Azrik the Maze Keeper

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"Understand, mortals, each of your petty champion's ploys are just pieces in my Master's Great Game!"

A Lord of Change is hideously unpredictable and manipulative. Behind its gaze lies a curious and wreckful mind, deeply intelligent, yet as uncaring of consequence as it is fascinated by it. The Lord of Change is like a child playing upon some gigantic anthill, poking with a stick at its inhabitants and laughing at the hopeless antics of their defence. Nothing pleases him more than to see the world broken and made anew, to redirect the course of a life or even history itself, spilling hope upon the ground while raising the ambition of others up to an unexpected pinnacle of power. As might be expected of a creature born of pure magic and bound to the will of the Master of Sorcery, a Lord of Change is a potent spellcaster. The Winds of Magic obey his every command, allowing him to summon whirling tempests of change and mutation, blast the enemies of Tzeentch with bolts of multi-coloured fire or unravel the mind of an enemy spellcaster from the inside. Sorcery is not the only weapon at the command of a Lord of Change - he is also an erudite tactician, well versed in a thousand ploys and stratagems for any given situation. Accordingly, if a Lord of Change prefers to remain uncommitted in battle it is not through lack of courage or ferocity, but because he likes to direct his forces and better control the flow of the fighting. He instinctively sees the skeins of fate that play over the battlefield, and knows all too well how they can be manipulated.

Attributes

Attribute Description
Can Cause Fear This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Can Cause Terror This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Encourage This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Unbreakable This unit does not suffer any form of leadership loss and will never rout.

Abilities

Ability Description
Stand or Die!

Tyrants and Lords whose word is law ensure their troops will not run by issuing this dread order.

Spells

Spell Description
Aspect of the Dread Knight

An invisible aura of horror surrounds the Wizard’s allies. Only the bravest foes now stand before them.

Soulblight

Harnessing the sickly power of Shyish, the Wizard weakens the foe's will to survive the battle.

The Fate of Bjuna

Following the fate of the unsmiling warrior, Bjuna, the targets of the caster’s ire will laugh themselves to death.

Final Transmutation

The Wizard unleashes a hail of magical energy, transmuting his foes into Unliving golden statues.

Gehenna's Golden Hounds

Blowing on a glimmering golden whistle, the Wizard summons the spirit of Gehenna’s metal hounds to hunt down his prey.

Searing Doom

A spray of sizzling silver slivers rain from the sky to impale the caster's enemy.

Metalshifting

Armour is little defence against a skilled alchemist, under his command metal turns into an arcane lightning rod, attracting hostile magic.

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