Arkhan the Black

==Summary==
Arkhan the Black, known now and forever as the Liche King, was the first and most loyal of the evil Nagash's followers. He helped lead the coup which brought the arch-necromancer to power, and he was the first, after his Lord, to imbibe the Elixir of Life. Arkhan was the most adept of Nagash's pupils in the study of dark sorcery, and he quickly rose to become the necromancer's trusted vizier and principal lieutenant. He led many armies against Nagash's enemies and was never defeated in open combat. In the end, however, the sheer numbers of the Priest Kings' soldiers forced Nagash to retreat. It was Arkhan who led the suicidal counter-attack that gave Nagash the opportunity to escape. For over an hour he held back the Army of the Seven Kings through feats of martial prowess and powerful sorcery. Arkhan finally fell, not to a hero's sword, but to a single spear hurled by an unknown soldier. He stared in horror at the shaft protruding from his chest, knowing that it had pierced his heart. With his dying breath, he threatened that a terrible curse would befall any who touched his corpse, and with that, he slumped to the ground. Within seconds, dark flames had consumed Arkhan's flesh leaving behind only a blackened skeleton. Whilst the rest of Nagash's followers were beheaded and burnt, none dared risk desecrating Arkhan's remains, and so they covered them under a cairn of stones instead. Nagash did not forget his most able lieutenant, and when he returned to wreak vengeance on Nehekhara, Arkhan was reborn as the Liche King - the first of Nagash's nine Dark Lords. These foul beings were the foremost of Nagash's captains, and they brought despair and destruction to his foes.Total War: Warhammer II; Rise of the Tomb Kings
==Powers and Stats==
Tier: , possibly or physically, from to to with Magic
Name: Arkhan the Black,Warhammer Armies: Tomb Kings (8th Edition) The Liche King, Mortarch of Sacrament
Origin: Warhammer Fantasy
Gender: Male
Age: 4000+
Classification: Tomb King
Powers and Abilities:
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|-|Base=
*Superhuman Physical Characteristics (All Tomb Kings, even before being risen into undeath stronger then they ever were, were 7 foot tall and could literally rip normal humans limb from limb)
*Limited Nonexistent Physiology (Type 2; all aspects) & Abstract Existence (Type 1) & Acausality (Type 4, possibly type 5) & Nonduality (Type 2) (A part of all beings' mind and soul in Warhammer is made out of Aethyr and exists in the Realm of Chaos,Realm of Sorcery, A Grim World of Perilous Adventure: page 16 providing them with the same properties above and resides Low 1-A range away at minimum. In fact until a Mortal dies, even the Chaos Gods themselves cannot locate their souls despite being in their realmLiber CHaotica: Liber Slaanesh)
*Weapon Mastery
*Immortality (Types 1; [Undead like Arkhan are unable to age, and with his own soul trapped in his body, he will continue to function forever]Warhammer Armies: Tomb Kings (8th Edition) pg. 57 and 7; [is a skeleton] and 8; [Nagash can and will bring Arkhan back from the dead should he ever fall])
*Self-Sustenance (Type 1, 2 and 3; via being undeadWarhammer Armies: Undead (4th Edition))
*passive Curse Manipulation & Age Manipulation & Regeneration Negation (Anyone who attempts to attack or slight a tomb king is inflicted with a curse that ages them a lifetime in mere seconds.Warhammer Armies: Tomb Kings (8th Edition) pg. 53 The Damage caused by this ability cannot be regenerated from)
*Summoning & Soul Manipulation & Sealing (Can summon a Casket of Souls which emits a blinding light as countless souls pour out, stripping the souls of their victims and trapping them in the casket)
*Statistics Amplification (Can increase the skill of any allies near him)
*Life Manipulation & Deconstruction & Necromancy (The Tomb Blade of Arkhan instantly destroys any flesh it touches, leaving behind only a charred skeleton enslaved for all eternity to Arkhan's dark will)
|-|Magic=
*Aethyr Manipulation (is the second best practicioner of Necromancy,Warhammer Armies: Tomb Kings (8th Edition) and can also cast from The Lore of Death, The Lore of Nehekhara, Battle Magic,Warhammer Fantasy Roleplay 2nd EditionWarhammer Fantasy Roleplay 4th Edition and Petty Magic. Momentarily held back the Chaos Rift from consuming The Old World even after the Incarnates were brought into the Realm of Chaos by it with just his magical mightLord of the Endtimes Novel)
*Age Manipulation (Aged Eltharion the Grim to dust with a point of a finger)
*Forcefield Creation (Creates dark magic defenses around him as a mere byproduct of using magic)
*Reality Warping & Time Manipulation & Spatial Manipulation (Momentarily held back the Chaos Rift from consuming The Old World even after the Incarnates were brought into the Realm of Chaos by itLord of the Endtimes Novel)
*Deconstruction/Power Nullification (Can instantly disintegrate any other undead with a gesture)
*Biological Manipulation (Can form and reshape undead into other shapes and tools, like ladders, catapults and siege weaponry)
*Creation (Liche Priests use their magic to imbue life into the Mighty Ushabti and other Nehekaran constructs, driven by the spirits of the dead)
*Necromancy (To reanimate corporeal bodies and raise dead armies they draw upon spirits from the Realm of Souls and bind them)
*Water Manipulation (Can strip the moisture of his opponents body, sapping their vitality)
|-|Resistances=
*Aethyr Manipulation (Arkhan was fully capable of stalemating Mannfred von Carstein, who is an incredibly powerful caster, and Arkhan quite literally laughed off his spells)
*Absorption/Power Nullification (Could cast magic nearby the Crown of sorcery, a feat only his master has been capable of otherwise)
*Resistance to all the passives of The Realm of Chaos (Arkhan momentarily held back the Chaos Rift from consuming The Old World even after the Incarnates were brought into the Realm of Chaos by it, and thus would require him to resist the effects of it himself
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Attack Potency: Large Building levelScales above 3.28 Tons possibly Multi-City Block levelScales above252 Tons or Large Island level+Scales far above 510 Gigatons of TNT as the feat was performed by merely flapping its wings physically (Would have to be stronger than the strongest among the Chaos Warriors in order to be a "Honored Warrior". Stalemated Mannfred von Carstein, albeit, it is entirely unknown if they engaged in physical combat or not. As Mannfred is a vampire, his physical power varies based on the Dhar in the air, and at his weakest he could combat Felix Jaeger,Gotrek and Felix: Charnel Congress (Novella) while near his strongest he could defeat a Great Unclean OneThe End Times Novels and minorly contest a poisoned Eltharion the Grim) Varies (Arkhan's magical power depends on how well the Winds of Magic are blowing in an areaTotal War: Warhammer III) from Large Building level, possibly Multi-City Block level (Should at least be comparable to his physicals even at the apsolute weakest winds of magic in the areaScales above 3.28 Tons) to Large Island level+ (As a level 4 Sorcerer, Arkhan is comparable to High elven Archmages who can damage Greater DaemonsLiterally Any Warhammer Fantasy tabletop editionScales far above 510 Gigatons of TNT as the feat was performed by merely flapping its wings) to Moon level (Despite not being an incarnate himself, Arkhan's magic during the endtimes was on the level of most of them, as he was capable of momentarily halting the rift of Chaos after the Incarnates fell)
Speed: Supersonic (Is comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e), Massively Hypersonic reactions and Combat speed (Comparable to Mages that can react to lightning attacks with counterwards/spells)
Lifting Strength: Class M (Comparable to Mannfred, who himself scales far above Saurus leaders. Saurus Leaders and Warriors are able to crush rocks and steelLizardmen army book (8th edition) Chapter 2)
Striking Strength: Large Building level, possibly Multi-City Block level or Large Island level+
Durability: Large Building level, possibly Multi-City Block level or Large Island level+ physically (Can harm those who can harm him), Varies up to Moon level with his Barriers (Comparable to his own magic
Stamina: Infinite (Even Zombies, by far the most basic undead in Warhammer, do not tire and will function until the magic that resurrected them dissapatesDark Masters RPG second edition page 127)
Range: Standard Melee Range physically, Extended Melee Range with the Tomb Blade of Arkhan, Hundreds of Kilometers with Magic
Standard Equipment:
*The Tomb Blade of Arkhan The flesh of those slain by this dread blade burns away, leaving behind only a charred skeleton enslaved for all eternity to Arkhan's dark will.
