Age of Sigmar/Tactics/Malign Sorcery: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>ThatOneBruvva
m (71 revisions imported)
 
(48 intermediate revisions by 22 users not shown)
Line 1: Line 1:
Malign Sorcery is an optional expansion for Age Of Sigmar which introduces the rules for Endless Spells, a number of Endless Spells that can be used by wizards in any army, additional spells for when playing in a specific realm, realm specific artefacts and additional play types and battleplans. See the Malign Sorcery page for more details.
Malign Sorcery started as an optional expansion for Age Of Sigmar which introduces Endless Spells - persistent spells with models that can be used by wizards in any army.


If Malign Sorcery is being used for the current game/campaign then ''all'' armies must adhere to the additional rules.
Other rules introduced, such as realm specific spells and additional play types and battleplans have been replaced as of GHB2020, and GHB2021 has effectively canned the realm-specific aspects of each rule.. If you still want to use them, then they're [[Age of Sigmar/Tactics/Old/Malign Sorcery|here]]


==Spells Of The Realms==
==How To Use==
If fighting a battle in a specific realm, then all wizards gain a number of new spells depending on the realm. See the main [[Age_of_Sigmar/Tactics#Realms Of Battle|tactics]] page.
Endless Spells (and Invocations, their priestly equivalents) are such significant investments that they need to be paid for. For this reason, you will need to pay for them with points, the costs being either in your army's battletome if not in the GHB as of GHB2021.


==Artefacts Of The Realms==
During the hero phase, the wizard (or priest for Invocations) has to roll to cast as normal, with a roll over this value summoning the Endless Spell/Invocation. From this point onward the spell will remain in play until it is dispelled or it reaches the edge of the table.
Declare your army comes from a specific realm and then when choosing any artefacts of power you can optionally choose to take an artefact from the realm specific list instead. For each realm, there are six weapon artefacts and six wizardy artefacts.
* To dispel, your wizard or priest has to roll 2d6 with the target being the Endless Spell's casting value. Rolling over the value will banish the spell. Note that while both wizards and priests can dispel Endless Spells, only priests can dispel Invocations. Also, a priest who dispels an Endless Spell sacrifices one of the prayers they can make for that turn in order to do this.
* Predatory Endless Spells are those that can move around on their own after being summoned. In each hero phase, Predatory Endless Spell that is within 30" of the wizard who summoned it can be considered controlled and thus can be moved around by that player. Since a wizard can only control one Predatory Endless Spell each hero phase, any others are deemed wiled, and thus who controls them is decided via alternating activations.  


