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Sarayel, Master of Illusions 400pts.
Sarayel was a young mage when the Dark Elves invaded his homeland, killing all of his family. He was so focused on revenge, that he began spurning the lessons of his tutors at the White Tower, using far too much power when he was casting spells. In an effort to let him ‘calm down’, they sent him away from the White Tower for one year, hoping that his thirst for vengeance would abate. However, while on his journey, he came across a powerful orb. This orb far enhanced his powers, and he returned to the White Tower under disguise. Once he revealed himself to his tutors, they let him continue his quest for vengeance. Now, nothing will stop him.
Lvl4 Archmage, +1 leadership
must use Lore of Shadow
Thirst for Vengeance: Sarayel gains the Eternal Hatred special rule against Dark Elves. Also, he may cast up to 8 dice instead of the usual 6 when attempting to cast a spell against Dark Elves.
Orb of Enchantment: This Orb grants Sarayel a 4+ ward save. In addition, he may choose his spells instead of rolling for them.
Master of Illusion: Every single time Sarayel casts a spell, he may either swap the positions of any two friendly characters (one of which may be himself) on the battle field or reposition himself in the front rank of a friendly infantry unit within 18”. Also, once both armies are fully deployed (including Scouts/Vanguard movements) he may reposition himself in the front any friendly infantry unit on the battlefield.
Last edited by Karl Stahlfeld; March 24th, 2012 at 16:58.
I like most of it, except the "8-dicing" enabled by Thirst for Vengeance. I'd much rather have a re-roll to wound on my spells instead.
I don't mind the 8 dicing, but I would change Orb of Enchantment to be
Orb of Enchantment- Adds +2 to cast and enables the bearer to know 2 additional spells from any lore. Then peg him back from a L4 to a L3 to indicate his incomplete training and lack of clarity. You may restrict the orb to Shadow and open all the lores up to Sarayel or limit Sarayel to Shadow and open all the lores to the Orb.
That means Sarayel casts with +5 and dispels with +4 and knows spells from multiple lores as well as their potential lore attributes kicking in. Its your character though and I dont mind being ignored, plus I may have missed the feel of your fluff.
Hm... maybe re-rolling wounds was a bad example. I would like to see the ability to put a little more mustard on his spells, yes.
I wanted the 8 dice because it would A: make it harder to stop B: make him more likely to miscast. It makes sense that someone so bent on vengeance would care a little less about slef-preservation, wouldn't it?
Yeah, I guess that does fit well thematically. Carry on, then.
"If the free extra dice causes you to roll a double of any kind and the spell is successfully cast, the spell is cast with irresistible force (and will miscast)
It's just my 2 cents but it might get the mage to do what you intend to do with him, which is being reckless and difficult to stop.
Warhammer Armies: High Elves, Tomb Kings, Daemons of Chaos
Warhammer 40k Armies: Chaos Daemons
Bloodbowl Teams: Mean Machine (Dwarves)
The idea behind the changes was that you wanted the item to make the White Tower stand up and take notice. He left and came back and they didnt kick him out again. He left as a L3 came back as a more pwerful caster than most in the tower.
No not bound just boosting his own natural abilities.
I like Shadow Kings version of the reckless as well but it would make him considerably more expensive.
I didnt bother with the ward because being able to take 2 lores means not only the switching but also 5+ ward from high magic, regen or toughness from life or whatever you go with.
I prefer special characters to have a weakness, it keeps them relatively balanced.
Last edited by Allonairre; March 24th, 2012 at 21:32.
Allonarie, I'd have to say his weakness is miscasts. Unless he uses his 8 dice rule, he's just like any other Lvl4 wiz. When he starts throwing around 8 dice, he's going to start miscasting. A 4+ ward save only goes so far. I tried to make him a mirror of Teclis: Not as reliable, but harder to kill in combat. He lacks all the extra dice/ignoring 1st miscast, but his 4++ is what makes him a choice instead of Teclis. Because of that, I'm going to leave his 4++