*Staff of Nagash This staff was created by the Arch Necromancer Nagash to harness the reservation of dark magic within the accursed Black Pyramid.
*The Liber Mortis This accursed tome is one of the fabled nine Books of Nagash, the most potent source of necromantic magic in the world.
Intelligence:
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|-|General=
Genius (Arkhan is a master necromancer, being the second ever to learn the art after NagashNagash the Sorcerer Novel and to even become a mage within Warhammer one must understand Aethyr and all of its incredible complexities, let alone to learn an entirely new lore within a month of it being created and this incredible intelligence doesn't just lend itself to magic, it also lends itself to incredible tactics and strategy, and even ruling an empire, albeit Arkhan has help from his master with all of those things)
|-|Combat=
Genius (Arkhan with a fairly small army held the line for hours against seven massive armies of Nehekharans, and was even a honored warrior in the battle. In terms of Nehekharah or even Warhammer, being an honored Warrior means you can, on your own, solo entire armies of thousands of trained soldiers with little issue)
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Standard Tactics: Arkhan will almost always lead with magic, if his opponent is undead, he will remove them from betraying his master. If they survive, or if they are not undead, Arkhan pulls no punches in combat, preferring to end the fight as fast as possible, and preferably lethally and at a distance. However, that does not mean Arkhan will refuse to enter melee, indeed he has no issues using his blade in battle even while outnumbered. One must also be wary of killing Arkhan, for Nagash can bring his soul into Arkhan's body at any time, and thus you would be dealing with a far greater threat.
Weaknesses: Subservient to Nagash to the point where it is repeatedly stated by individuals such as Neferata that he has made no choices of his own, and to where he'd willingly die just to continue Nagash's plans
Notable Attacks/Techniques:
Battle Magic spells
*Time Manipulation (With Accelerate Time - This spell affects one creature, allowing it to move and perform actions twice as quickly as normal)
*Weapon Creation & Instinctive Action (With Animate Sword - The caster is able to animate a normal, non-magical sword and endow it with a temporary life of its own. The animated sword acts independently of the caster, flying through the air and fighting as the caster wishes)
*Limited Invulnerability (With Arrow Invulnerability - This spell may be cast on either the caster or any individual or single group within 24 yards. The spell makes the recipient(s) completely invulnerable to any kind of normal missile fire, including arrows, crossbow bolts, thrown weapons, or large siege weapons. The spell will not offer protection from magic missiles such as enchanted arrows, Fire Balls, etc)
*Telekinesis (With Arrow Storm - By touching a quiver of arrows, the caster can enchant them so that an arrow springs magically to hand as soon as the previous one is loosed, thus enabling the archer to fire at twice the normal rate. The enchantment leaves each arrow as soon as it is loosed, or at sunrise the next day if it is unused)
*Damage Reduction (With Aura of Invulnerability - The type of protection afforded by this Aura spell nullifies a set amount of damage next inflicted on the caster by non-magical weapons)
*Damage Reduction Aura (With Aura of Protection - This spell provides protection against weapons by increasing the amount of armour on each section of the caster by a moderate amount)
*Damage Reduction Aura (With Aura of Resistance - Aura spells provide protection by increasing amount of armour on each part of the caster's body by a small amount)
*Fire Manipulation & Homing Attack (With Blast - This spell is the most powerful of the magic missile spells. Only one blast can be thrown, and it may be targeted at any individual or single group, releasing a shot of fire. Blasts have a range of 48 yards and automatically hit their target)
*'Power Nullification (With Break Weapon - This spell may be cast against any one weapon within the caster's line of sight, breaking it and rendering it useless. The caster must be able to see the whole weapon: a sword in its scabbard is immune until it is drawn. The spell can affect even magical weapons, although they may resist it)
*Empathic Manipulation (With Cause Animosity - This spell can be cast against a group of adventurers or creatures that are normally subject to animosity, such as Goblins. They attack each other until the appearance of any other creatures that they would normally regard as enemies, at which point the spell is instantly broken. Otherwise it lasts a select amount of time)
*Empathic Manipulation (With Cause Cowardly Flight - The spell can be cast on any individual or group of creatures within 48 yards. The victim withdraws from combat and runs away from the scene of fighting, if possible. Victims will continue to flee for the duration of the spell)
*Fear Manipulation (With Cause Fear - This spell induces fear in any individual or single group of creatures within 48 yards. Victims become subject to fear against all potential combat opponents)
*Bloodlust Inducement (With Cause Frenzy - This spell induces frenzy in an individual or group within 48 yards)
*Empathic Manipulation (With Cause Hatred - This spell induces hatred into an individual or group within 48 yards. Victims becoming subject to hatred against any single enemy group or individual that the caster wishes, for the duration of the spell)
*Power Nullification (With Cause Instability - This spell affects all creatures within sight of the caster which are already subject to instability (Ethereal Undead, Daemons, Elementals, and some Undead). The creatures become unstable)
*Fear Manipulation (With Cause Panic - This spell induces panic in any individual or single group within 48 yards)
*Mind Manipulation (With Cause Stupidity - This spell may be cast at any individual or single group of creatures within 48 yards)
*Empathic Manipulation (With Change Allegiance - This spell can be cast at any individual or group of hostile creatures within 48 yards. Affected individuals become enchanted by the caster and effectively 'change sides', treating the caster like a friend or ally. The victims' intelligence is not affected, and they cannot be made to do anything detrimental to their own well-being. For example, they will not commit suicide or take on a Dragon single-handed, but could be made to attack their own comrades)
*Darkness Manipulation & Fear Manipulation (With Cloak of Darkness - When this spell is cast, the caster and any accompanying group are cloaked in a zone of magical darkness as wide as the group is. Any member of the group who moves more than 4 yards away from any other group member will no longer be within the area of effect. Creatures outside the area of effect cannot see anything inside the darkness, but those within can see out. Missile fire into the zone is somewhat inaccurate, and it is impossible for a spellcaster outside to direct an individually targeted spell at anyone within it. (One can, however, target spells at the whole group in the normal way.) Anyone wishing to enter the cloak must overcome fear to do so)
