Khatep

==Summary==
Khatep is the oldest and wisest of all the Liche Priests and the first member of their order to truly deny death's embrace, if not the ravages of time. He is ancient beyond memory, cadaverous and hunched over as if he carries the weight of epochs upon his shoulders.
Following the casting of Nagash's Great Ritual, civil war threatened to destroy Nehekhara. Khatep therefore took it upon himself to restore order. He broke the magical seals of the Great Pyramid of Khemri and awoke the greatest of the Tomb Kings - Settra. At the end of the mighty incantation Settra arose and smote any who opposed him. Before long all bowed their heads to Settra, and though he sat once more upon the throne of Khemri, his wrath was great. Settra was angry foremost with the Mortuary Cult, believing they had whispered lies about the extent of their powers. In his fury, he exiled Khatep from Khemri and forbade him to set foot within any of the great cities until such a time as he could fulfill the Mortuary Cult's ancient promise and reinstate the golden age of Nehekhara. Thus, Khatep wanders the deserts in search of scrolls, inscriptions and relics of power that he believes will restore his beloved kingdom to its former glory.
Khatep roams the Land of the Dead to this day, lending his aid to the Tomb Kings when he can. When King Dhekesh of Mahrak battled with the Lizardmen of the south, their ferocity proved too great for his skeletal legions. As reptilian soldiers smashed through ranks of Skeletons, and towering war-statues were hewn by powerful magics, Mahrak stood on the brink of destruction. Then, through a whirling cloud of dust a single figure appeared and he intoned a single word that silenced the sorceries of the enemy. This stooped being then raised his copper staff, and across the battlefield the broken bones of thousands of Skeletons were whole again. The Lizardmen found themselves surrounded and outnumbered, and the sands were soon awash in their blood. Before King Dhekesh could greet the mysterious stranger, he had vanished back into the dust-storm. This and a hundred other such tales have been attributed to Grand Hierophant Khatep, the Liche Lord of Khemri.
==Powers and Stats==
Tier: physically, from to , possibly with magic
Name: Grand Heirophant Khatep, the Liche Lord
Origin: Warhammer Fantasy
Gender: Male
Age: 4000+
Classification: Nehekharan, Grand Hierophant of Khemri, Religious head of the Mortuary Cult
Powers and Abilities:
*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 limbTotal War: Warhammer II)
*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 untill a Mortal dies, even the Chaos Gods themselves cannot locate their souls desipite being in their realmLiber CHaotica: Liber Slaanesh)
*Immortality (Types 1; [Undead like Khatep are unable to age, and with his own soul trapped in his body, he will continue to function forever] and 7; [is a skeleton/Mummy Liche Priest])
*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 and )
*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. Can wreath his blade with an enchantment that consumes the souls of the living)
*Aethyr Manipulation (The greatest master of the Lore of Nehekhara in existence, Khatep stands as a level 4 wizard and as such is on the level of High Elven Archmages. Can cast from the Lore of Light,Warhammer Armies: Tomb Kings (8th Edition) The Lore of Death, The Lore of Nehekhara, Battle Magic,Warhammer Fantasy Roleplay 2nd EditionWarhammer Fantasy Roleplay 4th Edition and Petty Magic)
*Perception Manipulation/Empathic Manipulation/Madness Manipulation (Type 2, and )
*Mind Manipulation/Memory Manipulation ()
*Biological Manipulation (Can form and reshape undead into other shapes and tools, like ladders, catapults and siege weaponry, also to a limited degree with and )
*Power Bestowal ( which then cause the opponent to instantly miscast)
*Power Nullification ()
*Soul Manipulation ()
*Creation (Liche Priests use their magic to imbue life into the Mighty Ushabti and other Nehekaran contructs, driven by the spirits of the dead)
*Necromancy (To reanimate coporeal bodies and raise dead armies they draw upon spirits from the Realm of Souls and bind them, can cause hands to erupt from the ground to drag his enemies to their grave)
*Resurrection ()
*Statistics Amplification ()
*Water Manipulation (Can strip the moisture of his opponents body, sapping their vitality)
*Sand Manipulation (can create sandstorms, via Sakhmet's Incantation can create a whirlwind of skulls to tear across the battlefield)
*Earth Manipulation (can cause landslides with an incantation)
