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After Dagoth Ur's victory over the Tribunal in securing the Heart Chamber, violent blight winds erupted from the Red Mountain in ever greater frequency. The Ash storms contain dangerous magicks and broadcast the dream-sendings of Dagoth Ur to the Dunmer of Morrowind. Often, completely normal Dunmer start to hear voices in their head, and wake up at night to wander the streets preaching and speaking in weird ways, often in a charismatic, unnatural voice. These people are known as sleepers, perfectly normal Dunmer on the outside. As the numbers of sleeper-cultists increases, so do mysterious murders on outlanders and Imperial sympatizers. The Temple estimates that every town in Vvardenfell contains organized cells of Sixth house cultists. | After Dagoth Ur's victory over the Tribunal in securing the Heart Chamber, violent blight winds erupted from the Red Mountain in ever greater frequency. The Ash storms contain dangerous magicks and broadcast the dream-sendings of Dagoth Ur to the Dunmer of Morrowind. Often, completely normal Dunmer start to hear voices in their head, and wake up at night to wander the streets preaching and speaking in weird ways, often in a charismatic, unnatural voice. These people are known as sleepers, perfectly normal Dunmer on the outside. As the numbers of sleeper-cultists increases, so do mysterious murders on outlanders and Imperial sympatizers. The Temple estimates that every town in Vvardenfell contains organized cells of Sixth house cultists. | ||
Often, naked Dunmer are found alongside roads, or nearby towns. These mer are known as Dreamer cultists. Often recruited from disaffected Dunmer populations, including the underworld, the poor and rabid anti-imperial activists. These Dunmer willingly accept | Often, naked Dunmer are found alongside roads, or nearby towns. These mer are known as Dreamer cultists. Often recruited from disaffected Dunmer populations, including the underworld, the poor and rabid anti-imperial activists. These Dunmer are swayed by the dream sendings they receive, and willingly accept the Sixth House Cult. They fanatically worship their newfound Lord Dagoth Ur loudly. They hide themselves in basements, cave complexes and strongholds. Infecting themselves with bight diseases in order to be blessed with it's power. Experiencing visions of the divine dreamworld while they sleep. They devote their waking time performing sacred rituals of the Sixth House, involving music, poetry and cannibalism, in the hope of receiving the gift of His Flesh and be blessed with their Lord's everlasting glory. | ||
8 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit. | 8 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit. |
Revision as of 18:19, 18 December 2012
This is a work in progress of Sixth House, for Scrollhammer, by Dagoth Guy.
Introduction
[Lore and stuff goes here]
General Rules
Ash Creature Racial Traits:
Ash Creatures have Fearless and are unaffected by disease.
Blight Diseases
Every turn, all models in base contact with a model that has been infected by a Blight Disease must roll 1d6; On a roll of 6 the model in base contact contracts the same Blight Disease as the infected model. Once a unit has aquired a Blight Disease, they may only gain more instances of that particular Blight, except if they would gain corprus. Blight Diseases ignore ordinary disease resistance and can not be cured by ordinary means of curing disease.
Blighted Aura: Each turn, all models in base contact with this unit must roll a D6. On a result equal to or higher then the number in parenthesis the unit is granted a random blight disease. Another dice roll will then determine what the disease is- rolled on the Blight List or Greater Blight list, as noted.
Blighted Attack: Whenever an enemy model is struck by this unit in melee (saved or not), roll a D6. A result equal to or higher then the number in parenthesis grants the model a random blight disease. Another dice roll will then determine what the disease is- rolled on the Blight List or Greater Blight list, as noted.
Blight List
- 1-2: Ash Woe Blight
- 3-4; Black-Heart Blight
- 5-6; Corprus
Greater Blight List
- 1: Ash Woe Blight
- 2; Ash-chancre
- 3; Black-Heart Blight
- 4; Chanthrax Blight
- 5-6; Corprus
Corprus Aura: Each turn, all models in base contact with this unit must roll a D6. On a result equal to or higher then the number in parenthesis, the unit is granted Corprus Disease.
Corprus Attack: Whenever an enemy model is struck by this unit in melee (saved or not), roll a D6. A result equal to or higher then the number in parenthesis grants the model Corprus.
Blight Disease List:
Ash Woe Blight: Blight Disease. Models that have been infected by Ash Woe Blight are afflicted with -2 Magicka until cured.
Ash-chancre: Blight Disease. Models that have been infected by Ash-chancre are afflicted with -2 Leadership until cured.
Black-Heart Blight: Blight Disease. Models that have been infected by Black-Heart Blight are afflicted with -1 Strength and -1 Toughness until cured.
Chanthrax Blight: Blight Disease. Models that have been infected by Chanthrax Blight are afflicted with -1 Initiative, -1/3 of their natural movement speed, and -1 Attack to a minimum of 1 until cured.