*Creation (With Conjure Servitor - This ritual is used by wizards to create a Familiars. Such a creation is usually made from pieces of metal and wood, and often looks like a toy mannikin or soldier. Some wizards claim that the best familiars (particularly warrior familiars) are made from armour taken from the dead on the field of battle at midnight; less mystical wizards claim that this is rank superstition)
*Corosion Inducement (With Corrode - This spell may be cast at a creature or group. Every non-magical item of iron, steel or bronze possessed by the target creature(s) instantly corrodes and is destroyed. Metal armour becomes useless, weapons crumble to dust (weapons with wooden shafts and metal heads/tips count as improvised weapons), and so on. Magical weapons and armour are unaffected by this spell)
*Healing (With Cure Light Injury - This spell can be used to heal the caster or one other character or non-magical creature by touch)
*Healing (With Cure Severe Wounds - This spell is used to heal either the caster or any other single character by touch. This spell will work on any single creature, even creatures such as Dragons or other monsters. It does not work on slain creatures)
*Curse Manipulation & Telekinesis (With Curse of Arrow Attraction - This spell may be cast at any individual or single group of creatures within 48 yards. Any non-magical missile fired at targets anywhere within 48 yards of cursed individuals will redirect themselves at them, selecting the nearest cursed individual where there is any doubt. Missiles which have insufficient range to reach their new target will fall short and cause no damage. Missiles fired by a cursed character turn around in mid-flight and strike their firer)
*Enhanced Senses (With Detect Magic - This spell allows the caster to identify all magical items and objects within the field of vision up to the maximum range of the spell. This spell will not reveal the identity of spellcasters nor will it reveal the function or purpose of any enchantments or magic items)
*Power Nullification (With Dispel Aura - This spell can be cast against any single character protected by an Aura spell of levels one or two. The Aura is instantly dispelled. This spell does not affect Aura spells of levels three or four)
*Power Nullification(With Dispel Magic - This powerful spell may be cast at any creature or group. The caster may automatically dispel any spells he has cast himself by use of this spell)
*Fear Manipulation (With Dispirit - This spell may be cast on any one creature or group. The spell puts feelings of despair and gloom into the mind of any affected creature. The spell has no effect on normal animals, creatures with low intelligence, or those immune to psychological effects (e.g., Undead). Further castings of the spell on the same target or targets do not increase these effects. This spell will negate the effects of the Enthuse spell)
*Power Nullification (With Drain Magic - This spell allows the caster to drain all the magical energy from one target creature. If the magical power cannot be contained properly by the caster, said caster may be injured)
*Non Physical Interaction (With Enchant Weapon - This spell allows the caster to enchant one ordinary weapon by touching it. An enchanted weapon has no special powers, but counts as a magical weapon for the purposes of hitting creatures only affected by magic weapons. The spell lasts for the rest of that day, returning to normal the following daybreak)
*Statistics Reduction (With Enfeeble - This spell may be cast at any creature or group. Their encumbrance allowance is halved, and all movement penalties for obstacles, difficult ground, and over-encumbrance are doubled for the duration of the spell)
*Plant Manipulation (With Entanglement - This spell may be cast on any point within 100 yards of the caster. There, vegetation erupts from the ground, rapidly covering an area 24 yards across and turning it into difficult ground. Any creatures in the area as the vegetation sprouts are entangled: they may not move. Anything entering the spell's area has no risk of becoming caught. The vegetation counts as flammable)
*Empathic Manipulation (With Enthuse - This spell may be cast on any one creature or group. The spell fills any affected targets with hope and enthusiasm. The spell has no effect on normal animals, creatures with low intelligence, or those immune to psychological effects (e.g., Undead). Further castings of the spell on the same targets do not increase the bonuses. This spell will negate the effects of the Dispirit spell)
*Fire Manipulation (With Fire Ball - Casters of this spell can literally throw a ball of fire at their enemies, causing a great deal of damage and consternation)
*Curse Manipulation & Fire Manipulation (With Flame Curse - This spell can be cast on any one creature or person within line of sight, as well as objects and areas of wall or ground no larger than 10 feet in any dimension. The target becomes flammable for the length of the spell)
*Statistics Amplifciation (With Fleetfoot - This spell may be cast on any one person, including the caster himself, increasing movement speed by half again their normal speed. Obstacles and difficult ground affect the character as normal, although modifications are applied to the increased move rate. It will negate the effects of Slowfoot)
*Flight (With Flight - Upon casting this spell, the caster is endowed with magical flight. The character can immediately fly 48 yards in any direction desired, but cannot fly through walls or solid objects. A character may continue to fly by using more magic, but may not cast any other spells while doing so. Casters can carry up to half their normal, non-penalty encumbrance while flying. If any more is carried, the spell fails to work)
*Air Manipulation & Poison Manipulation & Corosion Inducement & Regeneration Negation (Up to High-low; With Foetid Cloud - This spell is an enhanced version of the level two Battle Magic spell Mystic Mist, creating a cloud between two and twelve yards in diameter within the maximum range of the spell, but which is also poisonous and corrosive. Trolls and other regenerating creatures may not regain damage suffered from a Foetid Cloud even when they leave the area of effect; it must be healed by rest or magic. The spell does not affect ethereal creatures or air or fire elementals)
*Statistics Amplification (With Hammerhand - This spell endows the caster with increased fighting potential)
*Empathic Manipulation (With Hold Flight - This spell can be cast on any individual or single group within 48 yards, which is already engaged in combat. It prevents the target of the spell from being routed or otherwise forced to leave combat for the duration of that combat. Targets may, however, run away if they wish to)
*(With Ignite Missiles - This spell may be cast on arrows, crossbow bolts, or other missiles or thrown weapons. When the missile is fired or thrown, it bursts into flames in mid-flight. The missiles do not count as magical weapons. The spell will not work on ammunition for gunpowder weapons, bombs, or incendiaries. A wizard may cast this enchantment on missiles prior to combat, but the spell only lasts one hour if they are not fired immediately. Missiles can be affected in mid-flight using this spell, provided the wizard has time to cast the spell and can clearly see the projectile at all times.
