value of The Maw is increased to 21+ and the template moves 2D6" rather than D6".