*Dimensional Manipulation/Madness Manipulation/Spatial Manipulation (The Imperial College of Light literally created a 4-Dimensional Maze around their college to not be disturbed by the populace, as this is taught to the normal Lore of Light users, Khatep should be capable of similar featsVan Hortsmann (Novel))
Attack Potency: Wall level Physically (Khatep, as a Nehekharan, is already massively superior to zombies who can tear humans apart and are comparable to adventurers who can cast and survive the Great Fires of U’Zhul spellScales Far above 6.94 Megajoules), Varies (Khatep's magical power depends on how well the Winds of Magic are blowing in an areaTotal War: Warhammer III) Wall level (Should at least be comparable to his physicals even at the apsolute weakest winds of magic in the areaScales far above 6.94 Megajoules) to Large Island level+ (As a level 4 Wizard Khatep should be comparable to High Elven Archmages capable of damaging Greater DaemonsScales far above 510 Gigatons of TNT as the feat was performed by merely flapping it's wings), possibly Large Country level (. Which potentially had the Slaan known as Quetgar in it, who's own magic should scale to such feats as The SunderingDark Elves Armybook 8th Edition: Page 30Scales directly to 363 Teratons of TNT)
Speed: Supersonic (Is comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e), Massively Hypersonic reaction speed (Comparable to Mages that can react to lightning attacks with counterwards/spellsLiterally Any Warhammer Fantasy tabletop edition) Speed of Light attack speed with Lore of Light Spells (Several spells from this lore are made of the literal concept of Light taken shape)
Lifting Strength: At least Class 5 (Far superior to Zombies whom can climb out of their gravesDark Masters RPG second edition page 127) 
Striking Strength: Wall level (Khatep, as a Nehekharan, is already massively superior to zombies who can tear humans apart and are comparable to adventurers who can cast and survive the Great Fires of U’Zhul spell)
Durability: Wall level (Far superior to Adventurers who can cast and survive the Great Fires of U’Zhul spell) Varies from Wall level to Large Island level+ possibly Large Country level with Neru's Incantation of Protection (Khatep's defensive magic should be comparable to his offensive 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 dissapates)
Range: Standard Melee Range physically, Varies up to Hundreds of Kilometers with Magic (Created a great Sandstorm casually and scales to a similar feat from Katarin Bohka)
Standard Equipment:
*The Liche Staff: This ancient copper staff is inscribed with the names of all the gods and goddesses of Nehekhara and it grants Khatep mastery of their magical power.
*Scroll of the Cursing Word: This scroll curses those who utter vile sorceries, filing their mouths with dung beetles or replacing the air in their lungs with scorching sand.
Intelligence: Extraordinary Genius (Khatep was the first individual to cheat death among the Nehekharans in Warhammer Fantasy, and holds every single secret of the Mortuary Cult this, alongside his mastery of magic being such that he is a level 4 Wizard, and as such should also be comparable to the individuals at the Imperial College of Light who literally created a 4-Dimensional Maze around their college to not be disturbed by the populace)
Weaknesses: None notable
Notable Attacks/Techniques:
Personal Spells
The Curse of Ashes: Affects the victim by causing anything they eat or drink to taste like cold ashes, convincing them totally that they are are eating the dead of the tomb, anyone under this curse with refuse to eat or drink anymore, and will actively resist attempts from others until they starve to death
The Curse of Forgiveness: Those affected will be forgiven for all acts they do, no matter how heinous or depraved, all will be forgiven until the lines of morality are blurred so much that it drives the victim into becoming a violent, raving lunatic and no one caring
The Curse of Lives Past: Those affected will experience the memories of the entombed person's life to such a vivd degree they will have difficulty distinguishing the dead person's life from their own. should the character not rid himself of the curse in a month's time he goes through the experience again, if he gains a disorder from this the character loses his individuality and is controlled by the spirit of the dead.
The Curse of Motion: Characters of this curse develop a minor tick which proggresively worsens overtime till the character loses control of there bodily functions, eventually being unable to sleep, which will first drive them insane and likely death.
