I've often thought that there isn't any "I" at all; that we are simply the means of expression of something else; that when we think we are ourselves, we are simply the victims of a delusion.
-Diary of a Drug Fiend, by Aleister Crowley
With Mordheim's endless spiral into madness, it is not surprising that servants of the Lord of Change should appear with increasing frequency. Thul is one of the first to breach the vortexes of insanity surrounding Mordheim to arrive since its schism with reality after the success of the Great Rebellion. What is most disconcerting, is that Thul and his ilk seem to be in Mordhiem not to further the schemes of Tzeentch - which would at least imply the Lord of Change is behind the "dreaming" state of the city: they are in Mordheim to study the change wrought by the Great Rebellion. Which begs the question: if Tzeentch is not behind it, who - or what - is?
+++THUL, KAIRIC ACOLYTE OF TZEENTCH+++
Thul is a HERO. He starts with 8 experience points.
Thul's Starting bid is 40 GC.
Presence: 1 (maximum 10)
Equipment: Helmet, Light Armor, Sword
Skills: Thul may select Speed or Academic skills when he gains an advance. He is a spell caster and starts with one spell from Lesser Lore of Change (below).
Mark of Tzeentch: Thul is marked by Tzeentch. This grants him the following rules:
- May never wield more than a single weapon (as he requires his off-hand for tracing the runes required for spell-casting).
- May wear armor and still cast spells.
- Gains a 5+ un-modifiable save due to Tzeentch's patronage.
- Gains +1 to all casting rolls (stacks with Sorcery skill).
- When expending Presence to modify the results of a casting roll, he gains +2 to the roll for each Presence point expended rather than +1 as is normal.
+++LESSER LORE OF CHANGE+++
1 - Pink Fires of Tzeentch (Difficulty 8)
The sorcerer cackles and brilliant flames leap from his fingertips.
The spell has a range of 18" and automatically strikes the first model in its path. That model takes a S4 hit. No matter the toughness of the target, the to-wound roll for this spell will never be worse than 4+. Armor saves are taken with a -1 penalty.
2 - Blue Fires of Tzeentch (Difficulty 8)
The sorcerer sends a searing blast of azure fire at his foes.
The spell has a range of 8" and strikes the first model in its path, inflicting D3 S4 hits. Every model within 3" also takes a S3 hit as the fireball explodes.
3 - Dispel Magic (Difficulty 5)
The sorcerer overwhelms the weak magics of his opponents.
All current ongoing spell effects within 12" of the sorcerer cease. Spells may not be cast within 12" of the sorcerer. The effects last until the start of the sorcerer's next turn.
4 - Glean Magic (Difficulty 7)
The sorcerer peers into the mind of his enemy and steals his magical secrets.
Choose an enemy spell caster within 18" of the sorcerer. Choose a spell possessed by that individual. The sorcerer immediately casts the spell as if it were his own.
5 - Paths of Fate (Difficulty 7)
The sorcerer looks into the future, guiding himself or an ally.
Select either the sorcerer or a friendly model within 6". That model may re-roll all his failed dice rolls, though the second results stand. The effect lasts until the beginning of the sorcerer's next turn.
6 - Firestorm (Difficulty 10)
The sorcerer sends Tzeentch's wrath cascading down onto the heads of his enemies!
Select an enemy model within 18" of the sorcerer and place the large 5" blast template centered on him. Scatter the template D6" with the scatter die (a hit means it does not deviate). All models fully under the template take a S5 hit. All models partially under the template take a S4 hit.