Mordheim City of the Damned Wikia
Mordheim City of the Damned Wikia

--See Also: Character Planner

The vassals of Count Vlad von Carstein include both the living and the undead, for the vampire lord knows the utility of mortals and the weakness of his own kind. Whether living or dead, all are his servants, sworn to the Master's will. While the courts of Altdorf, Middenheim and Marienburg all squabble over the Emperor's crown, few suspect that the tyrant of Sylvania has his own designs. The warbands who have journeyed to Mordheim are sent to gather wyrdstone that the dark magic bound into the shards can be harnessed and used to create more undead. They are both cunning and ruthless, for any foe that falls to their blades may rise again to serve Sylvania.

Starting Choices

Leader


Vampire


Vampire.png LEADER / VAMPIRE
RATING: 114
OP2.png 5 SP2.png 7 Armor Absorption.png 0% Damage.png 16-28 Critical Hit Chance.png 8% Wounds.png 112
PHYSICAL
Strength.png STRENGTH 7/18 Vampire start.png
Toughness.png TOUGHNESS 6/15
Agility.png AGILITY 6/15
MENTAL
Leadership.png LEADERSHIP 8/15
Intelligence.png INTELLIGENCE 5/15
Alertness.png ALERTNESS 7/16
MARTIAL
Weapon Skill.png WEAPON SKILL 4/15
Ballistic Skill.png BALLISTIC SKILL 4/12
Accuracy.png ACCURACY 3/9
OTHERS
MOVEMENT 7 INITIATIVE 69
MORALE IMPACT 16 MORALE 16
DODGE 40% PARRY 28%
RESISTANCES
POISON 28% MAGIC 3%
MELEE 15% RANGED 23%
CRITICAL HIT 6% STUN 10%
WYRDSTONE 25% TRAP 0%
ALL ALONE 54% FEAR 44%
TERROR 44%
DESCRIPTION
______________________________________
Among the most fearsome creatures that have been drawn to the ruins of Mordheim are the vampires that lead Undead warbands. Ruthless, intelligent and endowed with strength to rival that of an Ogre, they enjoy greater versatility and independence than other undead. They are the Aristocracy of the Night, viewing mortals as either slaves or prey. Their dark powers are dedicated to serving Count Vlad.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Hammer, Great Sword.
Range: Bow, Longbow, Shortbow.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
UNWAVERING
Immune to All Alone, Fear and Terror tests.
IMMUNITY: POISON
Immune to Poison effects.
Vampire Starting Skill (Passive)

Terror
Effect: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.


Heroes


Hired Swords (DLC)


If the Poison Wind Globadier or the Doomweaver Hired Sword DLC was purchased, they are also available as a starting Hero. There will be selections of the Hired Swords that can be hired for free.


Dreg


Dreg.png Dreg
RATING: 104
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 18-25 Critical Hit Chance.png 11% Wounds.png 108
PHYSICAL
Strength.png STRENGTH 6/18 Dreg start.png
Toughness.png TOUGHNESS 4/12
Agility.png AGILITY 4/12
MENTAL
Leadership.png LEADERSHIP 1/6
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 4/13
MARTIAL
Weapon Skill.png WEAPON SKILL 6/18
Ballistic Skill.png BALLISTIC SKILL 6/16
Accuracy.png ACCURACY 6/16
OTHERS
MOVEMENT 5 INITIATIVE 53
MORALE IMPACT 12 MORALE 2
DODGE 30% PARRY 24%
RESISTANCES
POISON 22% MAGIC 3%
MELEE 10% RANGED 8%
CRITICAL HIT 4% STUN 6%
WYRDSTONE 25% TRAP 0%
ALL ALONE 33% FEAR 23%
TERROR 23%
DESCRIPTION
______________________________________
Many of those who survived the collapse of Mordheim were left deformed in body and mind. Rejected and despised, these human dregs eke out a miserable existence at the fringes of civilization. Often these wretches are recruited by vampires, becoming loyal servants in exchange for protection. They guard coffins during the day and venture into settlements where vampires might draw unwanted attention.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
Range: Bow, Long Bow, Short Bow.
Armours: Cloth, Light, Heavy Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
DEATH STENCH IMMUNITY
The warrior is accustomed to corpses and is immune to Death Stench.
Dreg Starting Skill (Passive)

Humble Servant
Effect: Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls.