===Ghyran===
*'''Weapons'''
1. Entangling Blade: Pick a melee weapon to be: if you score 1+ hits on a hero or monster, subtract 1 from hit rolls that enemy makes until the end of the phase in which the enemy was hit.
2. Jadewound Thorn: Pick a melee weapon to be: 1 mortal wound on a 6+ to hit.
3. Blade of Hammerhal Ghyra: Pick a melee weapon to be: +1 attacks.
4. The Sunderblade: In your shooting phase, roll a dice for each enemy within 9". On a 6+ they suffer D3 mortal wounds.
5. Ghyrstrike: Pick a melee weapon to be: +1 to hit and wound.
6. Arboreal Stave: At the start of the combat phase, pick an enemy hero within 3" that is visible to the bearer. On a 5+, that hero cannot make a pile-in move this combat phase.
*'''Relics'''
1. Hypersnare Seeds: At the end of your opponent's shooting phase, pick a unit within 8" and roll a dice. On a 5+, they can't charge.
2. Verdant Mantle: You can dispel one endless spell per turn with this unit (if it's not a wizard) and without using up a cast (if it is).
3. Jade Diadem: If you roll a save of 6+, heal 1 wound.
4. Greenglade Flask: Once per battle, in your hero phase, heal D6 wounds.
5. Ghyrropian Gauntlets: You get an extra 3" for pile-in.
6. Wand of Restoration: In your hero phase, heal 1 wound to a '''model''' within 6".
===Ghur===
Generally only the Gryph-feather Charm is worth taking. The Amberglaive might be useful in some cases, too.
*'''Weapons'''
1. Stonehorn Blade. Pick one melee weapon. At the end of a phase where a wound was inflicted by the weapon, roll. On a 5+, pick an enemy unit within 3" and do D3 Mortal Wounds.
2. Anraheirs' Claw. Pick one melee weapon. All wound rolls of 6+ do an extra 2 damage.
3. Amberglaive. Pick one melee weapon. Add 1 to hit rolls and 1" to range (up to 3").
4. Blade of Carving. Pick one melee weapon. Hit rolls of 6+ automatically wound.
5. Rageblade. Pick one melee weapon. Add 1 to Attacks.
6. Rockjaws. During shooting, pick a target within 8". On a 3+, do D3 mortal wounds.
*'''Relics'''
1. Beastcaller's Bones. At the start of the combat phase, roll a dice for each monster within 3". On a 5+, the monster can't attack. If it's a mount, the rider can still attack.
2. Drakeforged Plate. Reroll saves of 1 if the attack has a random Damage characteristic.
3. Gryph-feather Charm. -1 to hits targeting the bearer, and +1" to movement.
4. Gargant-bone Dice. Once per battle, you can roll 3 dice. For each 5+, each enemy unit within 6" takes D3 mortal wounds.
5. Shardfist Pelt. Each time you roll a save of 6+, the attacking unit takes 1 mortal wound.
6. Tuskhelm. After you charge, roll for each enemy unit within 1". On a 4+, they take 1 mortal wound.
===Chamon===
*'''Weapons'''
1. Aiban's Hidden Blade. Pick one melee weapon. On a hit of 6+, add 1 damage.
2. Flowstone Blade. Pick one melee weapon. On a hit of 6+, get +1 to wound for that attack only.
3. Rune Blade. Pick one melee weapon. It has a Rend of -3.
4. Crucible of Molten Silver. Once per battle, during your shooting phase, pick a point within 9" and draw a 1mm wide line to it. All units other than the bearer that line passes over takes D3 mortal wounds.
5. Chamonite Darts. In your shooting phase, pick an enemy unit within 8" and roll 6 dice. For each 6+, the enemy takes 1 mortal wound.
6. Argentine's Tooth. Pick one melee weapon. Reroll hits of 1.
*'''Relics'''
1. Gildenbane. Blocks enemy Artefacts of power within 3".
2. Argent Armour. -1 to melee hit rolls targeting the bearer.
3. Hydroxskin Cloak. Grants fly. After the bearer moves, pick a unit that the bearer passes across and roll a die. On a 3+, they take D3 mortal wounds.
4. Godwrought Helm. Negates wounds on a 6+.
5. Bejewelled Gauntlet. At the end of the combat phase, pick an enemy unit within 1" and roll a dice. On a 3+, they take 1 mortal wound.
6. Alchemical Chain. Bearer can unbind 1 spell. If they're already a wizard, they get 1 more unbind.
===Aqshy===
===Shyish===
===Ulgu===
===Hysh===


==Endless Spells==
==Endless Spells==


[[Age of Sigmar/Tactics/Order/Stormcast Eternals|Stormcast Eternals]], [[Age of Sigmar/Tactics/Death/Nighthaunt|Nighthaunt]], [[Age of Sigmar/Tactics/Death/Flesh-Eaters Courts|Flesh-Eaters Courts]], [[Age of Sigmar/Tactics/Destruction/Gloomspite Gitz|Gloomspite Gitz]] , [[Age of Sigmar/Tactics/Chaos/Beasts Of Chaos|Beasts Of Chaos]] and [[Age_of_Sigmar/Tactics/Chaos/Skaven|Skaven]] have their own faction specific endless spells which are covered on their own pages.
These are a variety of Endless Spells that are available to all armies. Many battletomes have their own faction only endless spells, so be sure to look at their respective tactica pages.


