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===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.
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