Humble Servant gives the Feeding Frenzy buff:

Feeding Frenzy Time Black.png 2 Effect Type: Skill.
+15 Initiative
+10% Dodge chance

Henchmen


Three Henchmen slots are available at Warband Rank 0 (start), four henchmen slots become available at Warband Rank 1 and five henchman slots (max) become available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5. A Henchman can fill a Hero slot if the Lad's Got Talent (Intelligence Passive) Skill is learned.


Ghoul


Ghoul.png GHOUL / HENCHMAN
RATING: 64
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 23-28 Critical Hit Chance.png 8% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 5/15 Ghoul start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 4/15
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 2/9
Alertness.png ALERTNESS 3/12
MARTIAL
Weapon Skill.png WEAPON SKILL 4/15
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 6 INITIATIVE 59
MORALE IMPACT 9 MORALE 6
DODGE 40% PARRY 16%
RESISTANCES
POISON 19% MAGIC 2%
MELEE 8% RANGED 6%
CRITICAL HIT 3% STUN 4%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Ghouls are the descendants of evil and insane men who ate the flesh of the dead. When the lean and hungry times of famine come upon the Old World, the most depraved and destitute took to feasting on corpses to survive.

Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life and dwell near graveyards, crypts and tombs, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws.

The destruction of Mordheim attracted many Ghoul clans from the north, and now they have taken up permanent residence in the crypts and cemeteries of the ruined city.

Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Great Axe, Great Hammer.
Range: None.
Armours: Cloth, Pendant, Amulet.
PERKS
______________________________________
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
LAST STAND
Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
FERAL
This warrior can't use consumables in combat.
DEATH STENCH IMMUNITY
The warrior is accustomed to corpses and is immune to Death Stench.
Ghoul Starting Skill (Passive)

Disease Carrier
Effect: On melee damage, inflicts a random debuff from the following: -5 Initiative, OR -3% Critical Resistance, OR -3% Dodge and Parry chance. All debuffs are stackable, last 3 turns, and increase Damage received from the spell Rotten Touch by 5%.


Zombie


Zombie.png ZOMBIE / HENCHMAN
RATING: 73
OP2.png 3 SP2.png 5 Armor Absorption.png 0% Damage.png 19-28 Critical Hit Chance.png 10% Wounds.png 112
PHYSICAL
Strength.png STRENGTH 6/16 Zombie start.png
Toughness.png TOUGHNESS 6/16
Agility.png AGILITY 1/9
MENTAL
Leadership.png LEADERSHIP 3/3
Intelligence.png INTELLIGENCE 1/12
Alertness.png ALERTNESS 3/15
MARTIAL
Weapon Skill.png WEAPON SKILL 4/16
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 3/15
OTHERS
MOVEMENT 4 INITIATIVE 54
MORALE IMPACT 0 MORALE 6
DODGE 15% PARRY 26%
RESISTANCES
POISON 28% MAGIC 1%
MELEE 10% RANGED 19%
CRITICAL HIT 6% STUN 2%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
The simplest form of undead that can be created through necromancy, zombies are the reanimated corpses of the recently dead. Without volition of their own, they are automatons that mindlessly follow the will of their creator. They know neither fear or pain, only obedience.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Sword.
Range: None.
Armours: Cloth, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
IMMUNITY: POISON
Immune to Poison effects.
NO TALENT
Cannot buy the Lad's Got Talent skill.
EXPENDABLE
When falling Out of Action, does not lower the Warband's Morale.
FERAL
This warrior can't use consumables in combat.
Zombie Starting Skills (Passive)

Puppet
Effect: The Zombie becomes bound to its master. Ritual ingredients must be paid for in the form of an upkeep. The Zombie will gain experience and will receive four less skill points than regular Henchmen. Failing to perform the ritual for extended periods weakens the bond, causing the Zombie to decay and be destroyed.
__________________________________________________________________________________________________
Rotten Corpse
Effect: The Zombie is immune to Open Wound effects and all injuries except Destroyed (Dead), Severed Arm, Severed Leg, Hand Injury and Full Recovery. If it must roll for Injuries at the end of combat, it has a 20% chance to decay and effectively be destroyed. Every rank of the Zombie reduces this chance by 1%.


