The Inquisition
Sphere of Light
The spells of the
Sphere of Light are mostly directed at combating deamons
and evil wizards or bringing down mass destruction on the
foe. Though Inquisitors must always take at least one
spell from the Sphere of Light it's worth considering
taking some spells of other spheres if you aren't
battling Chaos, though the bulk of Light spells are still
useful against most opponents.
Light Sphere
D6 |
Spells |
1 |
Scourging
(Difficulty 9, Range 24") Strikes the
first single target within range in a
straight-line path. The victim suffers D3 S4 hits
and must pass a Leadership test or be stunned and
unable to do anything until the next Shooting
phase. Daemons struck by Scourging suffer D3 hits
at S8 rather than S4. |
2-3 |
Purge Witch
(Difficulty 7, Range 12") Pick an enemy
wizard within range. The enemy wizard rolls D3
and adds his Leadership to the roll; your wizard
rolls 2D3 and adds his Leadership to the roll. If
the enemy wizard's score is lower, he loses and
suffers 1 Wound for each point he lost by.
Otherwise the feedback inflicts D6 wounds on the
friendly wizard. |
4 |
Flames of
Purging (Difficulty 10, Range 12") Every
living creature within range suffers an S4 hit.
After damage has been assessed, the wizard
himself must pass a Leadership test in order to
stop the Flames. If he fails - or decides to
continue the firestorm - he suffers a wound as
the flames start to consume his body and the
Flames of Purging remain in play, scoring another
S4 hit on all living models within range at the
start of the next Shooting phase. Repeat until
the wizard succeeds in his test, or the wizard is
slain. Clarification: Flames of Purging is a
difficult power to use properly but is so
powerful that it can win the battle for you if
it's played at the right time. The wizard using
Flames of Purging cannot move, shoot or do
anything else if he fails to stop it or chooses
to continue it. |
5 |
Aura of
Fortitude (Difficulty 7, Range 9") The
user and all friendly models within range
increase their Ld to 10 as long as this power is
in play. All affected models also gain a saving
throw of 4+ on D6 against all magickal attacks.
The wizard must pass a Leadership each Turn each
turn to maintain the Aura. |
6 |
Aura of
Fire (Difficulty 9, Range Personal) When in
play, will negate any Wound suffered by the user
on a D6 roll of 4+. In hand-to-hand combat, any
wound saved means that the Aura is rebounded
against the model that struck it, causing a
Strenth 3 hit for each Wound saved. The wizard
must pass a Leadership each Turn each turn to
maintain the Aura. |
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Thanks to Tommypunk from the Mordheim list
for his feedback and suggestions. |
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