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Scrollhammer: Order of the Black Worm
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==Spells== ===School of Destruction=== Flames: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP0, Fire and Charge 2, range 6", flame. 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 flame spell weapon. Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, 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: S1 AP0, Fire and Charge 2, range 6", frost, chills 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 frost spell weapon with Chills on striking. Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1,range 18", flame. Dread Curse: Cast on 3+. 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. 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) Grave Curse: 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. Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24", flame. Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock. Poisonblast: Cast on 9+, shooting attack. S1 AP0 Blast, Move and Fire 1, Range 24", Poisoned(4+). Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame. Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost Bestow Illness: Cast on 12+, 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 the caster's choice of either Chills, Brown Rot, or Astral Vapors. Magicka Drain: Cast on 12+, 1-handed, cast anytime. Choose a model in base contact with caster. That model suffers Magicka Drain(total). Bestow Contagion: Cast on 17+, 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 the caster's choice of either Crimson Plague, Carrion Worms, or Slug Famine. Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock. Firestorm: Cast on 20+. May only be cast during your shooting phase. A model casting Firestorm cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Place the Large Blast Marker over caster so that the center circle is entirely within caster's base. Every enemy unit under the marker is hit once for each model under it. These hits are S8 AP1, Shred, Ignores Cover, Multiple Wounds(d6), flame. 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. Blizzard: Cast on 27+. Cast Blizzard during your shooting phase. A model casting Blizzard cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Weather effect. Until the end of next turn, all enemy models within 12" of caster take a S4AP0 frost hit at the beginning of every phase that Chills them until the end of next turn. ===School of Conjuration=== Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn. Bound Armour: Cast on 4+, movement phase. Caster's armor or robe is replaced by magic Heavy Armour(5+) until end of turn. Bound Helm: Cast on 4+, 1-handed, movement phase. Caster's Helm(or lack thereof) is replaced by a magic Helm with "bearer may re-roll one failed armour saving throw of 1 per turn" until end of turn. Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn. Bound Shield: Cast on 4+, 1-handed, movement phase. Equips a Shield in casting hand until end of turn. Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn. Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn. Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn. Bound Katana: Cast on 8+, close combat phase. Equips a Bound Katana in both hands until end of turn. Teleport: ????? (honestly I have no idea how this would work on the tabletop) Summon: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning. Summon Skeletal Minion: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades. Summon Skeletons: Cast on 10+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades. Summon Skeletal Horde: Cast on 20+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades. Invoke Ghost: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Ghost with no upgrades. ===School of Necromancy=== Atrophy: Cast on 7+. Shooting attack. S5 AP1, Move and Fire 1, range 24". This spell only effects mortals. Apoptosis: Cast on 11+. Shooting attack. S7 AP2, Move and Fire 1, Range 36". This spell only effects mortals. Reanimate Dead: (casting requirements vary) A reanimated unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. For every undead model raised through Necromancy, the appropriate Corpse Count must be reduced. See the Scrollhammer Rulebook for further information on Summoning. Animate Skeletal Minion: Cast on 6+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades. Animate Skeletons: Cast on 9+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades. Animate Skeletal Horde: Cast on 17+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades. Animate Zombie Minion: Cast on 6+, Summon Horde. Cast during your movement phase. Summon a Zombie with no upgrades. Animate Zombies: Cast on 9+, Summon Horde. Cast during your movement phase. Summon d3 Zombies with no upgrades. Animate Zombie Horde: Cast on 17+, Summon Horde. Cast during your movement phase. Summon 2d6 Zombies with no upgrades. Animate Dread Zombie Minion: Cast on ?+, Summon Horde. Cast during your movement phase. Summon a Dread Zombie with no upgrades. Animate Dread Zombies: Cast on ?+, Summon Horde. Cast during your movement phase. Summon d3 Dread Zombies with no upgrades. Animate Dread Zombie Horde: Cast on ?+, Summon Horde. Cast during your movement phase. Summon 2d6 Dread Zombies with no upgrades. ===School of Alteration=== Feather: Cast on 3+ at any time. 1-handed. Caster is not encumbered by his armor this turn. Flame/Frost/Shock Shell: 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. Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack. Flame/Frost/Shock Shield: Casts on 12+. 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances per element do not stack. Levitate: Casts on 12+. Your movement phase. If caster is on foot he counts as a Flier this turn. Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack. Ebonyflesh: Casts on 14+. 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack. ===School of Illusion=== Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase. 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. Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn. Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack. Paralyze: Casts 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. Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible. Harthoon's Heavy Eyes: ????? (shooting attack. The target's WS and BS are reduced to 1, and the target loses 2" from it's movement rate.) ===School of Mysticism=== Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn. 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. Reflection: Casts on 9+. Cast in response to a single enemy shooting attack, melee attack or spell of any kind which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 6, the attack or spell is negated, and its original source unit takes a S4 spell damage hit that ignores armor saves. 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. Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Undead models in target unit within 6" of caster loses all Cover Saves until end of turn. Misericorde: Casts on 14+. Any time. Caster nominates a target model within 12" that has only 1 wound, or 1 wound remaining. Should the caster hit this model in melee or a ranged weapon then remove it from the game. This effect lasts for that player turn. ===School of Restoration=== Minor Healing: Cast on 5+ during any movement phase. Caster is Healed on a 6. 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). Healing: Cast on 8+ during any movement phase. Caster is Healed on a 5+. Heal other: Cast on 8+ during any movement phase. Target model, other than caster, within 6" of caster is Healed on a 6. Disrupt Undead: Casts on 9+, at the start of any Shooting Phase. Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit falls back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way. [[Category:Scrollhammer]]
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