Seems like I forgot to upload the rest years ago, I'll see how much time I get on my hands to finish what I have begun. Perhaps this will give folks here some motivation to get the forum going again

Devil's Den Challenge #13 - Winner Declared!
Topic author: Ethlorien
Subject: Devil's Den Challenge #13 - Winner Declared!
Posted on: 19/06/2008 10:52:01
Message:
Well, it seems we've covered many aspects of Mordheim in the last 12 challenges, but one we haven't devoted near enough time on is Magic.
For this challenge, I'd like to see entries focused on the Magic of Mordheim.
Submissions can be in the form of new/variant spell lists for warbands, magic-wielding hired swords, new magical artifacts . . . Anything, so long as it is magic-based.
Good luck to everyone!
Reply author: Chad
Replied on: 20/06/2008 09:27:37
Message:
Looks like I'm first again... *sigh*
Chad's oficial entry:
Daemon Blade
Price: 60GCs Rarity: 12
May be modelled as an oversized axe or sword, the model should be covered in twisting lightning and incandescence. Any warband with a daemon blade may not hire or purchase any model capable of casting any prayers. Any model with a daemon blade counts as a spell caster for the affects of hatred from other models. You may only have one daemon blade per warband. Only warbands capable of hiring any non-elf spell caster may have a daemon blade.
The height of achievement for a Dwarf smith and rune-crafter is to entrap a daemon within a regular blade; making it into one of the most dangerous weapons known to both man, and dwarf, kind. The possibility of the daemon escaping and turning its wrath of being imprisoned, sometimes for many centuries, against all within range of its fiendish powers, is a very real one.
Range Strength
Close-Combat 6
Special rules: Trapped Daemon, Incredible Parry.
Incredible parry: the daemon recognises that its only way to kill for it gods is with the aid of the blade’s wielder, so it does all it can to protect him; lest the blade (and its daemon) fall into sigmarite hands… may make two parries per turn.
Trapped Daemon: if you ever make a successful parry against an opponent with a strength of 6+ then roll on the chart below:
D6 roll of:
1-2 Blade shatter: the blade splinters into a thousand shards releasing the angered daemon place the small (3’) template over the model with the blade and any model even slightly covered takes a S 4 hit that negates armour saves. The blade is destroyed permanently. Place an Angered Daemon (stats below) model 2D6 inches away from the blade wielder in the direction of the scatter die.
3-4 Daemon pull the daemon drags the sword through the air hitting anything within reach the blade wielder and all models in base contact with the blade wielder take one S5 hit.
5-6 Daemon strength the daemon becomes angered and sends huge surges of inhuman strength up and down the blade, some of which reaches the wielder driving him into an incredible rage of bloodlust the blade wielder gains D3 extra attacks with the Daemon Blade this turn but may not parry.
Angered daemon
M WS BS S T W I A LD
4 5 0 5 3 1 4 2 7
Non-player-controlled (NPC): after every turn (both players!) the angered daemon moves its full movement in a random direction, running on D6 roll of 4+. If this move takes it within3’ of another model it will charge them.
Insubstantial: every time the Angered Daemon does anything it must pass a leadership test or take a S3 hit.
Daemonic: immune to psychology and poison.
Reply author: StyrofoamKing
Replied on: 21/06/2008 10:37:04
Message:
STYROFOAM KING'S OFFICIAL ENTRY:
NEW SKILL: DISPELL
Academic skill, which may be learned by any Spell or Prayer Casters. Dwarf Warbands are unique, in that their Leader may always learn the Skill Dispell, even if they cannot access Academic Skills and are not a caster.
During an opponent's turn, when a Spell Caster within 24" is attempting to cast a spell, once per turn, your hero may attempt to dispell it. After the caster roles his or her two Difficulty Dice, roll 2D6 for the Dispell. If you roll a higher result than your opponent, the spell is not cast this turn. Each hero with the skill Dispell may only attempt to Dispell once per turn, regardless of how many spellcasters are within 24".
If you roll a natural 2 to dispell, your hero is drained, and cannot Dispell any other spells this game. If you roll a natural 12 to dispell, and rolled higher than your opponent (meaning, they didn't roll a 12 too), the spell is dispelled, and an additional effect also occurs. Roll 1D6 to find out what happens:
1 Mental Block - The Caster being dispelled cannot cast any more spells this turn, and any spells they are maintaining each turn are automatically dispelled as well.
2 Escape - The dispeller may choose, if they desire, to move up to 12" closer to the Player's starting table edge, ignoring all terrain in between. They may not charge with this extra movement.
3 Mental Duel - The Caster and the Dispeller both roll a D6 and add their Leadership. The loser takes a S4 hit.
4 Destroy Spell - The spell being dispelled cannot be cast again for the next 1D6 turns.
5 Drain Magic - Any lingering spells in play are immediately dispelled. Any Wizard to cast a spell in the next Round rolls 3 Difficulty dice, and chooses the two lowest dice.
6 Rebound - The Dispeller, if they are a Wizard, may automatically cast any spell during their next turn, provided that the spell is equal or lesser in difficulty than the spell dispelled.
Reply author: MyLittlePwny
Replied on: 22/06/2008 17:42:11
Message:
Played quite a bit of Dark Messiah lately and loved the magic, thought I'd convert it into some useful mordheim magic:
MyLittlePwny's official entry:
Lesser magic part 2
When hiring a hero/hired sword/anyone who have access to lesser magic or using the tome of magic, choose either the original lesser magic list or this one.
The list is as follows:
1) Chain Lightning.
The wizard charges vast amounts of electrical energy in his body and unleashes it in a powerful bolt which jumps from target to target and deals tremendous damage. It is, as all lightning, though a bit unstable.
Difficulty: 9
Range: 24"
Affected target suffers a strength 3 hit and the nearest model, if within 4", suffers a strength 2 hit. The closest model (except original target) within 4" of the second target suffers a strength 1 hit. (yes, it CAN hit your own models so be careful)
Unstable: When succesfully casting chain lightning, roll a d6. On a roll of 1 the electrical energy overcharges and is unleashed within the wizards body, causing himself a strength 4 hit. On a roll of 2-5 the spell is cast normally. On a roll of 6, the wizard pushes the energy to the very limit and throws a perfect bolt at the target, adding 1 to the strength and adding the possibility of an extra target on the bouncing bolts (that being a strength 1 hit instead of a strength 0)
2) Brambles
The wizard creates a swarm of brambles that shoots from the ground in a circular area to grasp the feet of anyone passing through.
Difficulty: 8
Range: 12"
The spell creates a circular area of 3" across (grenade/something marker i think) which counts as difficult terrain. Additinally, any models running through the brambles takes a strength 1 hit for each started inch. The area lasts until the wizard casts another or suffers a wound.
3) Corrupt
The wizard channels negative energy into foes.
Difficulty: 9
Range: 16"
The affected target must take a strength test or suffer a wound. If the target is standing in brambles the difficulty of the spell is reduced by 1.
4) Soulmark
The wizard marks the soul of an enemy, making them radiate with an inner red glow and making their soul open and vulnerable.
Difficulty: 8
Range: 16"
The target glows red and cannot hide. Additinally he will give an additional xp if a hero takes him OOA.
5) Stealth
The wizard dissapears into the darknes and becomes invisible to the naked eye.
Difficulty: 8
Range: Self
The caster becomes invisible and counts as hidden until he is within an enemys initiative range or makes an offensive action (casting another spell, shooting or charging)
Any enemy model within 16" of the stealthed wizard with line of sight when he (the wizard) makes a run, may take an initiative test to spot the vague blur. If the test succeeds, the wizard is unstealthed and may not recast the spell in the same turn.
6) Drill Arrow
The wizard shoots a magical arrow with a drill-head against his for with frightening speed and armor piercing capabilities.
Difficulty: 8
Range: 18"
The closest enemy target suffers a strength 3 wound with no armor saves allowed.
Reply author: Johan Willhelm
Replied on: 24/06/2008 05:01:00
Message:
Johan WIllhelm's Official Entry
Summoner - New Accademic Skill - Possessed and Beastmen only.
Mordheim rightly wears the crown of "City of the Damned" creatures of blasphemy walk where men once did. While the Shadowlord exerts his presence over what he feels is his domain, the Four Great Chaos Gods have their followers in the city of murder. And if beseeched may grant them one of their immortal servants.
You may only gain the "Summoner" skill if you are able to cast spells. The sorceror has pledged himself to one of the great Gods and has fathomed how to summon a daemon temporarily to aid him.
The following rules apply to summoning:
When you gain the Summoner skill you must declare your (warbands) allegiance to one of the Four Chaos Gods. Each allegiance summons a different type of daemon. Once decided you may not retract otherwise your entire warband will be crushed by eldritch forces (just want to make sure people aren't chopping and changing between daemons )
Summoning is a spell with Difficulty 12. Howeverby appeasing the Chaos Gods you may make it easier to Summon. For carrying out the following tasks reduce the difficult by 1 to a minimum of 7. A summoned daemon must be placed within 10" of the summoner but may move freely thereafter.
A Summoned Daemon counts as a member of the warband for the purposes of rout tests but does not count towards the maximum number of models in the warband. Once the battle is ended the daemon dissipates. Summoned Daemons do not gain experience.
If the Summmoner is killed then the daemon dissappears. Remove from the Table. All Summoned Daemons cause Fear. You may only summon one Daemon per game. If you have multiple summoners they may each summon one (and only one) Daemon per game.
Khorne is the God of martial prowess. Reduce the difficulty by 1 for each unsaved wound in combat. (note the enemy does not have to be taken OOA just lose a wound)
Bloodletter of Khorne
M 4, WS 5, BS 0, S 5, T 3, W 1, I 4, A2, Ld 8
Special Rules:Hell Blade - The Bloodletter is equipped with a weapon suffused with chaotic power. Each wound inflicted becomes D3 wounds.
Tzentch is the God of Sorcery. Reduce the difficulty by 1 for each spell you succesfully cast.
Flamer of Tzentch
M 6, WS 3, BS 3, S 4, T 4, W 1, I 4, A2, Ld 8
Special Rules Flames of Tzentch - A Flamer may shoot flames in the shooting phase. Flames have a range of 12" S4 and are unaffected by any target modifiers
Nurgle is the God of Decay and Destruction. Reduce the difficulty by 1 for each unsaved wound you inflict.
Plaguebearer of Nurgle
M 4, WS 4, BS 0, S 4, T 4, W 1, I 5, A2, Ld 8
Special Rules Flies - Plaguebearers are surround by swarms of flies that distract their foes. Enemies are at -1 to hit in close combat. Undead and daemons ignore this rule.
Slanesh is the God of obscene pleasures. Reduce the difficulty by 1 for each combat currently been fought.
Daemonette of Slanesh
M 5, WS 4, BS 0, S 4, T 3, W 1, I 5, A2, Ld 8
Special Rules Soporific Musk - When in combat with a Daemonette a warrior may be enticed by the sensual scents they exude. Each Warrior must take a Ld test each turn when in combat with a Daemonette. If failed the warrior is reduced to WS 1 that turn and may not attack.
Optional Rule: If you "Captured" an enemy Warrior and decide to kill him the GOds are appeased and you may start with the Daemon automatically.
Reply author: Onisuzume
Replied on: 24/06/2008 05:41:15
Message:
Onisuzume's official entry:
Xaosmage
30 gold crowns to hire + 15 gold crowns upkeep
Alternatively, a warband may give him a random object from their stash as hiring or upkeep fee.
Cast you me to spells want?
-Sivrit, a Xaosmage.
Living in the city of the damned has left this soul slightly unhinged. And in his madness he found a way to live, if a bit random one. People usually avoid him since he's easily spotted because of his brightly coloured clothes.
May be hired: A Xaosmage may be hired by all warbands who can tolerate his randomness. So Witch Hunters, Sisters of Sigmar, Shadow Warriors, Dwarven and similiar warbands are unable to hire him.
Rating: The Xaosmage increases a warband's rating by 20 plus 1 for each point of experience he has.
Profile: M-WS-BS-S-T-W-I-A-Ld
Xaosmage: 4-3-3-3-3-1-4-1-7
Equipment: A Xaosmage never carries the same equipment.
Roll three times a D6 and consult the chart below:
In addition, he will always carry whatever you gave him as hiring or upkeep fee.
1: Axe
2: Flail
3: Bow
4: Light Armour
5: Sling
6: Fish (counts as a club)
Special Rules:
Wizard: Xaosmages are magicians and can cast spells.
Xaos: At the beginning of each turn, roll a D6 and consult the chart below. He can only cast that spell during that turn and loses it and the end of his turn. Spells which can only be cast before or after a battle are unusuable for him.
1: The Xaosmage knows one random spell from the Necromancy spell list.
2: The Xaosmage knows one random spell from the Chaos Rituals spell list.
3: The Xaosmage knows one random spell from the Lesser Magic spell list.
4: The Xaosmage knows one random spell from the Magic of the Horned Rat spell list.
5: The Xaosmage knows one random spell from the Amazone Rituals spell list.
6: The Xaosmage knows one random spell from the Nurgle Rituals spell list.
Whenever he wants to cast a spell, roll a D6 and consult the chart below:
1: The spell counts as having a difficulty of 10.
2: The spell counts as having a difficulty of 9.
3: The spell counts as having a difficulty of 8.
4: The spell counts as having a difficulty of 7.
5: The spell counts as having a difficulty of 6.
6: The spell counts as having a difficulty of 11.
Whenever you roll a double when casting a spell, roll a D6 and consult the chart below:
1: The spell works as normal and a pair of butterflies appear near the target of the spell.
2: The spell fails and it starts to rain fish.
3: The spell works as normal and it starts to rain fish.
4: The spell fails and a white rabbit appears near the target of the spell.
5: The spell works as normal and the sun suddenly starts to shine.
6: The spell fails and the Xaosmage is teleported 2D6" to a random direction. (use a scatter die to determine the direction, if you don't have a scatter die, use the random table-edge found on page 133 to determine the direction) If this would place him in impassable terain, place him at the nearest point to it instead.
Skills: Xaosmages may choose skills from the Academic spell list when he gains new skills.