Corprus: When a model has been infected by Corprus it loses all spell casting abilities, becomes Immune to Disease, and gains +1S and +1T. Corprus can not be cured by any means.
At the end of a player's turn should they have units infected by Corprus perform a Leadership test for each infected model. (Models of the same unit can be rolled together). On a failure the model(s) is/are removed from the game, and the Sixth House player that infected the model(s) gains the same number of Corprus tokens. A model that is Monstrous and removed in this fashion instead generates 3 Corprus Tokens.
Once a Sixth House player has accumulated at least 5 Corprus tokens they may roll a dice at the start of their turn. On 4+ they may immediately then Deep Strike a 5-20 unit of Corprus stalkers, each model costing one Corprus token. This may be performed multiple times, so long as the Sixth House player has at least 5 Corprus tokens, or a roll of 1-3 is made.
Army List
Overview
A House Dagoth army uses the following list:
Heroes: Ash Vampire, Sixth House Minister
Core: Sleeper Cultists, Sixth House Retainers, Ash Zombies, Corprus Stalkers, Ash Wights, Houndmaster & Blighted Nix Hounds
Elite: Ash Ghouls, Ash Deathguard, Lame Corprus, Ascended Sleepers
Support: Sixth House Bianzhong, Corprus Beasts
Heroes
Ash Vampire
[description goes here]
210 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model.
- If the Ash Vampire has a Dwemer Animunculi retinue he loses Independent Character status and becomes a unit.
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ash Vampire | 5 | 4 | 4 | 5 | 3 | 5 | 2 | 9 | 5 | 4+ |
Wargear: Hand Weapon
Spells: Select two of the following- Curse-of-Ash, Curse-of-Flesh, Hand of the Sixth House, Wrath of the Six House, Summon Flame Atronach.
An Ash Vampire may take up to three additional spells from this book's spell list as follows:
- Any Alteration Spell +8 pts
- Any Destruction Spell +20 pts
- Any Illusion Spell +20 pts
- Any Mysticism Spell +10 pts
- Any Restoration Spell +8 pts
- Destruction Spells, casting cost 13+ or lower: +10 pts
- Illusion Spells, casting cost 13+ or lower: +10 pts
- Summon Frost Atronach (cast on 12+) (+30pts)
- Summon Storm Atronach (cast on 15+) (+50pts)
See Scrollhammer: Daedra Cults for rules for Daedra.
Special Rules:
Vestigial Skills: An Ash Vampire retains some of the abilities it had in its previous life. It receives two of the following bonuses. If both are placed into the same class then an additional, more powerful effect is provided. See Scrollhammer: Dwemer Animunculi for rules for Dwemer Animunculi.
- Warrior: +1WS and +1S
- Skirmisher: +1I and +1A
- Mage: +2 Magicka
- Artificer: +1 Magicka, gains 40 pts worth of Dwemer Animunculi bodyguards at no point cost.
- Warrior (x2): +1WS, +1S, +1T
- Skirmisher (x2): +1WS, +1I, +1A
- Mage (x2): +2 Magicka, recieve an additional non-Conjuration spell from the Spell List for free
- Artificer (x2): +1 Magicka, +1W, gains an additional 60pts worth of Dwemer Animunculi
Dagoth's Chosen: Ash Vampires are the Lieutenants of the Sixth House reborn, and are granted a measure of the Dreamer's Divinity. Whenever an Ash Vampire is reduced to 0 Wounds, remove any Dwemer Animunculi bodyguard, and roll 1d6 every turn thereafter. On a roll of 6, the Ash Vampire returns to life at the place where he died with one wound remaining.
Honorable and Cordial: If an Ash Vampire has Ancient Dagoth Brandy, instead of drinking it, they may offer it to an enemy Independent Character at the beginning of a round of combat. If the enemy Independent Character refuses they strike at 1 I for the rest of this turn, and instead the Ash Vampire drinks it. If the Independent Character accepts they have -1S and -1T for the rest of this turn. Regardless of accepting or not the Ancient Dagoth Brandy is consumed.
Disease: Corprus Aura (6+), Corprus Attack (5+)
An Ash Vampire may replace his hand weapon with:
- Sixth House Bell Hammer +25 pts
- Sixth House Dual Sickles +20 pts
- Ash Staff +25 pts
- Sixth House Dagger +8 pts
An Ash Vampire may take:
- Ash Statue +7 pts
- Belt of Heartfire +35 pts
An Ash Vampire may take one of the following:
- Blood Ring +15 pts
- Soul Ring +12 pts
An Ash Vampire may take one of the following:
- Sixth House Amulet +15 pts
- Amulet of Heartheal +40 pts
- Amulet of Heartthrum +35 pts
- Amulet of Heartfire +35 pts
- Amulet of Heartrime +40 pts
An Ash Vampire may take any number of magic items from the armory where appropriate.
