Skink Shamans are the main spell casters in the Cities of the Slann. As the Slann turn there attention on more important things it is the Shamans that cast the spells needed to maintain and run the Temple Cities. Skink Shamans spend their lives studying a paticular spell of battle to assist the Slann in anyway that they can. In battle it is the Shamans roll to not only assist the Slann in controlling the winds of magic but also to cast the simple but often important spells so that the Slann may concentrate on more important things. Skink Shamans do not understand the ways of magic as the Slann do and therefore have their own set of spells. These spells have either been designed by the Slann for the Skink Shamans or gifted to the Shaman by the God Sotek himself.
Skink Shaman Spells:
1. Wraith Of Sotek (Power 3): Ever since the appearance of the Skink God "Sotek" Skink Shamans have played a major role in sacrificing their enemy to their God. Before battle the Shamans often go to perform the ritual of invocation at an Alter of Sotek to bring the wraith of their God upon their foe.
During the Magic phase the Shaman may invoke Sotek to devour any single model within 12". On a 3+ the enemy is killed outright, no matter on the number of wounds. No save possible. If successful the hunger of the Serpent God is not yet quenched and the God attempts to devours another enemy within 2". Keep rolling until no enemy is left within 2" or the Gods attempts are unsuccessful.
2. Appearance of Sotek (Power 2): The Shaman calls forth the God Sotek to aid in the destruction of the enemy. The Shamans head suddenly warps into the face of Sotek and spits at an enemy unit within 18". The unit suffers D6 S4 hits.
3. Shield Of Sotek (Power 3): The Shaman gifts the protection of Sotek to a friendly unit within 12". The unit gains an additional unmodified save of +4 to any wounds that they receive. The shield remains in play but only lasts one turn. The shield is not effected by any modifiers and always saves on 4+. The shield also saves against weapons that do not normally allow a save.
4. Prophecy of Lord Itz-Tepec (Power 1): The Shaman begins to shout out the Words of Lord Itz-Tepec, reminding the army of the importance of the battle in the plan of the Old Ones. This stirs up the arrogance within the Lizardmen forces, bringing their minds set on destroying the enemy. A unit within 12" of the Shaman gains hatred to the enemy. Remains in play.
5. Master Shaman (power 1): After successfully casting the Spell the Shamans mind is filled with the winds of magic. When the next enemy wizard casts a spell the Shaman releases the magical energy, dispelling the enemy wizards spell on a +4. If successful a mental duel is played between the Shaman and the wizard that cast the Spell, treat the Shaman as having the same magic level as the targeted enemy wizard for all purposes. Remains in play until used.
6. Assistance (Power 1): The Shaman assists The Slann in summoning the winds of magic. An extra 2 winds of magic cards are taken from the deck upon the successful casting of the spell. The Skink may attempt to gain an additional 2, although this takes up all this energy and concentration. If he attempts to do so he may not do anything until the next Lizardmen magic phase. On a +4 the Shaman gains another 2 winds of magic cards to be used by the Slann or other Shaman, the Skink may keep attempting to gain more until he fails the +4 roll. Note: A shaman may not move, shoot or fight combat when attempting to gain additional cards. He may not ride any type of creature as it wound interrupt his concentration.
7. Charm (Power 1): The Skink daces around and summons protective energies around the Slann. The Slann may either add or subtract 1 from any one of his rolls. Remains in play.
8. Pouch (Power1): The spell is an example of the Slanns mastery of magic. The Shaman summons a magic pouch for the purposes of holding the winds of magic. The Shaman may therefore hold an additional winds of magic card. Remains in play. If an enemy wizard dispels the pouch while a card is being held he receives one wound on a roll of +5. No save.
9. Dispel (Power 2): A Shaman with this spell has spend his life learning how to prevent the magic of the Slanns enemy from taking effect. The Shaman gains a dispel scroll once the spell has been completed, it is in addition to the other 2 magic items he may have. The Scroll itself cannot be dispelled once it has been created.
10. Kamikaze (Power 3): The Shaman understands the Slanns need to dominate the magic phase and will assist the Slann in every way that they can. A shaman that casts this spell is slowly overcome with rage towards the enemy wizard and his attempt at dominating the winds of magic. As the rage grows within him so does the wind of magic that passes through his body. With a Final blood curling cry his body is transformed into a pure bolt of magic that rides the winds of magic into the closest enemy wizard. The Skink Shaman of coarse dies from the effect. As the Shaman crashes into the wizard a magic vortex is created. The enemy wizard gets sucked into the void on a 3+, no save possible. If he manages to survive the attack he does not get off unscathed. The void sucks up his magical powers and the wizard has a magic level of 0 for the rest of the game.