*Resistance to Poison Manipulation (With Immunity From Poison - This spell may be cast either on the caster or on any other single individual within 6 yards. It gives the bearer complete immunity from poisons and venom's for a select amount of time)
*Biology Manipulation(With Leg Breaking - This spell may be cast on any single creature. One leg (caster's choice) breaks with a sickening crunch)
*Electricity Manipulation (With Lightning Bolt - This spell is more powerful version of the Fire Ball spell, allowing the caster to throw bolts of lightning rather than fire)
*Probability Manipulation (With Luck - After casting, the caster can affect his luck once in the next hour)
*Creation (With Magic Bridge - This spell is used to create a solid bridge over any obstacle, such as a river, bog, etc. The spell can be used to create a bridge between the ground and the top of a fortress wall if desired. The bridge begins at the caster's feet and extends forwards up to a distance of 12 yards per level of the caster. A magic bridge can be up to 8 yards wide if desired. The bridge can be dispelled by its creator, or it crumbles to nothing by the following morning)
*Statistics Amplification (With Magical Might - This spell allows the caster to enhance their prowess in combat, by increasing their strength for only the next hit)
*Mind Manipulation & Power Nullification & Paralysis Inducement (With Mental Duel - This spell brings the caster into an immediate mental contest, a direct battle of mental powers against another spellcaster. If the spell is successfully cast, the target must enter the duel. The loser of the duel loses some magic potential. No other spells may be cast during a Mental Duel and no combat actions or movement are possible. The duellists are totally absorbed in their duel and oblivious to other happenings. However, a duellist struck by a melee opponent is allowed to try to escape the Mental Duel - especially if the caster is already trying to evade the duel.
*(With Mystic Mist - This spell creates an area of mist 12 yards in diameter anywhere within the caster's line of sight. Individuals caught in the mist cannot see out it or though it, while those outside cannot see into it or past it. Anyone caught in the mist must move at half their normal movement rate or else wander around randomly within the mist)
*Earth Manipulation (With Pit of Despair - This spell can be cast on a single individual, who will suddenly sink three feet into the ground. No damage is done (though Halflings and Gnomes may begin to suffocate), but the target must be dug out before they can move. The spell can only be cast on a person who is standing on ground soft enough to dig in. If cast on a person standing on solid rock or on the wooden or stone floors in buildings, it will have no effect)
*Empathic Manipulation (With Rally - The effects of fear/terror on the targets are immediately cancelled, and the creatures can move and act normally. However, any insanity from the terror remains)
*Telekinesis (With Raze - The spell delivers the a moderately damaging hit any door, section of wall or other inanimate surface or object that the spellcaster is touching at the time. It does not work on any creatures, whether living or dead, or trees)
*Matter Manipulation & Power Nullification (With Reproof of Cowardice - This spell may be targeted at an individual or group within the caster's line of sight and no more than 48 yards away. When cast, any and all shields held by the target(s) are instantly and completely destroyed. This spell can even affect magical shields, though they can resist it)
*Attack Reflection (With Reverse Spell - Any wizard who is aware of being targeted by a rival spellcaster may use this spell in an attempt to turn the incoming spell back at its originator, using a silvered mirror to reflect the spell and its effects)
*Enhanced Senses & Animal Manipulation (With Sense of the Green - Casting this spell puts the wizard in touch with the natural world, albeit on a subconscious level. The caster gains an unerring sense of direction and the ability to charm animals and follow trails for the duration of the spell. Furthermore, the caster has good etiquette. No one is entirely sure why this is the case; it simply seems to be that this heightened awareness of the natural world gives rise to certain pleasing mannerisms in the caster)
*Metal Manipulation (With Sharpen Weapon - This spell allows the caster to render a single edged or pointed non-magical weapon magically sharp by touching it. The affected item does not count as magical, and cannot wound things that are immune to non-magical weapons. However, it gains and keeps an exceptionally keen edge or point, so sharp that for the duration of the spell it will cause extra damage. The weapon - is not consumed at the moment the spell is cast, but will disappear at the moment the spell's effects wear off. If it is cast on a magical weapon, the spell has no effect and the weapon remains. The spell can be used on any hand-to-hand or missile weapon)
*Earth Manipulation (With Slippery Ground - This spell may be cast on a patch of ground up to 5 yards square, affecting it as if it had been doused in oil and turning it into difficult ground)
*Statistics Reduction (With Slowfoot - This spell can be cast on any one person, who will move at half their normal speed for one turn. Obstacles and difficult ground affect the person as normal, in addition to the reduced movement rate. Thus, if someone under the effects of the spell crosses difficult ground, the spell halves their movement and the terrain halves it again, so they move at one quarter of their normal rate. It will negate the effects of Fleetfoot)
*Telekinesis (With Smash - This spell can be cast onto a door, wall, or other inanimate suface or object. It does not work on a creature, living or undead. The caster must touch the surface to be affected. The spell delivers the equivalent of a moderately strong hit on any section of wall)
*Animal Manipulation (With Stampede - This spell may be cast against any group of herd animals or mounted creatures within 48 yards of the caster. Targets stampede away from the caster at a running rate. Riders may be able to get their mounts under control after it is cast. This spell has no effect on mounts that are immune to psychological effects, such as Undead mounts and Daemonic servants in steed form)
*Paralysis Inducement (With Stand Still - This spell can be cast at any individual or group of creatures within 48 yards. Targets are rendered unable to move, fire missiles, or do anything at all for some time)
*Absorption (With Steal Magical Power - This spell may be cast against any one spellcasting creature (if a non-spellcaster is mistakenly targeted the magical power is expended but the spell has no effect). The target loses some magical power, which are transferred to the caster. 'Stolen' MPs can temporarily increase a caster's power above the maximum, but the additional MPs must be used within the hour or are lost. If a caster's power is reduced to nothing or even below due to the spell, he falls unconscious for between two and twenty hours and gains some insanity)
*Mind Manipulation (With Steal Mind - This spell may be cast against any other single person within 24 yards of the caster. The target victim becomes utterly mindless, unable to do anything but sit on the ground, gibber, dribble, and eat grass. A mindless creature cannot defend itself and counts as prone for the purposes of attacks made against it. The creature may not move of its own volition, but may be dragged along at half-pace. The effect is only temporary)
*Statistics AMplification (With Strength of Combat - This spell allows a temporary increase of one of the caster's fighting characteristics. The effect lasts from the moment the spell is cast until the following morning. Any attempt to cast a second spell on the same person results in the older spell being dispelled, while the new spell works as normal)