===Non-realm Specific===
===Non-realm Specific===


*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Balewind_Vortex.pdf Balewind Vortex]:''' (Casting Value 6) Remember those little tornado-platforms that wizards could grab back in Fantasy and gave them a couple neat perks? Yeah, that's back. It's also only available to squishy solo wizards with less than 9 wounds (Though if you think it's ever possible for Nagash or Archaon to even sit on that with their fat asses, we'd love to see it work). It, unfortunately, can't move, but considering your wizard gets a free spell, a range increase of +6" to all their spells, and a +1 to all saves, they'd be hard-pressed to find a reason not to.
*'''(gone in 3rd ed)[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Balewind_Vortex.pdf Balewind Vortex] (40 pts, CV 5+):''' Remember those little tornado-platforms that wizards could grab back in Storm of Magic and gave them a couple neat perks? Yeah, that's back. It's also only available to squishy solo wizards with less than 9 wounds (Though if you think it's ever possible for Nagash or Archaon to even sit on that with their fat asses, we'd love to see it work). Unfortunately, it can't move, but considering your wizard gets a free spell, a range increase of +6" to all their spells, and a +1 to all saves, they'd be hard-pressed to find a reason not to use this for a caster-heavy wizard.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Aethervoid_Pendulum.pdf Aethervoid Pendulum]:''' (Casting Value 6) This is something you set up if you want a disposable weapon to kill. It doesn't even attack in the traditional sense, it just moves in a direction and anything it passes just eats d6 mortal wounds as do those near it after it stops. The one issue it has is that it's mobility is locked in straight lines (and has been clarified not to run backward like a real pendulum would) so you have to prioritize your targets.  
**Curiously, this hasn't showed up in GHB2021. Perhaps this will be squatted soon...?
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Aethervoid_Pendulum.pdf Aethervoid Pendulum] (65pts, CV 5+):''' This is something you set up if you want a disposable weapon to kill. It doesn't even attack in the traditional sense, it just moves in a direction and anything it passes just eats d3 mortal wounds as do those near it after it stops. The one issue it has is that it's mobility is locked in straight lines (and has been clarified not to run backward like a real pendulum would) so you have to prioritize your targets. Of course, compared to other Predatory Endless Spells that are liable to turn against you, this is more of a bonus than it is a downside.


===AZYR===
===AZYR===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Chronomantic_Cogs.pdf Chronomantic Cogs]:''' (Casting Value 7) This is a setpiece for any wizard. It can't move, but it allows any wizard on the caster's side within 9" to either speed up time (adding +2" to movement and adding +2 to charge rolls for ''the entire board'') or slow down time (allowing the wizard to cast another spell and re-roll saves) during the Hero phase. One has very limited applications that require a frontline caster, the other pretty much relies on one side capitalizing on the speed boost.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Chronomantic_Cogs.pdf Chronomantic Cogs] (45 pts, CV 6+):''' This is a setpiece for any wizard. It can't move, but it allows any wizard on the caster's side within 6" to either speed up time (adding +1 to charge rolls for anyone within 18" of the spell) or slow down time (allowing wizards within 6" to cast another spell and re-roll saves) during the Hero phase. One has very limited applications that require a frontline caster, the other pretty much relies on one side capitalizing on the speed boost.


===AQSHY===
===AQSHY===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_The_Burning_Head.pdf The Burning Head]''': (Casting Value 7) This spell works as part attack-pet, part support. Sure, it deals d3 mortal wounds to anyone it passes or approaches (Adding +1 when in the Realm of Fire), but it also offers nearby allies a re-roll on any attack rolls of 1.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_The_Burning_Head.pdf The Burning Head] (20 pts, CV 7+) ''':This spell is no longer a support spell, reverting to being essentially a magical cannonball. Any units it crosses suffer d3 mortal wounds on a 2+, making it decent at denting elite models and heroes more than anything. However, it lacks any lasting power and it will immediately vanish after flying once.


===CHAMON===
===CHAMON===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Quicksilver_swords.pdf Quicksilver Swords]:''' (Casting Value 6) This particular spell is pretty much made to drown enemies with mortal wounds. Once it moves, you select a single unit within 6". You then roll 12 die (15 in the Realm of Metal) and for every 6+ (Or 5+ on '''Chaos''' units), that's a Mortal Wound. This is pretty much here to dispose of any mob of elites or monsters, stopping short of felling the really big guys.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Quicksilver_swords.pdf Quicksilver Swords] (90 pts, CV 6+):''' This particular spell is pretty much made to drown enemies with mortal wounds. Once it moves, you select a single unit within 6". You then roll 12 die and deals a mortal wound for every 6+. This is pretty much here to dispose of any mob of elites or monsters, stopping short of felling the really big guys. Ward Saves can't be taken against mortals wounds this puts out. This is now a counter to Amulet of Destiny.


