FINAL HOURS (amethyst order, rank 4, in hero's call) makes you virtually INMORTAL

By Yamusha, in Warhammer Fantasy Roleplay

It's a 'glorious death' spell.

It gives you a brief window in which to avenge your death/save the day etc.

No ko or criticals gives you chance to make your death count rather than just lie there and groan. You are dead already, just holding off on the reaping for a few more minutes for some heroics.

Seems pretty simple to me. Normally the only cause of death is too many criticals, whether caused by drowning, falling or combat. This just puts off the time until you effectively die and in the meantime any more damage is irrelevent. The only loophole I can see here is if you die from one too many criticals and the spell kicks in, you may well have enough time to seek out a healer or priest of shallya who could heal the offending criticals so that you are no longer dead, according to the rules. Perhaps this is intentional I don't know. It isn't clear i agree whether fatigue or strees can KO you, I would rule that they can't. This may be one card, where the GM may have to rule on whether the injuries are too servere to be healed or what. It would be interesting to see what would happen to a wizard that cast this, if he fell off a ship to Lustria, and had to walk back along the ocean bed to the Empire. Perhaps it would take too long or the GM could say that the walk and sea monsters would cause the spell to recharge before the wizard got back to land.

It is up to the GM to rule on this one, though I agree that a comment here from the FFG writers might clear this up.

It's pretty simple. You cannot cast this a second time because it is not available until it recharges, which is when you actually die. So, you are already dead by the time it has "recharged" and is usable again.

Also, keep in mind... if you break the game... the GM may also break the game. If you tried that in a game I was running you would quickly find yourself under the tender mercies of the Witch Hunters, who would promptly burn you at the stake for what would seem to them (and after all, what doesn't?) to be some sort of dark magic. You would then be welcome to continue casting it, as I'm sure they have plenty of wood to kill you again.

It's always useful for PC's to remember that just because you can do something, doesn't mean you should... and once you bend the game to breaking... it's fair play for the GM to do the same.

When I read the card it made me think about effects that allow you to put extra recharges on cards. I was thinking about a character perpetually trying to keep his own death. It actually seems a great moto for a tragic character… Maybe I'll use in one of my NPCs. Maybe it would account for the character having to parlay over and over with Morr Priests, trying to convince him to allow Morr's grip… And he being known throughout the Amethyst Order as a case to be study, and even some sort of specialist, being closer to death than any other completely living being.

I would also make he starting to lose some aliveness, as tasting good things but being unable to feel joy. Things like that! :]