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Scrollhammer: Kingdoms of High Rock
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====Consumables==== Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn. Scrolls: Scrolls are available for all spells in the army spell list except Summon/Necromancy spells. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Healing Potion: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Potion of Health: Heals drinker on a d6 2+ on consumption. +25 pts Potion of the Mind: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Potion of the Sea: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts Potion of Buoyancy: Drinker treats water features as Open Terrain this turn, and may march through water an additional d6". +2 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Reflection: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts Potion of Cure Paralysis: Remove all ongoing Paralysis and Chill effects from drinker's unit. +4 pts Potion of Cure Disease: Remove all ongoing Disease from drinker's unit. +4 pts Potion of Dispel: Remove all ongoing magical effects from drinker's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts Potion of Strength: Drinker gets +1 S this turn. +4 pts Potion of Agility: Drinker gets +1 I this turn. +4 pts Potion of Intelligence: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts Potion of Endurance: Drinker gets +1 T this turn. +5 pts
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