Slann Mage Priest Spells
With the aid of The Shamans the Slann is able to concentrate on his own spells and commanding his forces to guarantee victory over the enemy. The Slann Spells are as follows:
1. Intense Concentration (Power 3): With the Slanns mind set totally on the battle the Slann drifts out of its body and sees itself from above, his concerned is only with the out come of the battle. The Slann is therefore immune to all kind of psychology. When the Slann enters this state his body starts to glow with a peaceful light, giving him a Godly look. The range of his effects on the Lizardmen army is doubles to 12" for the purposes of Leadership tests and battle standard bonus if he is the battle standard. Remains in play.
2. Nullify Magic (Power 3): The Slann summons his energy to attempt to nullify the power of an enemy wizard within 24". Both players involved roll a D6, if the Lizardmen players is higher the wizard may not cast spells in his next magic phase.
3. Disease (Power 3): During the time of the Skaven in Lustria the Slann would study the ways the plague monks controlled their plagues through magic. Through these studies the Slann learnt how to control the ancient diseases that lay dormant in the deepest parts of the jungle. When the Slann are threatened by enemy forces they would often call upon the insects of the jungle to spread these diseases through the ranks of the enemy. The Slann target a enemy unit/model within 18". The unit is suddenly engulfed by a cloud of insects. Each model in the unit rolls to see if they are effected, on a 5+ the model dies. If a single model is effected, it is easier for the insects to infect him as they swarm the model, the model is killed on a +3. No save possible to anyone infected. Remains in play until the targeted unit/model is killed off, or until it is dispelled or until the lizardmen player chooses to end it.
4. Ground (Power 3): The Slann are familiar with all the secrets of Nature. They are extremely knowledgeable in the secrets of the Ground as they need to re-shape the continents whenever the need arises. In battle the Slann often use their secrets to help insure success.
The Slann targets an enemy unit within 36". The ground under them suddenly liquefies as the unit sinks in the newly created patch of quick sand. Remains in play. Each magic phase the unit rolls on each model to see if they die, on a roll of +4 the model sinks into the earth and dies, no save possible. The unit may attempt leave the pool of quick sand but must first pass a Leadership test as they are all afraid to move. A unit that passes the test is freed instantly but may not move/shoot in its following turn, it may however fight.
5. Summon Swarm (Power 2): A Swarm suddenly appears out of the jungle to assist the lizardmen in battle. The Serpent Swarm appears from any terrain/scenery within 18" of the Slann and makes an immediate move, this may be into combat although no combat is fought during the magic phase. Remains in play for as long as the Swarm is alive, note swarm cannot be dispelled once created.
6. Ultimate Power (Power 1): The Slann summons the winds of magic to assist in his spell casting, the next spell cast by the Slann cannot be dispelled in any way although the Slann still needs to use winds of magic cards to cast the spell.
7. Foreseen Power (Power 1): Other Slann often watch over the battle from their temple cities and may assist the Slann in his magic casting. Take a random spell from the Slanns magic deck. On a 4+ the Slann watching manages to cast the spell over the vast distance and it is not dispelled on the way to the battle field. The spell requires no additional power to cast by the Slann on the battle field and may be dispelled as normal by the enemy. Once dispelled the spell goes back to the deck and the deck is shuffled.
8. Strategic Mind (Power 1): The Slann foresees the battle through the plaques in the temple city and realizes the key elements needed to win the battle. A single unit of skinks Is sent off to take a key position on the battle field or to distract the enemy. Move a unit of Skirmishing Skinks that are within 12" of the Slann to any terrain/scenery on the battle field.
9. Concentrate Magic (Power 1): The Slann concentrates the winds of magic upon his ceremonial mace. The mace now does D3 wounds, no save possible. Remains in play.
10. Zlteps Call (Power 1): The Spell is the only spell that Zltep managed to create before he perished. The spell was never completed but still remains a powerful weapon the Slann can use against its enemies. A enemy unit within 18" must pass an immediate Leadership test of Flee. The Slann may choose to pay an additional 2 power casts for the test to be taken on 3 dice, choosing the highest two.
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