===GHUR===
===GHUR===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Ravenaks_gnashing_jaws.pdf Ravenak's Gnashing Jaws]:''' (Casting Value 8) This is another pure-offense spell, remarkable for it's big move range of 12" (Adding 1d6 in the Realm of Beasts). Moving it across only deals d3 Mortal Wounds to any models it crosses and -1 Bravery per model that got torn up (I think. The description's real easy to misunderstand).
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Ravenaks_gnashing_jaws.pdf Ravenak's Gnashing Jaws] (55 pts, CV 6+):''' This is another pure-offense spell, remarkable for it's impressive move range of 3d6". Moving it across a model allows you to roll a number of dice equal to its move distance, dealing a mortal wound on a 6. Because of the swinginess of these dice, this can make the spell a potential dud.


===GHYRAN===
===GHYRAN===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Emerald_lifeswarm.pdf Emerald Lifeswarm]:''' (Casting Value 6) This particular spell is worth it if you lack any healers or ways to resurrect dead models. What it does is heal d3 (d6 in the Realm of Life) wounds or resurrect a number of models with wounds equal to that roll.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Emerald_lifeswarm.pdf Emerald Lifeswarm] (60 pts, CV 6+):''' This particular spell is worth it if you lack any healers or ways to resurrect dead models. What it does is heal d3 wounds or resurrect a number of models with wounds equal to that roll. This proves to be especially useful in armies like Cities of Sigmar, where you lack any native means of restoring models.


===HYSH===
===HYSH===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Prismatic_palisade.pdf Prismatic Palisade]:''' (Casting Value 5) This spell is pretty much your emergency cover with perks. Any models covered by it reduce any damage taken by 1 on a 5+ (4+ in the Realm of Light) while the wall itself denies LoS to anyone inside the Palisade, forcing enemies to circle around into a potential trap.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Prismatic_palisade.pdf Prismatic Palisade] (40 pts, CV 5+):''' A big old magic wall you can slap between you and those scary looking cannons/catapults/shooty bois and it completely denies line of sight. Now it suffers no drawbacks aside from just being a spell that sits there, though even this might be enough to make an arrogant enemy to waste a dispel on it.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Geminids_of_Uhl_Gysh.pdf Geminids of Uhl-Gysh]:''' (Casting Value 7) Casting this sets up two different models: one of light, and one of darkness. The dark piece deals d3 mortal wounds to all models it passes over and subtracts 1 from the attack value of their melee weapons. The light piece deals d3 mortal wounds to any models it passes over and deals -1 to all hit rolls. When in the Realm of Light, the light piece gets a re-roll on the wounds it deals.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Geminids_of_Uhl_Gysh.pdf Geminids of Uhl-Gysh] (80 pts, CV 6+):''' Downgraded from last edition, the two pieces of this predatory spell are now indistinguishable from each other. Anyone it crosses over is now subject to a mortal wound and anyone who suffers it is also unable to accept orders.