Attainable Choices

Heroes


Vampire Thrall


The Vampire Thrall warrior type becomes available at Warband Rank 2 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.


Vampire Thrall.png VAMPIRE THRALL / HERO
RATING: 94
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 41-46 Critical Hit Chance.png 8% Wounds.png 110
PHYSICAL
Strength.png STRENGTH 5/15 Vampire Thrall start.png
Toughness.png TOUGHNESS 5/15
Agility.png AGILITY 5/5
MENTAL
Leadership.png LEADERSHIP 6/12
Intelligence.png INTELLIGENCE 4/12
Alertness.png ALERTNESS 5/15
MARTIAL
Weapon Skill.png WEAPON SKILL 4/15
Ballistic Skill.png BALLISTIC SKILL 3/12
Accuracy.png ACCURACY 3/9
OTHERS
MOVEMENT 7 INITIATIVE 50
MORALE IMPACT 12 MORALE 12
DODGE 35% PARRY 16%
RESISTANCES
POISON 25% MAGIC 4%
MELEE 9% RANGED 10%
CRITICAL HIT 5% STUN 8%
WYRDSTONE 25% TRAP 0%
ALL ALONE 48% FEAR 38%
TERROR 38%
DESCRIPTION
______________________________________
A vampire's most devoted servants are those who have been subdued by his charms and seduced by his hypnotic power. These thralls are newly-made undead, drained of life by the vampire to which they are devoted. Although lacking the full extent of their sire's powers, a thrall is a formidable fighter with a strength and agility few mortals can match.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Axe, Great Hammer, Great Sword.
Range: Bow, Long Bow, Short Bow.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
IMMUNITY: POISON
Immune to Poison effects.
Vampire Thrall Starting Skill (Passive)

Fear
Effect: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.


Necromancer


The Necromancer warrior type becomes available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5. The Necromancer is the only other warrior type that can also fill the Leader slot, if the Born Leader (Leadership Passive) Skill is learned.


Necromancer.png NECROMANCER / HERO
RATING: 96
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 27-38 Critical Hit Chance.png 9% Wounds.png 110
PHYSICAL
Strength.png STRENGTH 3/9 Necromancer start.png
Toughness.png TOUGHNESS 5/15
Agility.png AGILITY 3/10
MENTAL
Leadership.png LEADERSHIP 5/15
Intelligence.png INTELLIGENCE 9/20
Alertness.png ALERTNESS 3/9
MARTIAL
Weapon Skill.png WEAPON SKILL 3/12
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 4/15
OTHERS
MOVEMENT 6 INITIATIVE 61
MORALE IMPACT 12 MORALE 10
DODGE 25% PARRY 12%
RESISTANCES
POISON 25% MAGIC 9%
MELEE 6% RANGED 8%
CRITICAL HIT 5% STUN 18%
WYRDSTONE 25% TRAP 0%
ALL ALONE 45% FEAR 35%
TERROR 35%
DESCRIPTION
______________________________________
When the thirst for power or fear of death twists the mind of a wizard it can lead him to study the black art of necromancy. A necromancer's magic is focused upon two effects: the destruction of life and the usurpation of death.

Their spells can wither a warrior in his prime or restore animation to a corpse in its grave. Many of these men have been drawn into the service of the von Carsteins, enjoying the protection of the vampires against the Witch Hunters who would see them destroyed.

Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Staff, Sword, Great Axe, Great Hammer, Great Sword.
Range: Bow, Long Bow, Short Bow.
Armours: Cloth, Light, Heavy, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
ARCANE SPELLCASTER
Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
DEATH STENCH IMMUNITY
The warrior is accustomed to corpses and is immune to Death Stench.
Necromancer Starting Skill (Passive)

Warp Attunement
Effect: After gathering a Wyrdstone, decreases Spellcasting cost of the next spell by 1 OP and Tzeentch's curse chance by 10%. The next action taken must be a spell or the effect is lost.

See also - Undead Spells

Impressive


Crypt Horror


The Crypt Horror Impressive warrior becomes available at Warband Rank 5 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.


Crypt Horror.png CRYPT HORROR / IMPRESSIVE
RATING: 184
OP2.png 6 SP2.png 7 Armor Absorption.png 15% Damage.png 54-60 Critical Hit Chance.png 15% Wounds.png 290
PHYSICAL
Strength.png STRENGTH 14/20 Crypt Horror start.png
Toughness.png TOUGHNESS 8/16
Agility.png AGILITY 12/20
MENTAL
Leadership.png LEADERSHIP 7/15
Intelligence.png INTELLIGENCE 6/12
Alertness.png ALERTNESS 10/18
MARTIAL
Weapon Skill.png WEAPON SKILL 10/20
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 10/16
OTHERS
MOVEMENT 7 INITIATIVE 51
MORALE IMPACT 18 MORALE 14
DODGE 70% PARRY 40%
RESISTANCES
POISON 64% MAGIC 6%
MELEE 22% RANGED 8%
CRITICAL HIT 38% STUN 42%
WYRDSTONE 25% TRAP 0%
ALL ALONE 51% FEAR 41%
TERROR 41%
DESCRIPTION
______________________________________
Hulking monstrosities, the fiendish crypt horrors are rare ghoulish creatures that share the loathsome appetites of their smaller kin. Far larger and stronger than their grave-haunting kin, these abominations provoke a supernatural terror in all but the stoutest hearts. The sight of a crypt horror gnawing on old bones while perched upon a tombstone has sent many a mortal screaming into the night.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Spear, Great Axe, Great Hammer.
Range: None.
Armours: Cloth, Pendant, Amulet.
PERKS
______________________________________
LARGE
Increases Poison, Critical, and Stun Resistance by 30% as well as Armour Absorption by 15% but decreases Ranged Resistance by 10%. Cannot use consumable items, or the Search and Activate actions.
LAST STAND
Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
IMPRESSIVE
Immune to Tiring effects.
DEATH STENCH IMMUNITY
The warrior is accustomed to corpses and is immune to Death Stench.
Crypt Horror Starting Skill (Passive)

Terror
Effect: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.


Faction Choices


Recieving Reputation Bonuses from Factions will allow more choices of warriors than normally available to the warband.

Cutthroat's Den

Darksoul


At Reputation Rank 4 the Possessed Darksoul Henchman warrior type becomes available.

Night Runner


At Reputation Rank 5 the Skaven Night Runner Hero warrior type becomes available.

Black Pit Settlement

Warpguard


At Reputation Rank 4 the Skaven Warpguard Henchman warrior type becomes available.

Mutant


At Reputation Rank 5 the Possessed Mutant Hero warrior type becomes available.

Equipment Sell List


The list of unusable equipment:

Sigmarite Warhammer, Bracers, Great Ulrican Axe, Sigmarite Great Hammer, Blunderbuss, Crossbow, Crossbow Pistols, Dueling Pistols, Handgun, Pistol


Additional optional equipment (used by Hired Swords and Faction Choices):

