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==Spells== A compendium of the spells used by House Dagoth. ===School of Destruction=== Hex: Cast on 3+, 1-handed, cast during the close combat phase. Choose a model in base contact with caster. That model re-rolls rolls of 6 to hit this round. Black Hand: Cast on 3+, 1-handed, close combat phase. This is a Poisoned(5+) poison spell Hand Weapon (but can only be dual wielded with a non-spell weapon). Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP1, Fire and Charge 1, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking. Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP3, Fire and Charge 1, range 6", frost. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon. Soulpinch: Cast on 3+, shooting attack. Fire and Charge 3, Range 18". Hits cause Magicka Drain(1). Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1, range 18", flame. Spirit Knife: Cast on 4+, shooting attack. S3 AP1, Move and Fire 1, range 18". Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock. Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost. Dagoth's Bosom: Casts on 6+, shooting attack, Fire and Charge 1, Range 12". If it hits, the unit hit loses it's charge and counter-charge bonus until the beginning of your next turn. Ash Feast: Cast on 8+, 1-handed, close combat phase. This is a Poisoned(4+) poison spell Hand Weapon (but can only be dual wielded with a non-spell weapon). Daedric Bite: Cast on 8+. Shooting attack. S6 AP2, Move and Fire 1, range 24" Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on. Hand of the Sixth House: Casts on 8+. Cast at the beginning of your assault phase. Choose WS, BS, S, T, I, A, Ld or Mg. Choose a model in base contact(or up to 1 base away from) caster. That model's chosen stat is reduced by 1 this round of combat, to a minimum of 1. Bearer gains +2 in that stat this round of combat. Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24", flame. Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost. Shockball: Cast on 9+, shooting attack. S5 AP0 Blast, Move and Fire 1, Range 24", hits causes Magicka Drain(1), shock. Poisonblast: Cast on 9+, shooting attack. S1 AP0 Blast, Move and Fire 1, Range 24", Poisoned(4+). Lower Resists: Cast on 7+, shooting attack. Fire and Charge 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, that unit has Lowered Resists(see the spell effects rules in the Scrollhammer Rulebook) Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock. Deathly Weakness: Cast on 10+, shooting attack. Fire and Charge 1, Range 24". If the enemy unit is hit, until the beginning of your next turn, that unit loses any Immunities to Poison and Disease. Curse-of-Ash: Cast on 10+, shooting attack. Fire and Charge 1, Range 18". If the enemy model is hit, it must take a Toughness test. If the model fails the test, it contracts any one Blight Disease (not Corprus) of your choosing. Wrath of the Sixth House: Casts on 10+. Move and Fire 1, S3, AP0, Range 12", hits automatically. Choose WS, BS, S, T, I, A, Ld or Mg. Choose a model in hit unit. The chosen stat on that model is reduced by 1 this turn, to a minimum of 1. Bearer gains +1 in that stat this turn. Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame. Curse-of-Flesh: Cast on 15+, shooting attack. Fire and Charge 1, Range 18". If the enemy model is hit, it must take a Toughness test. If the model fails the test, it contracts Corprus. Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock. Plaguebloom: Casts on 20+, shooting attack. S1 AP7. Move or Fire 1, Large Blast, Range 24". Models hit by this spell are granted a Blight Disease of your choosing. Curse-of-Fire: Casts on 23+, shooting attack. Move or Fire 1, Range 24". The model hit by this spell must make a Toughness test. On a failure it is dealt four S8, magic, flame hits, and contracts Ash Woe Blight Disease. God's Fire: Cast on 23+, shooting attack. S8 AP1, Ignores Cover. Move or Fire 1, Large Blast, Range 24", Multiple Wounds(d3), flame. God's Frost: Cast on 23+, shooting attack. S4, ignores armor saves, Ignores Cover. Move or Fire 1, Large Blast, Range 24". Models hit are reduced to Initiative 1 until end of turn. Toxic Cloud: Cast on 23+, shooting attack. S1, ignores armor saves, Ignores Cover. Move or Fire 1, Large Blast, Range 30", Poisoned(4+), Shred. ===School of Conjuration=== Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses. Curse-of-Ghosts: Cast on 20+, shooting attack. Move or Fire 1, Range 24". Target model if hit, is haunted by anguished ghosts. For 1d3 turns the model has -2WS, and is dealt a S4 magic hit at the start of their turn. ===School of Alteration=== Flame/Frost/Shock