*Empathic Manipulation (With Strength of Mind - This spell allows the caster to increase a single personal characteristic. This lasts for the remainder of that day and is dispelled at daybreak the following day. Any attempt to cast the spell more than once on the same person will simply remove the older spell)
*Mind Manipulation (With Stunning Conclusion - This spell uses the power of story as a means of focusing a blast of magical energy at a target's mind. The caster must read aloud the concluding lines of a story - this is done as part of the normal spellcasting process and does not take any longer than normal to cast. When the last word is read out, the target may be stunned. The spell will not affect creatures who are deaf or who do not understand the language of the story or anyone who is normally unaffected by psychological effects. It can only be cast on humanoids under 10 feet tall)
*Life Manipulation (With Subvert Weapon - This spell is cast against one person or creature in the caster's line of sight. It animates one hand-to-hand weapon being held by the target and turns it against its wielder)
*Power Modification (With Transfer Aura - Normally Aura spells can only be cast onto the spellcaster. However, this spell enables the transference of an Aura from the spellcaster to any other individual within 4 yards)
*Fire Manipulation (With Wall of Fire - This spell allows the caster to create a wall of fire in any shape, up to 2 yards wide and up to 12 yards long, with flames rising 10 feet into the air. The whole of the wall must be within 12 yards of the caster. He may move and perform other actions (except casting spells) while maintaining the wall, but any part of the wall which is more than 12 yards away from the caster will be extinguished)
*Power Nullifciation (With Ward of Forbidding - This ritual allows the wizard to inscribe a magical barrier upon a portal or in a passageway, to prevent access to what lies beyond. The wizard uses the bronze rod to trace the pattern of the ward in the space of the portal to be protected)
*Matter Manipulation (With Wilt Weapon - This spell may be cast against any one weapon within the caster's line of sight. When the spell is cast, the weapon becomes limp like damp string and is useless. The weapon stays floppy for some time, then hardens again - but in whatever bent shape it was last in)
*Air Manipulation (With Wind Blast - This spell causes a terrific blast of wind, aimed specifically at a single individual or group within 48 yards. Victims hit by this spell are knocked off balance)
*Power Nullification (With Zone of Firelessness - The spell creates a zone 6 yards in diameter around the caster. Any fire within or brought into the zone - normal or magical fire, including fire balls fired into or out of the zone - will immediately go out. Lava and molten metal will solidify, although they will still be very hot)
*Power Nullification (With Zone of Magical Immunity - This spell creates a 12-yard diameter zone, centred on the caster, which is in many ways similar to the Zone Of Sanctuary. However, in addition to the protections afforded by a Zone of Sanctuary, the Zone of Magical Immunity is impervious to magic spells and effects of all kinds, except Dispel Magic spells. This includes any spell-like effects created by magic items. Undead creatures, Elementals, Daemons, and Ethereal creatures cannot enter the zone)
*Forcefield Creation (With Zone of Missile Protection - The spell creates a zone of 12 yards in diameter around the caster. Any arrows, spears or other physical missile weapons fired within that zone (including from cannon and firearms) bounce harmlessly off an invisible barrier. Missile spells are unaffected)
*Resistance to Empathic Manipulation & Forcefield Creation (With Zone of Sanctuary - The spell creates a 12-yard diameter, magical Zone centred around the caster. The Zone lasts for a number of hours or until the caster moves. All people inside the Zone become immune to all psychological reactions. The Zone may not be entered by any Undead, Ethereal, Daemonic, or Elemental creature, nor may such creatures fire missiles or cast spells into the Zone)
*Resistance to Empathic Manipulation & Forcefield Creation (With Zone of Steadfastness - This spell creates a 12 yard diameter Zone centered on the caster. This Zone lasts for a number of hours or until the caster moves. All friendly people inside the Zone become immune to all psychological effects. In addition, they make three times as may attacks as normal and receive additional defense every part of their body, so long as they remain within the Zone.
Petty Magic spells
*Precognition & Extrasensory Perception (With Danger Sense - This spell gives the wizard the equivalent of the Sixth Sense skill. If cast on another character, it does not give the target Sixth Sense, but gives the caster a feeling of danger if the target of the spell is in trouble)
*Flight Manipulation (With Flight Of Amar - Fly in a certain direction for 10-60 seconds)
*Automatic Translation (With Gift Of Tongues - This spell affects the caster only, enabling the speaking and understanding of any language heard. The effects last for 1 turn per magic point expended and may be extended at the cost of further points)
*Sleep Manipulation (With Sleep - Put the target to sleep with just a touch)
*Stealth Mastery (With Stealth - Casting this spell makes the caster harder to see and hear)
*Fire Manipulation & Light Manipulation & Healing & Statistics Amplification (With The Lore of Petty Magic - also contains countless other minor spells that allow for creating tiny flames or lights, unlocking or locking doors, revealing lies, healing small injuries and other useful albeit non-combat applicable spells but most importantly also includes a plethora of minor buffs that boost a variety of traits by a small amount.”)
The lore of Nehekhara
*Soul Manipulation (With Djaf's Incantation of Cursed Blades - The caster imbues his warriors' weapons with the essence of Djaf, the jackal-headed god of the dead, who hungers for the souls of the living above all things)
*Necromancy (With Djedra's Incantation of the Eternal Dead - The Liche Priest stirs the spirits of the land, inciting them to violent deeds against the living)
*Necromancy (With Djedra's Incantation of Summoning - This incantation raise the dead warrior to fight for their king once more)
*Power Bestowal (With Horekhah's Incantation of Righteous Smiting - The Liche Priest target any warrior of its own army to shoot and strike precisely at the enemy of their lord)
*Weather Manipulation (With Khsar's Incantation of the Desert Wind - Harnessing the power of Khsar, god of the desert winds, the caster summons forth a sandstorm that engulfs the undying warriors of Nehekhara and carries them across the battlefield)
*Minor Power Bestowal (With Mankara's Incantation of Urgency - The Liche Priest make some of his troops regroup or to charge the enemy at his will)
*Blessed & Forcefield Creation (With Neru's Incantation of Protection - With this incantation, the caster's foes find their blades mysteriously turned aside as Neru, goddess of protection, reaches out to shield the warriors from the evils of the night)
*Statistics Amplification & Power Bestowal (With Ptra's Incantation of Righteous Smiting - A fierce light emanates from the eyes or eye sockets of the caster's warriors as the power of Ptra infuses them with the speed and fury to smite their foes)
*Statistics Amplificaiton & Power Bestowal (With Return of the Golden Age - The Liche Priest focuses his incantations and restores to the army the vigour and might they enjoyed whilst still alive)
*Weather Manipulation (With Sakhmet's Incantation of the Skullstorm - A whirlwind of skulls tears across the battlefield, devouring everything in its path in the name of the goddess Sakhmet)
*Curse Manipulation (With Sekhubi's Incantation of Vengeance - The Liche Priest make a curse in its hands and hurl at his enemy)
*Water Manipulation (With Usekhp's Incantation of Desiccation - With this curse of desiccation, every syllable saps moisture from the victims' bodies, sapping them of their vitality)