===SHYISH===
===SHYISH===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Suffocating_gravetide.pdf Suffocating Gravetide]:''' (Casting Value 6) You can certainly use it to just kill stuff, throwing d3 wounds and -1 bravery to any units it flies over, but it also acts as a cover for any missiles attacking those nearby the tide. Using the Realm of Death just makes sure it can do this role better by making it move 12" rather than 8".
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Suffocating_gravetide.pdf Suffocating Gravetide] (50 pts, CV 6+):''' Amusingly, this predatory spell is more prone to clearing units than the legendary purple sun. This one allows you to roll a number of dice equal to the number of models it flew over.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Soulsnare_Shackles.pdf Soulsnare Shackles]:''' (Casting Value 5) By summoning this triad of towers, you get to make a rather big zone of unsafe terrain to discourage any direct charges. Anyone within 6" of one of these has to roll a d6, halving movement on a 3+ and taking d3 mortal wounds on a 6.  If you set up this spell in the Realm of Death, you can make that denial zone even bigger as the coherency range for each of these is 9" compared to the standard 6", <strike>but then you risk people sliding through the cracks</strike> which is good as it reduces the 6" of overlap to 3" which gives you a larger area to work with.  
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Soulsnare_Shackles.pdf Soulsnare Shackles] (65 pts, CV 7+):''' By summoning this triad of towers, you get to make a rather big zone of unsafe terrain to discourage any direct charges. Anyone within 6" of one of these can't charge or run and each turn, they also potentially deal d3 mortal wounds, making this a big slow zone more dangerous than the ordinary terrain.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Purple_sun_of_shyish.pdf Purple Sun of Shyish]:''' (Casting Value 8) '''BEHOLD, FOR THE PURPLE SUN OF XEREUS RETURNS TO RUIN SHIT!''' This giant purple ball of fun isn't quite as broken as before, as it can only instakill models if the sun passes over them and they roll a 6, and if the model has over 6 wounds (read: most named heroes and monsters), they just take 2d6 wounds. Of course, it also helps that the sun deals -1 to any unit's Bravery when they're within 6". As an added bonus, placing this spell within the Realm of Death gives the sun a 12" move rather than it's standard 9".
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Purple_sun_of_shyish.pdf Purple Sun of Shyish] (70 pts, CV 8+):''' '''BEHOLD, FOR THE PURPLE SUN OF XEREUS RETURNS TO RUIN SHIT!''' This giant purple ball of fun isn't quite as powerful as before, as it no longer kills any models and instead just deals mortal wounds (d3 on a 2-5, d6 on a 6) to anyone it flies over.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Malevolent_Maelstrom.pdf Malevolent Maelstrom]:''' (Casting Value 7) Here is a giant whirlpool of death and destruction, useful only if you point it away from your side. It'll suck up any spells cast around it and steal the souls of any destroyed units and gain points, with an additional point for every turn when you're in the Realm of Death. After every round of fighting, you then roll a d6, add your points to the result and if you get a 7+, it blows up and deals d3 mortal wounds to everyone within 3d6".
**Unique among endless spells, this particular one requires a roll each turn to wrestle control of it, with a 5+ meaning that it's broken free and has now run berserk. Because of this, it makes the purple sun very much of a desperation nuke that you throw if you really just want the world to burn.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Malevolent_Maelstrom.pdf Malevolent Maelstrom] (65 pts, CV 5+):''' Here is a giant whirlpool of death and destruction, useful only if you point it away from your side. It'll suck up any spells cast around it and steal the souls of any destroyed units and increase its own counter. After every round of fighting, you then roll a d6, add your points to the result and if you get a 10+, the spell blows up and deals d3 mortal wounds to everyone within 12".
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Horrorghast_ENG.pdf Horrorghast] (65 pts, CV 6):''' A predatory spell that's made to break massed troops. Anyone within 12" can't accept commands and if they fail a battleshock test, they will suffer +d3 more casualties.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Soulscream_Bridge_ENG.pdf Soulscream Bridge] (70 pts, CV 6+):''' A spell with a great range of 18", allowing you to cover great distances. A unit wholly within 6" of one half can use it to teleport to the other for their movement. Useful for bypassing impassable terrain or to give a unit about a lengthy move, but it means that they won't be able to move any further this turn.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Shards_Of_Valagharr_ENG.pdf Shards Of Valagharr] (70 pts, CV 5+):''' Creates a tripwire between the two Shards that halves the movement of those that move between them and blocks flight. This unfortunately won't hurt anyone, but it's capable of being a serious inconvenience, especially for those massive setpiece heroes who rely on their flight to get places.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Lauchon_The_Soulseeker_ENG.pdf Lauchon The Soulseeker] (55 pts, CV 6+):''' A Predatory Transport. Before it moves, the controlling player can have a wizard board it and then disembark after it moves, taking a mortal wound as fare.


===ULGU===
===ULGU===
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Umbral_Spellportal.pdf Umbral Spellportal]:'''(Casting Value 5) You get two doors that connect to each other (The doors have a range of 18", but the Realm of Shadow pretty much makes the range unlimited). You can cast a spell from one to have it shoot out the other side and endless spells just jump through the doors.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Umbral_Spellportal.pdf Umbral Spellportal] (70 pts, CV 5+):''' You get two doors that connect to each other with a distance of 18". Wizards can cast a spell from one door and have it shoot out the other side and an endless spell just jump through the doors.
**Note that as per an Errata, only one spell a turn can go through.  
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Geminids_of_Uhl_Gysh.pdf Geminids of Uhl-Gysh] (80 pts, CV 6+):''' Downgraded from last edition, the two pieces of this predatory spell are now indistinguishable from each other. Anyone it crosses over is now subject to a mortal wound and anyone who suffers it is also unable to accept orders.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Geminids_of_Uhl_Gysh.pdf Geminids of Uhl-Gysh]:''' (Casting Value 7) Casting this sets up two different models: one of light, and one of darkness. The dark piece deals d3 mortal wounds to all models it passes over and subtracts 1 from the attack value of their melee weapons. The light piece deals d3 mortal wounds to any models it passes over and deals -1 to all hit rolls. When in the Realm of Shadow, the dark piece gets a re-roll on the wounds it deals.


