Gorrba Shamans are said to be born with the Spirit Wind, and are able to
speak with the spirits of Nature and to commune with those spirits who serve their gods
and from these spirits they learn to use spells and to make healing potions, fertility
potions, and other strange things. Gorrba Shamans are looked on with both respect
and fear by the average Gorrba. They wear wild costumes, and decorate their hair and
bodies with bits of bone, and bird feathers. They wear jewelry made from animal
bones and precious metals. Some also wear wild tattoos, and paint their faces.
In all the Gorrba Shaman is a fearsome site to the rest of the Gorrba population,
and many of the other races of the Gorrum Empire as well.
If you do not wish to make up cards for this deck, you may roll a D8 and
consult the chart below:
Aspect of the Bear
Power 1
The Shaman's eyes blaze with power and with a bestial roar he takes
on the aspect of a mighty bear-like creature with rippling muscles and clashing fangs.
In hand to hand combat the Shaman now has 3 Attacks, WS6 and S6. In addition,
the terrifying aspect of the beast's form causes fear in its foes. The
spell remains in play once cast. Once in beast form the Shaman may cast no further
spells, though he can dispel and otherwise function as a Shaman in the usual way.
Remains in play |
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Hunting Spear
Power 2 Range 24"
The Shaman plucks a glowing spear out of the air and casts it at a
single unit within 24". The Spear streaks towards its target, bending and
twisting around obstacles in its path. If the target is a single model it hits
automatically and inflicts a S6 hit inflicting not 1 but D3 wounds. If the target is
a unit of troops the spear acts like a bolt thrower - if it kills the first model it
strikes a model behind at S5, if it kills this second model it strikes a model behind at
S4, and so on. No armour saving throw is permitted for normal armour but armour
saves from magic armour are allowed. |
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The Clinging Vines
Power 3 Range 24"
A mass of dense growth erupts from the ground and overwhelms those
trapped within it. The spell can be cast at a unit within 24". It remains
in play once cast and the target can do nothing whilst the spell lasts. The target
cannot be fought in hand to hand combat, but can be shot at as normal counting soft cover
(-1 to hit) from the dense vines.
Remains in play |
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The Living Woods
Power 2
The caster arouses the energies of living things, waking the trees
themselves into consciousness. Powerful winds blow through any one wood on the
battlefield, hurling a storm of branches and leaves at the nearest enemy unit within
18" of the wood's edge. The storm causes 2D6 S4 hits. Normal armour
saving throws apply. The storm subsides immediately and the trees fall back into
their slumber. |
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Spirit Wind
Power 2
Range 4D6"
The air is driven into a howling gale which extends in a straight
line 4D6" from the caster. Any units which lie in the path of the Spirit Wind
must roll equal to or under their Strength on 2D6 or they are knocked off their feet and
can do nothing whilst they remain in the path of the spell. While the spell remains
in play no models may move or shoot missiles across its path, or cast magical missiles
such as fireballs. Also, while the spell is in play the Shaman who has cast it
cannot move - he remains fixed in place and marks the beginning of the Spirit Wind.
Its end may be indicated with a suitable marker.
Remains in play |
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Savatri's Radiance
Power 1
Range 36"
A unit within 36" of the Shaman begings to glow with a
powerful inner light, becoming so bright that it is impossible to look upon. While
the radiance lasts it is impossible for anyone to shoot at the model. The radiance
remains in play once cast, but is automatically dispelled as soon as the model enters hand
to hand combat.
Remains in play |
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Heal
Power 1 Range 12"
This spell can be cast upon the Shaman himself, or upon a friendly
model within 12" that has suffered 1 or more wounds. the model immediately
recovers 1 wound. |
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Fear
Power 2 Range 24"
This spell can be directed at an enemy unit within 24".
The target unit must take a Fear test immediately. If it fails, the unit flees. |
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