The Curse of Thousand Lashes: manifests small cuts around the victims body which gradually grows more deeper and bleed more freely as the curse progress.
The Curse of the Wind: character affected will become attuned to the Winds of magic then immediately fail there cast.
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 Light (Hysh)
*Light Manipulation & Paralysis Inducement (With Abulla's Snare: A snare of brilliant magical energy leaps from the caster's extended hand and wraps itself around a single person within 36 yards. The snare plucks the victim from the ground and brings him back to the wizard. The victim is held in the air above the caster and remains a prisoner for some time. Once ensnared, the victim may do nothing at all. If the wizard moves, the ensnared victim drifts along with him)
*Earth Manipulation (With Assault of Stone: Connecting his will with the dormant strands of Earthbound Light Magic, the wizard reshapes the battlefield to his desires, crushing those unfortunate enough to be caught in the way of progress)
*BFR & Purification (With Banishment: The purest light can destroy anything tainted by darkness. Sometimes called Banish, the spell wraps a daemon or undead in the tendrils of Hysh, using the pureness of light to banish it back to the Realm of Chaos. If the spell is cast successfully, the banishment resolves with the daemon disappearing. In the case of a stalemate, the two of them remain locked in mental combat. Neither can take any other actions (including dodging) while the struggle continues. Banish can also be used to exorcise the possessed)
*Time Manipulation (With Birona's Timewarp: The wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions)
*Light Manipulation & Resistance Negation (With Blinding Light: Create an explosion of shimmering light within a large area that blinds all those present for potentially half a minute. Even those who resist the spell suffer effects similar to Dazzling Brightness instead)
*Healing (With Boon of Hysh: This spell wraps a single individual in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all wounds sustained, diseases currently being suffered, poisons currently in the system, and the like. The Hierophant can also cast this spell on themselves. This is a touch spell)
*Light Manipulation (With Brilliance: A brilliant light emanates from the caster's chosen allies, putting any attempting to hit them at a disadvantage)
*Statistics Amplification (With Channel Energy: When cast, the magical potential put forth by all participating Light Wizards (a minimum of three) are "pooled," and may be drawn upon by the master in charge of the spell casting who acts as a focus for the spell's power. The master must remain within four yards of the acolytes, but is otherwise free to move, cast spells and so on. The acolytes do nothing while the spell lasts)
*Social Influencing (With Clarity of Thought: Also known simply as Clarity, this spell reduces the caster's difficulty with intelligent thought, resolve, or social communication. The reduction in penalty remains in effect for a number of hours, but casting this spell multiple times does not stack its effects on the same subject for the same character. The caster can also cast this spell on themselves. This is a touch spell)
*Weapon Creation (with The Claw of Apek - A huge silvery talon appears in the air and instantly attacks an individual within 12 yards of the caster)
*Purification (With Cleansing Glow: A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was by means of this magic. This is a touch spell)
*Earth Manipulation (With Crevasse: The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice, within 48 yards. The crevasse is 3 yards wide, 10 feet deep, and a variable amount of yards long. Anyone on the area of the crevasse when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut and those trapped in the crevasse are buried alive)
*BFR & Light Manipulation & Purification (With Daemonbane: Rends the very Aethyr and casts a group of daemons within a large area back to whence they came. Anyone looking at a daemon at its time of banishment is blinded by a great flash of light)
*Light Manipulation (With Dazzling Brightness: Creates a burst of light that dazzles those in the area, hindering their ability to fight as much as see)
