I just faced yet another immortal warrior priest! I dealt with his entourage of heavily armed and armoured ogres. And just had the warrior priest left. He had the armour of righteousness prayer in place (flaming comet tails) so armour 80 (min 40) made him difficult to hurt, but I still had 5/6 of my warband in play. Threw everything I had at him dropping him to almost dead, then on his turn he passed his bottle check and cast healing hand to completely heal... for 6 turns in a row! Eventually his 1 attack per turn had taken out enough of my warband for them to bottle. This is ridiculous! The healing hands prayer needs removing or making much more difficult to cast. If the necromancy life stealer transfers 3-5 hit points if it is cast AND the target fails a test, and it’s initial casting chance is 0%, so you have to have multiple bonuses and many skill points invested to have very little chance of it happening because it’s “sooo powerful” How can it be fair to have a spell that an individual recover up to 22 wounds (maxed out ogre) that starts at a 40% casting chance with no other test, so it can be levelled up to be automatically cast?! All the prayers of sigmar are ridiculously powerful compared to the spells of any other warband, and they are so much easier to cast. This needs addressing as it is just broken! If the caster was unable to heal themself it would still be extremely powerful, but much more playable.