{{Age_of_Sigmar_Tactics}}
{{Age_of_Sigmar_Tactics}}

Latest revision as of 22:05, 19 June 2023

Malign Sorcery started as an optional expansion for Age Of Sigmar which introduces Endless Spells - persistent spells with models that can be used by wizards in any army.

Other rules introduced, such as realm specific spells and additional play types and battleplans have been replaced as of GHB2020, and GHB2021 has effectively canned the realm-specific aspects of each rule.. If you still want to use them, then they're here

How To Use[edit]

Endless Spells (and Invocations, their priestly equivalents) are such significant investments that they need to be paid for. For this reason, you will need to pay for them with points, the costs being either in your army's battletome if not in the GHB as of GHB2021.

During the hero phase, the wizard (or priest for Invocations) has to roll to cast as normal, with a roll over this value summoning the Endless Spell/Invocation. From this point onward the spell will remain in play until it is dispelled or it reaches the edge of the table.

  • To dispel, your wizard or priest has to roll 2d6 with the target being the Endless Spell's casting value. Rolling over the value will banish the spell. Note that while both wizards and priests can dispel Endless Spells, only priests can dispel Invocations. Also, a priest who dispels an Endless Spell sacrifices one of the prayers they can make for that turn in order to do this.
  • Predatory Endless Spells are those that can move around on their own after being summoned. In each hero phase, Predatory Endless Spell that is within 30" of the wizard who summoned it can be considered controlled and thus can be moved around by that player. Since a wizard can only control one Predatory Endless Spell each hero phase, any others are deemed wiled, and thus who controls them is decided via alternating activations.


Endless Spells[edit]

These are a variety of Endless Spells that are available to all armies. Many battletomes have their own faction only endless spells, so be sure to look at their respective tactica pages.

Non-realm Specific[edit]

  • (gone in 3rd ed)Balewind Vortex (40 pts, CV 5+): Remember those little tornado-platforms that wizards could grab back in Storm of Magic and gave them a couple neat perks? Yeah, that's back. It's also only available to squishy solo wizards with less than 9 wounds (Though if you think it's ever possible for Nagash or Archaon to even sit on that with their fat asses, we'd love to see it work). Unfortunately, it can't move, but considering your wizard gets a free spell, a range increase of +6" to all their spells, and a +1 to all saves, they'd be hard-pressed to find a reason not to use this for a caster-heavy wizard.
    • Curiously, this hasn't showed up in GHB2021. Perhaps this will be squatted soon...?
  • Aethervoid Pendulum (65pts, CV 5+): This is something you set up if you want a disposable weapon to kill. It doesn't even attack in the traditional sense, it just moves in a direction and anything it passes just eats d3 mortal wounds as do those near it after it stops. The one issue it has is that it's mobility is locked in straight lines (and has been clarified not to run backward like a real pendulum would) so you have to prioritize your targets. Of course, compared to other Predatory Endless Spells that are liable to turn against you, this is more of a bonus than it is a downside.

AZYR[edit]

  • Chronomantic Cogs (45 pts, CV 6+): This is a setpiece for any wizard. It can't move, but it allows any wizard on the caster's side within 6" to either speed up time (adding +1 to charge rolls for anyone within 18" of the spell) or slow down time (allowing wizards within 6" to cast another spell and re-roll saves) during the Hero phase. One has very limited applications that require a frontline caster, the other pretty much relies on one side capitalizing on the speed boost.

AQSHY[edit]

  • The Burning Head (20 pts, CV 7+) :This spell is no longer a support spell, reverting to being essentially a magical cannonball. Any units it crosses suffer d3 mortal wounds on a 2+, making it decent at denting elite models and heroes more than anything. However, it lacks any lasting power and it will immediately vanish after flying once.

CHAMON[edit]

  • Quicksilver Swords (90 pts, CV 6+): This particular spell is pretty much made to drown enemies with mortal wounds. Once it moves, you select a single unit within 6". You then roll 12 die and deals a mortal wound for every 6+. This is pretty much here to dispose of any mob of elites or monsters, stopping short of felling the really big guys. Ward Saves can't be taken against mortals wounds this puts out. This is now a counter to Amulet of Destiny.