*BFR (With Usirian's Incantation of Vengeance - Skeletal hands burst from beneath the surface to drag those above into a grave as the caster invokes the names of Usirian)
The lore of Death spells (Shyish)
*Air Manipulation (With Ashes and Dust - A choking dust cloud erupts form the wizard's fingertips, suffocating all in its path)
*Fear Aura (With Aspect of the Dreadknight - An invisible aura of horror surrounds the wizard's allies. Only the bravest foes will now stand before them)
*Summoning & Empathic Manipulation (With The Caress of Laniph - Laniph was an Arabuab sorceress whose ardent passions were eclipsed only by her capriciousness. It takes little effort to call her back from the spirit world to caress a new lover of the caster's choosing)
*Energy Manipulation (With The Choking Foe - Purple energy oozes from the caster's eyes, ears, nose and mouth to form a suffocating mass that flows over the enemy)
*Paralysis Inducement & Power Nullification (With Crystal Maze - The wizard reaches into the magical realms, drawing forth a portion of the great crystal labyrinth of legend to bind their foe. While affected, such a target cannot be harmed, nor can they move, cast spells, etc)
*Death Manipulation (With Death's Door - The caster's power over death is such that they can briefly delay the inevitable. Death's Door lasts a short time, but affects the wizard and all their allies within the area. Those affected, if slain during the spell's duration, remain alive to do one final act. As soon as the action is resolved, death beckons)
*Fear Aura (With Death's Messenger - Infuses the spiriter with the power of Shyish, emanating an aura of menace that strengthens their attempts at intimidation)
*Death Manipulation (With Death's Release - Conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their release from the mortal world)
*Enhanced Senses (With Deathsight - For one hour, the wizard can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies)
*Summoning & Empathic Manipulation (With Doom and Darkness - Spirits of the departed assail the caster's foes, sapping their resolve)
*Soul Manipulation (With Dying Words - The wizard calls back the spirit of someone who has died within the last day, and communicates with it)
*Transformation (With Embodiment of Shyish - The wizard transforms himself into death incarnate)
*Empathic Manipulation (With The Fate of Bjuna - Bjuna was a mighty warrior, so the story goes, but famously never smiled -- leastways not until the trickster god cursed him to laugh until his sides ruptured and split. Tellers of this tale cannot agree whose fate was worse: Bjuna's, or the servants who had to clean up the mess)
*Soul Manipulation & Sealing (With The Animus imprisoned - You imprisoned he soul of your victim, sealing it in a durable vessel of your choosing such as a bottle, vial or pouch)
*Soul Manipulation (With Final Words - Allows the Spiriter to ask one question of the departing soul of a slain character within several yards range. This must be done within the first minute of the character's death or the soul will have already passed on to the realm of Morr. The soul is not compelled to answer truthfully (or at all, for that matter). Final words cannot be cast on creatures without souls, like Daemons and the Undead)
*Empathic Manipulation (With Grief's End - The wizard speaks comforting words to an individual bereaved by the recent passing of a blood relative. The target's emotional pain is lessened as their understanding of fate deepens. Any psychological effects that were brought on by the death are eliminated or nullified)
*Paralysis Inducement (With The Icy Grip of Death - Uses the icy tendrils of Shyish to bind enemies within a large area. Those affected are stunned, and remain so until they snap out of it)
*Statistics Amplification (With Iyrtu's Embrace - This spell allows the wizard to attempt to crush a single hand-to-hand combat opponent. Power surges through the caster's arms, sheathing them with pulsating purple energy and giving the person the strength of many)
*Soul Manipulation (With Knock of the Departed - The Spiriter asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"), or answered with a yes or no ("Would it please you for us to bring your body on our pilgrimage to Altdorf?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which they had in life, and can lie if they wish. The act of answering is neither inherently pleasant nor odious to the deceased, though it may well be emotionally painful because of the living who are present or due to the nature of the question. This spell must be cast in the presence of either the deceased's body or the presence of one of his living descendants. It is said the dead answer by knocking on the gates of Morr's realm.
*Telekinesis (With Lesser Caress of Laniph - Amethyst energy grabs the target's heart and squeezes it. This looks to an observer (or to someone doing an autopsy) as if the victim has suffered a massive heart attack, and there is no way of detecting that magic was involved if no one sees the spell being cast. Armour, even magical, gives no protection. The teaching and use of this spell is strictly monitored and controlled by the Amethyst College. It is said that the senior masters of the college can tell from a corpse if this spell was used to kill the victim)
*Death Manipulation (With Life's End - Forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails. Due to the disruption caused in the fabric of life and death by the nature of this conjuration, all wizards in a five mile radius are aware of the disturbance in the Aethyr that casting Life’s End causes. The lords of the Amethyst Order do not look kindly on those who use such powerful magic lightly)
*Biological Manipulation (With Limbwither - Deadens one limb -- arm or leg -- of a single target nearby. The caster may choose which exact limb of the target to affect, and it becomes utterly useless for several minutes. Normal use of the limb returns when the spell ends)
*Paralysis Inducement (With The Manacles of Caloe - A heavy manacle of purple energy forms round the waist of a single enemy or group within 48 yards. The spell's targets cannot move until the manacle is dispelled. They are not affected in any other way: they can still fight if engaged in combat, they may fire missile weapons, and wizards may use magic. While the spell lasts, the caster cannot create a second Manacle of Caloe)
*Memory Manipulation (With Mental Decay - The wizard curses one of his enemies with forgetfulness -- no trivial thing if the victim is a wizard)
*Empathic Manipulation (With Morr's Peace - The wizard blesses one of his comrades with the ability to have no fear of death)
*Damage Reduction (With Purple Pall of Shyish - The caster summons a purple funeral cloth woven from pure Shyish, for protection against attacks)
*Darkness Manipulation & Transmutation (With The Purple Sun of Xereus - A colossal orb of purple-edged darkness materialises upon the battlefield. Those who do not escape its touch are turned to inert and unfeeling crystal)
*Weapon Creation & Durability Negation (With Reaping Scythe - A scythe of Amethyst energy materializes in the spiriter's grasp, a magical weapon both fast and powerful, sweeping it down to lop off heads and limbs as if they were ripe corn. The spell remains in effect for a number of moments unless the caster maintains focus on it)
*Purification & Forcefield Creation (With Sanctify - The wizard draws a magical circle on the ground, into which no Undead can pass)
*Weapon Creation (With Scythe of Shyish - The Spiriter summons a magical scythe, which they may wield against their enemies)
*Soul Manipulation & Absorption (With Soul Harvest - Uttering fell words of power, the wizard suffuses the stone of the fortress with a sickly aura. Those that fall beneath this dread emanation lose more than just their lives, as their soul is absorbed into the stone as well)
*Energy Manipulation (With Soul Vortex - The mage hurls an orb of shimmering Shyish towards their enemies, which bursts into ghastly fire)