*Creation (With Deathly Shards: Shards of crystal energy, like pieces of broken glass, fly up to 36 yards from the caster and embed themselves in the first person or group in their path. Each shard will cause a wound to the target's body, slowly working its way to the heart over one to six days. As this happens, the victim will be in increasing pain. At the end of this period the shards will embed themselves in the heart, which will tear itself to shreds as it beats. These shards can sometimes be removed through surgery. Certain spells can stop the shards' movements)
*Earth Manipulation (With Dissolution of Stone: Piercing the walls of the fortress with his mystic gaze, the wizard's will unbinds the mortar that holds them intact. What happens next is inevitable)
*Summoning & BFR (With The Dwellers Below: This spell can only be cast outdoors, or on the lowest level of the building if indoors. Small hummocks form in the ground surrounding the target group, and in each mound a doorway opens. From each doorway pours a horde of tiny, shrivelled, brown-skinned creatures. They grab the victims and pull them back into their mounds below the earth. This spell can be cast on any individual or group. Captured individuals are not killed but are imprisoned and tortured by the brown creatures for between one and six hours. Eventually they are released at the point where they were taken from, covered in soil, with worms crawling in their hair, and somewhat mentally unhinged. No one knows where these creatures take the captives; simply digging to find them never, ever works. If the wizards know then they are not saying, and many suspect that they themselves have no idea of what these creatures are)
*Statistics Amplification (With Embodiment of Hysh: The wizard drains nearby stone of its light magic, making his skin hard as rock, and his first hit like boulders)
*Enhanced Senses (With Enlightenment: The light of truth is a powerful thing, strengthening the righteous and banishing the unholy, providing extraordinary insight into the true nature of the universe)
*Enhanced Senses (With Eyes of Truth: The caster's eyes shine with the light of truth. For a number of moments they can see through illusions, magical and mundane darkness, invisibility, and disguises. Concealed individuals are also revealed)
*Summoning (With The Hands of Karkora: The Hands of Karkora may be cast against any individual or group within 48 yards. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The grown beneath the target begins to seethe as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth)
*Purification (With Healing Light: The target glows with a cleansing light, about the same luminescence as a campfire. This light heals them, and has the possibility of cleansing other forms of corruption)
*Healing (With Healing of Hysh: he Hierophant's touch heals an injured character depending on their prowess with the arcane. The caster can also heal themselves. This is a touch spell)
*Purification (With Ill-Bane: Uses the power of Hysh to aid one or more individuals suffering from disease or poison. The spell affects up to a number of people that must all be within eight yards of the caster. If this spell is cast successfully, any diseases affecting the targets have their duration halved (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. The wizard must decide if Ill-bane will treat disease or poison when they cast the spell)
*Light Manipulation (With Illuminate the Edifice: Causes the interior spaces of any single building to shine with daylight for at least an hour. Depending on the power of the caster, they can affect a hovel-sized building, a moderate-sized multi-roomed house or building, a large manor house, or any single contiguous building of any size whatsoever. The light shines in rooms, attics, closets, and any other spaces bounded by a man-made roof and walls on all sides. In addition to illuminating the interior of the building, light shines out through open doors, windows, and even the cracks between boards and shingles. This is a touch spell; requiring the wizard to touch a solid structural element (wall, beam, or the like) of the building to be affected)
*Enhanced Senses (With Inspiration: This spell the caster's mind to Hysh and lets the light of wisdom illuminate a vexing intellectual problem)
*Light Manipulation (With Light of Battle: Reaching into the Wind of Hysh, the wizard draws forth ennobling energies to steady faint hearts.
