Patra Wizard Powers

                                                               PATRA'S WIZARDS

  The Patrans have greatly developed the arcane powers of magic. Their wizards and sorcerers rival their scientists.

The chance of a wizard appearing in a Patran army are a roll of 5 - 6 on a D6

These are the powers of a Patran wizard:

ON SELF

*Turn into a CAT -

 Any shooting targeting him gives him a 2+ (D6) save as the enemy has a small target and might not even realize the wizard has become a cat! On a third turn as a cat he will no longer be targeted. If he is in base to base contact he escapes on a 2+ (D6). The time as a cat is D3. The drawback is he might lose the power of speech and be unable to cast further spells. Roll a D6. On a 1-3 he cannot cast spells for the duration of being a cat.

*ELEVATE -

The wizard is placed on a clear plastic tube. No enemy can melee with him but he can be shot at.
(D6 turns)

*REGENERATE -

The wizard can regenerate D3 wounds.

SPELLS ON OTHERS

Muscles - plus one to strength on one unit one turn Range 70 cm

Eagle Eye - plus 1 on ranged weapons one unit for one turn Range 70 cm

Regenerate - regenerate one wound on one figure (needs to have at least one wound left). Range 70cm

Aging - age one individual D6 times 10 years. Minus 1 to target's physical abilities for each 10 years if target is over fifty (or becomes over fifty). Assume average age of thirty so anything over twenty years aging will have affect. Characters may already be older and so are more vulnerable.


SPELLS ON OBJECTS

Avalanche - cause rocks to fall from cliff face. Can fall on enemy next to cliff, block passes etc.

Sand Storm - covers 100cm by 100 cm. Range 100 cm. Visibility within and shooting out of sand storm reduced to short range at long range effectiveness. Movement reduced to one quarter. Duration D3

Summon D12 mummies at given point on battlefield. Range 90 cm.. Mummies have no fear, have low level magic, cause fear. Vulnerable to fire. Mummy powers range 30 cm - mesmerise individuals or unit for one turn; they may then not move or  move towards mummies on roll of 6, (Roll a dice for each mummy). Any unit not affected on first attempt is immune.

Part Waters - makes bodies of water crossable normally .Range 80 cm. Covers area 60 cm wide and across. Lasts D3 +1 turns.

Comet - causes comet to hit designated spot in D 6 moves. (See Warhammer rule book and double distances).


CASTING METHOD

The Warhammer method with generated casting dice can be used, There are also rules for Peril's of the Warp on certain dice rolls, The opponent can also attempt to dis-spell. OR use Hacket's Fantasy Wargaming rules where wizards need a period of recovery between casting. Another option is to use a simple D6 to cast with more lethal spells requiring a higher dice roll.




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