Barrier: Casts on 6+, 1-handed, and may be cast any time. Caster gets +2 to his Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element. Multiple instances per element do not stack. Burden: Casts on 7+. Cast at the beginning of your opponent's movement phase. Range 24", requires LOS. Target unit moves, marches and charges 1" slower than normal, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack. First Barrier: Casts on 8+, 1-handed, may be cast any time. If caster has no armor save, his armor save becomes 6+ this turn. Caster's armor save cannot be reduced to worse than 6+ this turn. Flame/Frost/Shock Shield: Casts on 12+, 1-handed, at any time. Caster gets +1 to his armour save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances of the armour bonus or of any one element do not stack. Third Barrier: Casts on 16+, 1-handed, may be cast any time. If caster has an armor save of less than 4+, his armor save becomes 4+ this turn. Caster's armor save cannot be reduced to worse than 4+ this turn. Sixth Barrier: Casts on 26+, 1-handed, may be cast any time. If caster has an armor save of less than 2+, his armor save becomes 2+ this turn. Caster's armor save cannot be reduced to worse than 2+ this turn. Ascendant Shield: Casts on 28+, your movement phase. Until the beginning of your next turn, caster has a 4+ Ward Save (or +3 to his Ward Save if he already has a Ward Save) against spells, is a Flyer, and for each time his Ward Save succeeds against spell damage, he gains +1 Power Dice in addition to his normal replenishment at the beginning of your next turn. Multiple instances do not stack. ===School of Illusion=== Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cast on 5+, shooting attack. Fire and Charge 3, Range 18". Models hit must must re-roll all Power Dice whenever they successfully casts a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Strike Blind: Cast on 6+, 1-handed, during the close combat phase. This spell Blinds a target model within 6" of caster until end of turn. Command Mortal: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, you Command that model until end of turn. Shadow Form: Cast on 8+, 1-handed, cast any time. Caster gets Stealth(+1) this turn, even it in close combat. Multiple instances do not stack. Brevusa's Averted Eyes: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible Medusa's Gaze: Cast on 11+, 1-handed, close combat phase, beginning of Fight sub-phase. Choose a model in base contact with caster. That model is Paralyzed this phase. Curse-of-Despair: Cast on 23+, shooting attack. Range 24". The model hit by this spell must make a morale test. On a failure it is Paralyzed until the end of that player's upcoming turn. ===School of Mysticism=== Dispel: Cast on 8+ at any time. Remove all ongoing magical effects from caster's unit. Purge Magic: Cast on 9+ at any time. Range 18", requires LOS. Remove all ongoing magical effects from another target unit. Life Force: Casts on 10+, 1-handed, assault phase. Counts as a spell close combat weapon. For each unsaved wound dealt by this weapon, caster regenerates a wound on a 5+. Absorption: Casts on 12+. Cast in response to a single enemy spell that would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 5+, the spell is negated, and caster gains an additional +d3 Power Dice when he replenishes his Power Dice at the beginning of your next turn. Detect Life: Casts on 12+. 1-handed, cast during your shooting phase. Models in target unit within 6" of caster that are not artillery pieces, Automatons or Undead lose all Cover Saves until end of turn. Charma's Breath: Casts on 13+, shooting attack. Fire and Charge 1, template, Poisoned(5+). For each unsaved wound dealt by this spell, caster regenerates a wound on 6+. Curse-of-Seed: Casts on 23+, shooting attack. Range 24". The model hit by this spell must make a Toughness test. On a failure it is afflicted with a Corprus-seed- the model gains Corprus and any time it deals a wound the caster restores a wound of its own. ===School of Restoration=== Flame/Frost/Shock/Poison Guard: Casts on 7+. 1-handed. Caster gets Feel No Pain against the chosen element this turn. Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details). Carcass of the Saint: Casts on 10+. Caster loses 1S, 1T, or 1A for the duration of this turn, but regenerates a wound on a D6 roll of 4+. Bleeding Heart: Casts on 15+. Designate a friendly model within 3" of the caster. Remove it from the game. For each remaining wound this model had roll a dice, and the caster regenerates a wound of their own on 4+. [[Category:Scrollhammer]]
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