*Fire Manipulation (With Light of Purity: In casting this spell, the Hierophant lights a fire of any size from candle to campfire. All those within the area illuminated by that flame can automatically resist any disease for as long as the flame burns. The fire may be increased in size (by adding more fuel to a fire, for example) and even split into multiple fires (such as by lighting a second candle with a first). In the latter case, "child" fires have the same full effects as their "parents," and the effect lasts for all those illuminated by any of the fires until such time as they go out)
*Light Manipulation (With Light's Demand: Causes a brilliant shaft of light to explode forth from the caster's hand. When using the mirror ingredient, the light emanates from the mirror, shattering when the spell ends. All creatures from the Realm of Chaos caught in the area of this spell that fail to resist cannot move for as long as the wizard maintains the shaft. Said-caster can project the cone of light for a number of moments, and may extend the duration by wounding themselves)
*Age Manipulation & Curse Manipulation & Resurrection (with Mace of Years: The wizard's right hand becomes a glowing mace which automatically strike all enemies within 6 yards. Anyone affected by the spell will fall to the ground, where they age into an ancient husk and crumble to dust. The dust regathers into a newborn infant which grows to adulthood, ages, dies and continues to be reborn in this way. A victim undergoing this horrific process can do nothing else. If the curse is not removed, the process will continued into dawn the following day, whereupon they will have a new age at somewhere between one and one hundred years old. Their original age can be restored by someone with the use of Dispel Magic or Remove Curse, but the insanity caused by the whole process remains)
*Light Manipulation & Mind Manipulation (With Net of Amyntok: The legendary Net of Amyntok was rumoured to have been woven to hold the Tzeentch itself. In its namesake spell, a net woven of strands of Hysh is lowered onto a target, who is overcome with confusion and cannot react. Non-intelligent creatures, such as animals, are immune to this spell)
*Forcefield Creation & Purification (With Phá's Protection: The wizard calls upon the beneficent Guardian of Light to protect his allies from harm. Any creature that is Daemonic, Undead, mutated, or corrupted in any way cannot even enter the area that the spell is affecting)
*Light Manipulation (With Pillar of Radiance: Focuses and concentrates the energy of Hysh into a deadly column of burning light anywhere within a large area of the caster. Those affected suffer serious injury and potentially take on the effects of Dazzling Brightness. As this is such a potent conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than daemonic combat is deeply frowned upon by the Elder Hierophants of the Light Order)
*Social Influencing (With The Power of Truth: A person the caster touches becomes more convincing to others but only if he speaks honestly. If he abides by that restriction, the character convinces even more people with grand oration. The influence of this spell is not obvious (the target doesn't have a glowing aura or the accompaniment of unearthly music), so there is no easy way to gauge the honesty of the recipient. The Hierophant can also cast the Power of Truth on themselves. This is a touch spell)
*Instinctive Action & Forcefield Creation (With Radiant Sentinel: Creates a ball of glowing light the size of a Human head that floats around the wizard's body, moving slowly or quickly as the situation demands. The ball deflects blows aimed against its creator, protecting them from harm)
*Light Manipulation (With Radiant Gaze: The caster's gaze focuses radiant power on one nearby target within visual range. Sometimes, looks really can kill)
*Power Bestowal & Purification (With Radiant Weapon: Temporarily enchants a melee weapon the Hierophant touches with the radiant power of Hysh. Though unable to hide, the wielder is able to expertly defend themselves against daemons)
*Healing (With Shallya's Blessing: Healing light sweeps across the battlefield, allowing the wizards to regenerate their wounds)
*Energy Projection & Purification (With Shem's Burning Gaze: Bolts of cleansing energy fly from the wizard's hands, searing evil wherever they strike)
*Forcefield Creation (With Shimmering Cloak: Surrounds the caster with a field of light that protects them from ranged attacks. All non-magical missiles are rendered ineffective on contact. Naturally, the caster is incapable of hiding due to the brightness of the spell)
*Energy Projection & Light Manipulation (With Solheim's Bolt of Illumination: The caster focuses the Wind of Hysh, projecting the energies as a searing beam of light that scythes through enemy ranks with the power of a solar flare)
*Statistics Amplification & Intangility (With The Speed of Light - Light knows no burden of flesh, and nor do those that receive its blessing)
*Enhanced Senses (WithSpeed of Thought - The wizard lays a lattice of Hysh into their own mind, increasing the rapidity of their thoughts tenfold.
*Time Manipulation (With Time Amok - The wizard reaches into the tapestry of fate, altering the flow of time to suit his allies' needs)
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)
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Warhammer Fantasy
Category:Age Users
Category:Biology Users
Category:Curse Users
Category:Dream Users
Category:Earth Users
Category:Empathic Manipulation Users
Category:Enhanced Senses Users
Category:Extrasensory Perception Users
Category:Forcefield Users
Category:Madness Users
Category:Memory Users
Category:Mind Users
Category:Necromancers
Category:Perception Users
Category:Power Bestowal Users
Category:Power Nullification Users
Category:Precognition Users
Category:Regeneration Negation Users
Category:Resurrection Users
Category:Sand Users
Category:Sealing Users
Category:Self-Sustenance Users
Category:Soul Users
Category:Statistics Reduction Users
Category:Water Users
Category:Fantasy Characters