Flail, Armband, Fighting Claws, Weeping Blades, Warplock Pistols, Shuriken

Undead Special Skills and Spells

Death Stench
Range: 0 meters Duration: 2 turns
Target: Everyone within a 5m radius
Effect: Reduces Melee Resistance, Parry and Dodge chances by 5%. Resistable Poison effect. Undead warriors are immune. Not Stackable.
Cost: SP.pngSP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Resistance, Dodge and Parry penalties increase to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Death Trap
Range: 0 meters Duration: 1 turn
Target: Special
Effect: Place a trapped skull at target location that explodes when an enemy approaches within 2.5m. Deals 12-24 damage to everyone within 5m and applies a debuff that reduces Melee and Ranged Hit chance by 5%. Usable once per turn. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 24-48 and Hit chance penalty to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Eye See You
Range: 0 meters Duration: 1 turn
Target: Special
Effect: Place a trapped skull at target location that explodes when an enemy approaches within 2.5m. Applies a debuff to enemies within 10m that reduces Initiative by 10, All Alone, Fear, and Terror by 5% and renders their location visible. Usable once per turn. Not Stackable
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Initiative penalty increases to 20 and All Alone, Fear, and Terror penalty to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Body Reconstruction
Effect: Increases the resistance to Critical hit by 10%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical hit Resistance increases to 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Embedded Wyrdstones
Effect: Increases Wyrdstone Resistance by 15% and grants immunity to a quarter of all detrimental Wyrdstone effects.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Wyrdstone Resistance increases to 30% and grants immunity to half of all detrimental Wyrdstone effects.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Find the Breach
Effect: When another ally is engaged with the same target, increases Armour Absorption bypass by 5%. Not Stackable.
Learning time: 1Time.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorption bypass increases to 10%.
Learning time: 3Time.png
Gold.png 300 Required: 9 Weapon Skill

Rotten Touch
Range: 15 meters Duration: 0 turns
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single enemy
Effect: Deals 8-13 damage to living targets. Bypasses Armour Absorption. Damage is increased by Disease Carrier debuffs.
Cost: OP.pngOP.png Necromancer - Learning time: Already learnedTime.png
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 16-26, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Call of Vanhel
Range: 15 meters Duration: 2 turns
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single ally
Effect: Increases Movement by 2m and Armour Absorption by 15% for Zombies. Increases Initiative by 10 and Dodge chance by 10% for Vampires, Vampire Thralls, Ghouls and Crypt Horrors. Not Stackable. Does not affect living targets.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Movement increases to 4m, Armour Absorption to 30%, Initiative to 10, Dodge chance to 20%, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Corpse Flesh
Range: 15 meters Duration: 2 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Single ally
Effect: Increases Critical and Poison Resistance by 15% and Armour Absorption by 5%. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical and Poison Resistance increases to 30%, Armour Absorption increases to 10%, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Idol of Death
Range: 5 meters Duration: 2 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Living enemies within a 5m radius of the idol.
Effect: Summons an idol at the target area. Living enemies near the totem have their All Alone, Fear and Terror resistance reduced by 15%, Morale Impact increased by 2 and the cost of Flee and Disengage increased by 1 SP. The idol must be placed on a walkable area, and can be destroyed by enemies. Only one idol may be created per turn.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: All Alone, Fear and Terror penalty increases to 30%, Morale Impact to 4, the cost of Flee and Disengage to 2 SP, range to 10m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Lifestealer
Range: 15 meters Duration: 0 turns
Casting Chance: -20% Tzeentch Curse: +20%
Target: Single enemy
Effect: Deals 12-16 damage. Bypasses Armour Absorption. If damage is dealt, restores up to 8 wounds to the caster.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 24-32, wounds restored to 16, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Warp Overcharge
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single enemy
Effect: Applies a debuff that deals 15-20 damage on the target's second turn, but has no effect on the first turn. Gathering a Wyrdstone removes the debuff. Bypasses Armour Absorption. Not Stackable.
Cost: OP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 30-40, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Heart Failure
Range: 15 meters Duration: 0 turns
Casting Chance: -25% Tzeentch Curse: +25%
Target: Everyone within a 5m radius
Effect: When performing a melee attack or an Athletic action, receive a 25% chance to lose 2 OP and SP. Affects only living targets. Not Stackable.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Debuff chance increases to 50%, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Spell of Doom
Range: 15 meters Duration: 0 turns
Casting Chance: -0% Tzeentch Curse: +0%
Target: Enemies within a 10m radius
Effect: Deals 7-12 damage. Bypasses Armour Absorption.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 14-24, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence