A good idea, however it might be a little good, what if we do it like this:
Druid:
Some men are called to the wild like elves, and they use their ability to commune with nature to fight even the mightiest of foes, sometimes they aid travellers and residents of the forest.
May Be Hired: Elves + Bretonnia.
Hire fee: 40gc
Upkeep: 15gc
M WS BS S T W I A LD 4 4 3 3 3 1 4 1 8 |
Weapons and armour: Spear, club, dagger.
Skills: May take combat, strength or academic skills, may instead learn a spell from any of the lores below:
Amber: Roll D6
1. Panther's Leap: Same as the skaven spell black fury.
2. Anger of the beast: Same as the skaven spell eye of the warp.
3. Vision of terror: Same as the lesser magic spell dread of aramar.
4. Summon Squirrels: With this spell the Mage invokes the wrath of the Lord of Beasts, summoning forth dozens upon dozens of enraged squirrels. The furious rodents assault one enemy within 12" of the Mage, crawling inside the warrior’s clothing and armor, pelting him with nuts and causing numerous tiny bites and welts. The target suffers 2D6 Strength 1 hits. No armor saves allowed. Difficulty: 7
5. Rune of the true beast: This spell affects any animal within 12", if succesfully cast, the animal must roll a d6 and add its leadership, the mage does the same, if the mage scores higher the animal is under control of the mage. At the beginning of every shooting phase of the player controlling the mage, the animal is entitled to roll a leadership test, if succesful the control of the animal reverts to normal. Dif 8.
6. Bear companion: If succesful the mage gains a bear companion (stats can be seen below), it must be placed within 6" of him and will remain there for as long as both of them are on the table, if the mage is taken out of action the bear runs off, if the bear is taken out of action the mage may continue to fight, this spell must be tested at the start of the game and cannot be tested again. Dif. 6.
Bear Companion:
M WS BS S T W I A LD 6 3 - 5 4 2 3 2 6 |
Jade: Roll D3:
1 Healing Hand, same as the sigmarite prayer.
2 Bright light of Judgement: This spell can be cast in two ways: Either offensively or defensively if cast offensively one undead or daemon model within 12" suffer one S5 hit. If cast defensively it can heal one wound from anything that isn't undead or daemon within 12" Dif 7.
3 Rejuvenation: This spell can be cast on any target within 2" of the mage or himself, each turn, in the recovery phase, he must pass a leadership test to keep this spell in effect, he can only keep one in effect at a time. The warrior which is blessed by this spell gains a 4+ special save, in addition in each recovery phase he may roll a D6 on 4+ he immediately regains one wound.
Dif 8
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So What you say?