GHUR[edit]

  • Ravenak's Gnashing Jaws (55 pts, CV 6+): This is another pure-offense spell, remarkable for it's impressive move range of 3d6". Moving it across a model allows you to roll a number of dice equal to its move distance, dealing a mortal wound on a 6. Because of the swinginess of these dice, this can make the spell a potential dud.

GHYRAN[edit]

  • Emerald Lifeswarm (60 pts, CV 6+): This particular spell is worth it if you lack any healers or ways to resurrect dead models. What it does is heal d3 wounds or resurrect a number of models with wounds equal to that roll. This proves to be especially useful in armies like Cities of Sigmar, where you lack any native means of restoring models.

HYSH[edit]

  • Prismatic Palisade (40 pts, CV 5+): A big old magic wall you can slap between you and those scary looking cannons/catapults/shooty bois and it completely denies line of sight. Now it suffers no drawbacks aside from just being a spell that sits there, though even this might be enough to make an arrogant enemy to waste a dispel on it.
  • Geminids of Uhl-Gysh (80 pts, CV 6+): Downgraded from last edition, the two pieces of this predatory spell are now indistinguishable from each other. Anyone it crosses over is now subject to a mortal wound and anyone who suffers it is also unable to accept orders.

SHYISH[edit]

  • Suffocating Gravetide (50 pts, CV 6+): Amusingly, this predatory spell is more prone to clearing units than the legendary purple sun. This one allows you to roll a number of dice equal to the number of models it flew over.
  • Soulsnare Shackles (65 pts, CV 7+): By summoning this triad of towers, you get to make a rather big zone of unsafe terrain to discourage any direct charges. Anyone within 6" of one of these can't charge or run and each turn, they also potentially deal d3 mortal wounds, making this a big slow zone more dangerous than the ordinary terrain.
  • Purple Sun of Shyish (70 pts, CV 8+): BEHOLD, FOR THE PURPLE SUN OF XEREUS RETURNS TO RUIN SHIT! This giant purple ball of fun isn't quite as powerful as before, as it no longer kills any models and instead just deals mortal wounds (d3 on a 2-5, d6 on a 6) to anyone it flies over.
    • Unique among endless spells, this particular one requires a roll each turn to wrestle control of it, with a 5+ meaning that it's broken free and has now run berserk. Because of this, it makes the purple sun very much of a desperation nuke that you throw if you really just want the world to burn.
  • Malevolent Maelstrom (65 pts, CV 5+): Here is a giant whirlpool of death and destruction, useful only if you point it away from your side. It'll suck up any spells cast around it and steal the souls of any destroyed units and increase its own counter. After every round of fighting, you then roll a d6, add your points to the result and if you get a 10+, the spell blows up and deals d3 mortal wounds to everyone within 12".
  • Horrorghast (65 pts, CV 6): A predatory spell that's made to break massed troops. Anyone within 12" can't accept commands and if they fail a battleshock test, they will suffer +d3 more casualties.
  • Soulscream Bridge (70 pts, CV 6+): A spell with a great range of 18", allowing you to cover great distances. A unit wholly within 6" of one half can use it to teleport to the other for their movement. Useful for bypassing impassable terrain or to give a unit about a lengthy move, but it means that they won't be able to move any further this turn.
  • Shards Of Valagharr (70 pts, CV 5+): Creates a tripwire between the two Shards that halves the movement of those that move between them and blocks flight. This unfortunately won't hurt anyone, but it's capable of being a serious inconvenience, especially for those massive setpiece heroes who rely on their flight to get places.
  • Lauchon The Soulseeker (55 pts, CV 6+): A Predatory Transport. Before it moves, the controlling player can have a wizard board it and then disembark after it moves, taking a mortal wound as fare.

ULGU[edit]

  • Umbral Spellportal (70 pts, CV 5+): You get two doors that connect to each other with a distance of 18". Wizards can cast a spell from one door and have it shoot out the other side and an endless spell just jump through the doors.
  • Geminids of Uhl-Gysh (80 pts, CV 6+): Downgraded from last edition, the two pieces of this predatory spell are now indistinguishable from each other. Anyone it crosses over is now subject to a mortal wound and anyone who suffers it is also unable to accept orders.


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others