*Empathic Manipulation (With Soulblight - Harnessing the sickly power of Shyish, the wizard weakens his foes' will to survive the battle)
*Soul Manipulation (With Spirit Leech - The wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery)
*Life Manipulation (With Steal Life - Thin, magical, misty strands suck the life essence of a foe and use it to heal the caster. The target suffers serious wounding unless able to resist the spell. Meanwhile, the caster is healed of as many wounds as they have inflicted unless there are none left to heal. Steal Life has no effect on Daemons or the Undead)
*Death Manipulation (With Swift Passing - With a touch of their fingers, the caster can dispatch a critically wounded character. Swift passing kills any already near to dying, including monsters and animals. Souls dispatched in this way are immune to spells such as Final Words but still remain at risk of necromantic resurrection)
*Telepathy (With Telepathy - This form of silent mental communication and limited mind-reading was designed for Amethyst wizards to exchange thoughts, questions and ideas amongst each other without speaking. They can only use it to transmit the most rudimentary of messages to anybody else, and it is a laborious and strenuous process -- for each attempt to communicate with anyone other than another Amethyst Wizard, the caster must make sure they are accurately comprehended, lest there be a significant misunderstanding. To communicate, Amethyst Wizards need only think what they want to say, and any Amethyst Wizard within 100 yards will hear it. Alternatively a thought can be targeted at a specific wizard, in which case no other Amethyst Wizards will have any chance of "hearing" it. To read another person's mind is more difficult. It only works on other Amethyst Wizards; no version of this spell has been created that lets wizards pry into the minds of other magicians, let alone ordinary people. Anyone found researching such a spell would be turned over to the Witch Hunters without further ado)
*Age Manipulation (With Tide of Years - Causes one non-magical item to age and decay, with poorly made objects turning to dust. This is a touch spell)
*Curse Manipulation & Mind Manipulation (With Tomb Robber's Curse - The Spiriter casts this spell in the presence of a corpse or at a tomb or grave site. Anyone who desecrates the dead body or site any time over the following year feels the effects of the curse, becoming weaker in will, intellect, and social activity for at least a week. The culprit also risks insanity)
*Purification (With Ward Against Abomination - Upon casting this spell, and for as long as the wizard remains motionless thereafter, Undead creatures are incapable of coming within several yards of their person. Mummies, Vampires, Wights, Wraiths, and other powerful or strong-willed Undead may attempt to resist the spell, however)
*Summoning (With The Wild Kin of Zandox - Purple shadows form and lurk at the caster's heels like two great guardian hounds. If looked at directly the shadows disappear, but from the corner of the eye they resemble a pair of slavering dogs with needle-sharp fangs and long slobbering tongues)
*'Air Manipulation & Death Manipulation (With Wind of Death - This spell calls down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction. Due to the cataclysmic nature of this conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that casting Wind of Death causes. The lords of the Amethyst Order have many cruel and unusual punishments for those that tarry with this spell needlessly, or too often)
*Age Manipulation (With Youth's Bane - Causes one character to age years in a matter of seconds, often withering and growing feeble. While it affects animals, Youth’s Bane has no effect on Daemons or the Undead. Similarly, it has no effect on items and natural materials such as food, plants, leather, etc)
Necromancy/Lore of Undeath spells
*Portal Creation & Summoning (With Akar'aran - The Dark Riders - At the wizard's command, the ground opens up to reveal a portal through which long-dead knights ride forth to do battle)
*Summoning (With The Army of Doom Keep - The legendary High Elf Anareth could not forever destroy the dread army of Doom Keep, so he sealed it away in a pocket of magic. Alas, this prison could not remain secret forever and, little by little, accursed Necromancers have begun to draw the wight-host into the mortal world once more)
* Power Nullification (With Banish Undead - Creates a magical vortex within a large area nearby that sucks energy from the Undead. Skeletons and zombies are instantly destroyed by this)
*Life Manipulation, Transmutation, & Corruption (With Blight - Sucks the life out of an area up to one square mile. Plants wither, animals sicken, water becomes poison, and soil turns to dust and ash. Animals instinctively avoid this land, and it will gain a reputation for being haunted. Dhar pools here, allowing its users to cast their spells with greater ease. No crops can be grown unless the ground is first sanctified by a Jade Magister or similar with the Cure Blight spell, which reverses all the effects)
*Statistics Amplification (With Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast)
*Mind Manipulation (With Control Undead - Bends one of the ethereal Undead to the caster's will. The necromancer can target any one creature with both the Ethereal and Undead traits within range, though the target may attempt to resist their command)
*Transformation & Immortality (Type 2 with Corpse Flesh - The necromancer's skin takes on the toughness of mortified flesh for one minute. During that time any would-be fatal wounds become less than threatening)
*Age Manipulation (With Curse of Years - The caster spits out an ancient curse and his enemies age at an incredible rate, hair turning white and skin shrivelling)
*Deconstruction (With Destroy Undead - The caster causes any group of Skeletons, Zombies or Ethereal Undead to crumble to dust or simply vanish)
*Shapeshifting & Fear Manipulation (With Face of Death - The necromancer makes their face look like a leering skull, the very symbol of death. This causes supernatural fear in any who gaze upon it)
*Clairvoyance & Extrasensory Perception (With Father W'soran's Architect - Using a piece of stone from a Nehekharan building, a map of the tower drawn with the blood of a mason, and the skull of a Stone Troll, a 50-foot tall stone tower rises out of the ground in the place where this ritual is performed. The caster, who must have training to be a stoneworker by trade, determines the internal layout of the tower when he draws the map ingredient)
*Blood Manipulation & Biological Manipulation (With Fountains of Blood - All living creatures within range begin to bleed more freely than before, as if their lifeblood is eager to weep from their bodies. This spell is especially handy for Vampires, the increased blood flow making it easier for them to feed)
* Corrosion Inducement & Corruption (With Gaze of Nagash - Bolts of Dhar fly from the caster's eyes, and what flesh they touch blackens and withers, peeling away completely to reveal bleached white bone beneath)
*(With Hand of Death - The caster can wound with a touch, but cannot use weapons for the duration of the spell)
*Biological Manipulation & Deconstruction (With Hand of Dust - The caster's touch destroys the flesh of living opponents, causing terrible wounds regardless of armour or natural resilience. Undead are immune to these effects, however. This is a touch spell)
* Statistics Amplification (With Hellish Vigour - Infuses a number of Undead, allowing them to move swiftly, empowered by raw malevolence. In addition, they wield their weapons with greater proficiency)
*Healing (With Invigorating Vitae - Drinking the blood of a corpse heals the caster's own wounds. The corpse must be freshly killed (dead less than an hour), or else the spell fails to work)
*Necromancy (With Invocation of Nehek - The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn across the battlefield)
*Summoning (With Kandorak - The Harbinger - The greatest practitioners of the dark arts can summon forth the most fearsome champions and creatures of undeath)
