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==Spells== A compendium of the spells used for a Daedra Cults army. ===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. Entropic Touch: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S3 AP0, Fire and Charge 1, range 6". May be cast during the close combat phase instead; in this case, it counts as hand weapon that is a spell weapon(but can only be dual wielded with a non-spell weapon). Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1,range 18", flame. Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock. Entropy Bolt: Cast on 4+. Shooting attack. S3 AP0, Move and Fire 1, range 18". Drain Strength: Cast on 4+ during the close combat phase, 1-handed. A model in base contact with caster gets -1 Str this round. Multiple instances do not stack. Disintegrate: Cast on 4+ during the close combat phase, 1-handed. A model in base contact with caster loses its second hand weapon +1 A bonus, or all shield bonuses to its armor save(and cannot parry) this round. 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) 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. 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. Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame. Disintegrating Blast: Cast on 12+, Cast anytime. Range 12", requires LOS. Targeted unit's shields have no effect this turn, and no models in that unit can parry. That unit loses second hand weapon +1 A bonuses if it has them. Magicka Drain: Cast on 12+, 1-handed, cast anytime. Choose a model in base contact with caster. That model suffers Magicka Drain(total). Flamewave: Cast on 13+. Shooting attack. S4 AP1, Fire and Charge 1, Template, Multiple Wounds(d3), flame. Lightning Cone: Cast on 14+, shooting attack. S3 AP0, Fire and Charge 2, Template, hits cause Magicka Drain(1), shock. Cripple: Cast on 14+ anytime. Range 12", requires LOS. Targeted unit gets -1 S this turn. Multiple instances do not stack. Peryite's Reordering(Peryite cultists only): Cast on 16+, Cast anytime. Range 12", requires LOS. Targeted unit's close combat weapons count as lowest quality mundane hand weapons, and its ranged weapons count as their lowest quality, mundane versions, this turn. Wall of Flames: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12". This shooting attack does not have to target a unit; the rest of caster's unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of flames. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S4 AP1 Ignores Cover flame hit. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover flame hit. At the beginning of your next turn, remove the wall from play. Heat Blast: Cast on 16+. shooting attack. S6, Ignores armour saves. Fire and Charge 1, Template, Shred, flame. Fire of Oblivion: Cast on 18+. Shooting attack. S4 AP1 Large Blast, Move and Fire 1, Range 18", Shred, Multiple Wounds(d3), flame. Oblivion Lightning: Cast on 18+. Shooting attack. S7 AP7, Fire and Charge 1, Template, hits cause Magicka Drain(total), shock. Entropic Vortex: Cast on 19+, shooting attack. S3 AP7, Ignores Cover. Move or Fire 1, Large Blast, range 24". Move every unit hit by this weapon d6" directly toward caster, as far as possible following normal rules.(taking dangerous terrain tests as normal). 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. Voidscream Lightning: Cast on 22+, shooting attack. S10 AP7, Ignores Cover. Move or Fire 1, Range 72", Magicka Drain(total) against all models in unit hit, causes Instant Death, shock. Maw of the Wastes: Cast on 28+ during your movement phase. Range 18", requires LOS. Target unit cannot make saving throws, Feel No Pain or Parry rolls until the beginning of your next turn. That unit's Strength, and the Strength of all its weapons, become an unmodifiable 1 until the beginning of your 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. 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. ===School of Alteration=== The Light That Burns(Aurorans and Umaril only): Casts on 4+, 1-handed. This is a shooting attack, Fire and Charge 1, range 24". Both caster's unit and the unit hit loses their cover save from Night Fighting this turn. 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. Flame/Frost/Shock Repulsion: 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, and may be cast any time. Caster gets +1 to his armour save this turn. Multiple instances do not stack. 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. ===School of Illusion=== 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. Glimpse of Terror: Cast on 8+ at the beginning of any phase. Target unit within 6" of caster gets -1 Ld until end of turn. Multiple instances do not stack. Mindless Frenzy: Cast on 8+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster takes an Ld test on its own value. If it fails, and it is currently locked in close combat, failed rolls to hit from that unit (outside of challenges) score hits on themselves, rather than missing, 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. Sound of Screams: Cast on 12+, your shooting phase. Range 18", requires LOS. Targets an enemy unit. Each model in that unit must must re-roll all Power Dice whenever it 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). Nightmare(Vaermina Cultists only): Cast on 12+ during your shooting phase. Range 12", requires LOS. Target enemy unit not in melee combat must immediately pass a Morale check or fall back. If they pass the test, they cannot be targeted by this spell again until the beginning of your next turn. Invisibility: Cast on a 12+ at the beginning of any phase. Until the beginning of your next turn, caster is Invisible. Horrifying Blindness: Cast on a 15+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster is Blinded this round. Namira's Touch(Namira Cultists only): Cast on a 16+ at the beginning of any phase. Select an enemy unit within 6" of caster. Until the beginning of your next turn, that unit's WS and BS are reduced to 1. Torments of Oblivion: Cast on a 23+ at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's toughness is reduced to an unmodifiable 1(instant death is still calculated using its original toughness, however), and its armor save is reduced to an unmodifiable "-". Bal's Temptation(Molag Bal cultists only): Cast on a 26+ during your movement phase. Select an enemy unit within 6" of caster. Every model in that unit other than a Dragon or Physical God must take a Leadership test on its own value. Models that fail are removed from the game, and placed into Ongoing Reserves, first dropping any items picked up via any special rule during the duration of the game. They form a new unit in Ongoing Reserves that retains the same Formation and special rules as before. They are considered to be your units, under your control, for the remainder of the game. Every aspect of them treats them as being under your control. Models taken control of in this manner count as being removed as casualties for effects that trigger on them being removed as casualties; any models that they could summon, can be summoned again under your control. If all models in a unit is taken under your control in this manner, it counts as destroying that unit in terms of victory conditions. Destroying them or performing certain actions in combat against them will therefore grant victory points to your opponent, and you can hold objectives with them if those units were allowed to before they entered your control. Models that pass the Leadership test cannot be affected by this spell again until the beginning of your next turn. ===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. Soul Leech: Cast on 4+, 1-handed. Cast during the close combat phase. This spell counts as spell hand weapon(but can only be dual wielded with a non-spell weapon). It has Absorb Magicka(4+) on striking, and Absorb Health(6+). Soul Thirst: Cast on 7+ in response to a friendly model within 6" of caster attempting to cast a spell. Remove any number of Soul Gem counters from caster and/or from the target of this spell. Add that number to the casting roll. Dispel: Cast on 8+ at any time. Remove all ongoing magical effects from caster's unit. Dispulsion: Cast on 9+ at any time. Range 18", requires LOS. Remove all ongoing magical effects from another target unit. Eldritch Cascade: Cast on 9+ at the beginning of your movement phase, on a model within 12" of caster. That model gets +1 to each Power Die rolled casting its spells(up to a maximum roll of 6), until the beginning of your next turn. All that model's shooting and melee attacks gain Backfire until the beginning of your next turn. Multiple instances do not stack. ===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. Light of Dawn(Azura Cultists only): Cast on 8+ in response to any spell targeting or affecting caster or caster's unit. Roll a d6. On the roll of a 6, the spell is ignored, and is automatically recast(without having to roll for casting)by caster against its source(even if there is not sufficient range or Line of Sight, and even if caster has somehow become Silenced in the meantime). [[Category:Scrollhammer]]
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