Purple Sun of Xereus 25+
Remains in play. When this spell is cast, the caster nominates a single spot on the tabletop. Starting from this spot, roll the artillery and scatter dice. If a misfire is rolled, the vortex is centered over the caster; if there is no misfire and a hit is rolled, the vortex begins at the spot nominated by the caster. Otherwise, the roll determines where the vortex begins. When it is determined where the vortex begins, place the 5" "pie" template with the center over the spot. Any models directly under the center are automatically killed with no armour save, although ward saves can be taken. Models under the rest of the template must pass an initiative test or die with nothing but ward saves allowed. Once damage is resolved, roll the artillery and scatter dice once more. If a misfire is rolled, the vortex disappears and the spell ends. Otherwise, the vortex moves 3x the artillery dice roll in the direction nominated by the scatter die. If a hit is rolled, the caster may choose the direction.
In subsequent turns, keep rolling the artillery dice and scatter to determine the distance and direction, until the spell is dispelled, misfires or voluntarily ended by the caster.
Purple Sun: Rewritten
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Re: Purple Sun: Rewritten
I think all auto-kill spells should allow ward saves.
thelordcal wrote:Or he uses his big a$$ banner pole as a great weapon...
wisetiger7 wrote:That's what she said.
Asurion Whitestar wrote:I would normally delete such an off topic post, but this is just too good. Classic..!!
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Re: Purple Sun: Rewritten
+1, nothing ruins a perfectly fun game more than watching your completely kitted out and beefed up Lord die because you're not allowed to take the saves you invested all those points in.wisetiger7 wrote:I think all auto-kill spells should allow ward saves.
And ward saves rarely go beyond 4+ anyway, so it would still be only 50/50, but at least you still have a chance to save your character
Either allow ward saves, or allow look out sir!