*Soul Manipulation & Necromancy (With Khizaar - The Soul Stealer - The wizard tears the souls from his victims' bodies before breathing unlife into their sundered corpses)
*Necromancy (With Legion of the Dead - Using the sword arms of ten dead soldiers, a drum made of bones and Human skin, a fragment of Warpstone the size of a skull, and a barrel of rum, a regiment of the dead rises to fight for you. As many as 30 Skeletons or Zombies may be raised in this way, depending on how many corpses are at hand and their state of decay. These troops do not count towards the usual limit of how many Undead you may control and remain under your command no matter how far away from you they travel. Created Undead remain until destroyed, even if you are slain)
*Possession & Transformation (With Life in Death - This spell may only affect the caster. Its effect lasts for a multiple of one hour. If slain during this time, the Necromancer's spirit is released and may try to inhabit the body of any other living creature for a time. If the caster is successful in possessing a body, the Necromancer may inhabit that body until it is slain or the caster is driven out by magical means. The victim's psyche is not destroyed, but is suppressed by the Necromancer. The spell caster does not gain access to the thoughts, memories, and knowledge of the victim, and if the Necromancer is ever driven out of the body, the victim regains full control)
*Life Manipulation & Fire Manipulation (With Malediction of Nagash - At the Necromancer's command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance. Additionally, Sienna is capable of infusing her fire with this, which causes her flames to go cold but drains her enemy's health and stamina upon hit)
*Smoke Manipulation & Healing (With Morkharn - Breath of Darkness - The wizard draws tendrils of the Wind of Death into a dark fog that restore the undead and fills them with unholy vigour)
*Weather Manipulation & Blood Manipulation(With Rain of Blood - Using the hearts of five followers of Khorne or Shallya or a combination of both, a Griffon’s feather, and a calf born in the last spring in the lands targeted, summon a host of dark clouds that rain blood over an area of five square miles for one hour, which may result in flooding. The blood is ordinary blood of the same species as the hearts used in the casting (the blood will be a mixture of that of different species if hearts from different species were used). This ritual has been used to feed Vampires on the march in wartime and also to dishearten the enemy)
* Necromancy (With Raise the Dead - One skilled in the art of necromancy can awaken mortal remains to reinforce the Undead legions under his control. The spell always ends at sunrise)
*Necromancy & Animal Manipulation (With Razkhar - The Abyssal Swarm - The wizard binds the bones of predatory creatures with dark magic, causing them to rise from their animal graves)
*Necromancy (With Re-Animate - The necromancer re-animates the dead, creating a number of Skeletons or Zombies. The caster must have fresh corpses for Zombies or aged remains for Skeletons. If the corpse is incomplete—missing a head, arm, or leg, the Skeleton or Zombie’s capabilities are limited accordingly. The spell always ends at sunrise)
*Necromancy & Resurrection(With Rebirth in Blood - Using the hands of a midwife, the last drop of a Human’s blood, a Dragon’s tooth, the womb of a cow raised on blood, and the remains of a Vampire, bring a deceased Vampire back to un-life. The ritual can be attempted indefinitely until successful, though in past instances, repeated attempts have consumed years of the caster’s life)
*Statistics Amplification, Intangibility & Power Bestowal(With Ride Through the Night - The caster's mount, and up to five others, are invigorated by the power of Dhar. From nightfall till sunrise, the mounts may run even if crippled. They also become Ethereal, as do their riders and any coaches they pull. This spell is used by Vampires to catch those who flee from them before sunrise. In the midst of the chase they will ride straight towards their target, uncaring of mortals whose dwellings they gallop through)
*Clairvoyance & Extrasensory Perception (With Ryze - The Grave Call - Drawing forth the dark energies coursing across the land, the caster sends tendrils of power seeping into the ground in search of long-dead bodies to answer his summons)
*Summoning & Homing Attack (With Screaming Skull - In a shrieking voice, the necromancer intones the spell. They summon a giant black skull, apparently burning in a weird purplish-green hue. It launches itself forward, cackling and screaming as it goes. It damages any living creatures in its path, but can pass freely through obstacles or undead)
*Fire Manipulation, Blood Manipulation (With Shadowblood - Burning blood leaps from your hands and ignites a target within 12 yards)
*Statistics Amplification (With Stop Instability - This spell can be cast on any group of Undead or ethereal creatures within 48 yards. The creatures ignore their next occurrence of instability, even if magically induced. Only one such spell may be carried by a group at any one time)
* Age Manipulation, Corrosion Inducement, Biological Manipulation & Deconstruction(With Sulekhim - The Hand of Dust - Grasping hold of his foe, the wizard pours forth the decaying power of the ages, desiccating flesh, armour and bone, and reducing his victim to dust in a single heartbeat)
*Summoning (With Summoning the Ship of the Damned - Raise a sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was on the ocean’s floor, it rots no further. The crew is made up of either Skeletons or Spectres, and there are as many of them as there were crew when the ship sank)
*Necromancy (With Spell of Awakening - As Re-Animate, but creates Wights instead, though the corpses must each be of particular quality)
*Transformation (With Transformation of the Liche - If a necromancer casts this spell and dies before the next sunrise, then instead of dying he will turn into a Liche. As this transformation is something many necromancers desire, many are known to have cast this spell then deliberately killed themselves)
*Statistics Amplification (With Vanhel's Danse Macabre or Vanhel's Call - The Undead are filled with magical energy that causes them to jerk forwards on the attack with tireless and unnatural speed)
* Air Manipulation & Soul Manipulation(With Wind of Death - The caster calls forth spectral winds that howl through the ranks of the foe, tearing their souls from their bodies)
*Life Manipulation (With Withering Wave - With a wave of their hand the caster unleashes devastating necromantic forces that drain the life from their opponents, shrivelling their skin, turning their blood to dust, and shattering their bones)
* Attack Reflection & Forcefield Creation (With Zone of Life - This spell creates a magical field, 12 yards in diameter, cantered on the caster. The Zone lasts a multiple of one hour until the caster moves. The caster may forbid any Undead (including Ethereal Undead) from entering the Zone, or from firing missiles or casting magic into the Zone)
==Notable Matchups==
Victories: 
Losses:
Inconclusive:
==References==
==Notes/Explanations==
Category:Characters
Category:Warhammer Fantasy
Category:Nonexistent Characters
Category:Abstract Entities
Category:Acausal Characters
Category:Nondual Characters
Category:Weapon Masters
Category:Sword Users
Category:Staff Users
Category:Immortals
Category:Self-Sustenance Users
Category:Curse Users
Category:Age Users
Category:Power Nullification Users
Category:Summoners
Category:Soul Users
Category:Sealing Users
Category:Statistics Amplification Users
Category:Life Users
Category:Deconstruction Users
Category:Necromancers
Category:Forcefield Users
Category:Reality Warpers
Category:Time Users
Category:Space Users
Category:Biology Users
Category:Creation Users
Category:Water Users
Category:Evil Characters
Category:Skeletons
Category:Mummies
Category:Fantasy Characters
Category:Undead