Sixth House Minister
[description goes here]
70 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Sixth House Minister | 4 | 3 | 4 | 3 | 3 | 4 | 2 | 8 | 5 | 5+ |
Wargear: Ash Staff, Sixth House Robes.
Spells: Select three of the following- Curse-of-Ash, Spark, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists.
A Sixth House Minister may take up to two additional spells from this book's spell list as follows:
- Any Alteration Spell +8 pts
- Any Destruction Spell +20 pts
- Any Illusion Spell +20 pts
- Any Mysticism Spell +10 pts
- Destruction Spells, casting cost 13+ or lower: +10 pts
- Illusion Spells, casting cost 13+ or lower: +10 pts
- Destruction Spells, casting cost 13+ or lower: +10 pts
- Summon Flame Atronach (cast on 8+) +15pts
See Scrollhammer: Daedra Cults for rules for Daedra.
Special Rules: Causes Fear
Dromotropic Harmony: Friendly units within 8" of the Sixth House Minister roll on the Greater Blight List rather then the normal Blight List. Units that have Corprus Attack within 12" of the Ash Minister have -1 to the required roll for their Corprus Attack to grant corprus. Does not stack with Tonal Synchronotropism.
Spitefulness: When the Sixth House Minister is slain the model that killed the Sixth House Minister must automatically roll on the Greater Blight list to see what disease they are granted.
Disease: Blighted Aura (6+), Blight Attack (5+)
A Sixth House Minister may take:
- Ash Statue +7 pts
- Belt of Wisdom +12 pts
A Sixth House Minister may take up to 40 pts of magic items from the armory where appropriate.
Core
Sleeper Cultists
After Dagoth Ur's victory over the Tribunal in securing the Heart Chamber, violent blight winds erupted from the Red Mountain in ever greater frequency. The Ash storms contain dangerous magicks and broadcast the dream-sendings of Dagoth Ur to the Dunmer of Morrowind. Often, completely normal Dunmer start to hear voices in their head, and wake up at night to wander the streets preaching and speaking in weird ways, often in a charismatic, unnatural voice. These people are known as sleepers, perfectly normal Dunmer on the outside. As the numbers of sleeper-cultists increases, so do mysterious murders on outlanders and Imperial sympatizers. The Temple estimates that every town in Vvardenfell contains organized cells of Sixth house cultists.
Often, naked Dunmer are found alongside roads, or nearby towns. These mer are known as Dreamer cultists. Often recruited from disaffected Dunmer populations, including the underworld, the poor and rabid anti-imperial activists. These Dunmer are swayed by the dream sendings they receive, and willingly accept the Sixth House Cult. They fanatically worship their newfound Lord Dagoth Ur loudly. They hide themselves in basements, cave complexes and strongholds. Infecting themselves with bight diseases in order to be blessed with it's power. Experiencing visions of the divine dreamworld while they sleep. They devote their waking time performing sacred rituals of the Sixth House, involving music, poetry and cannibalism, in the hope of receiving the gift of His Flesh and be blessed with their Lord's everlasting glory.
8 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Sleeper Cultist | 3 | 3 | 3 | 3 | 1 | 7 | 1 | 7 | 2 | - |
Dreamer | 3 | 3 | 3 | 3 | 1 | 7 | 1 | 7 | 3 | 6+ |
Wargear: Hand Weapon, Shortbow
Spells: Earwig, Shadow Form, Brevusa's Averted Eyes.
Special Rules: Infiltrate, Fleet of Foot, Stealth.
A unit of Sleeper Cultists may:
- Upgrade one model to Dreamer(Fearless, +1 Mg) for +15 pts. A Dreamer is a Character.
Any number of Sleeper Cultists may replace their Hand Weapons with:
- Dagger (free)
- Dagoth Dagger +2 pts per model
Any number of Sleeper Cultists may replace their Shortbows with:
- Longbow +1 pts per model
- Second Hand Weapon +1 pts per model
- Shield (free)
All Cultists in the unit except for the Dreamer(if taken) may take Leather Armor for +1/2 pt per model
Sixth House Retainers
Before a Dreamer is gifted the Blessing of His Flesh, in common tongue known as the Corprus disease, he will need to pass certain rituals in order to control it, for an unblessed mortal cannot contain the divine blessing without it destroying his mind and body. First the spirit of the Dreamer must be harmonized with the chorus of the Divine dreamsong, the resonance of the dreamsleeve, the Mind of Dagoth Ur. The Dreamer must also eat the cut-off divine Flesh of fellow cultists already blessed with His Flesh, in order to receive it's divine blessing. Third, the Dreamer must shed his mortal vision and claw out his eyes with bare hands. After the process is completed, the former Dreamer will be known as an Ash Slave, the lowest rank in the path towards enlightenment. Nontheless, the cultists body swells to contain the glory of His Lord's Flesh, and is from now on completely immune to disease and age, being essentially divine, the Ash Slave's Flesh starts to evolve into a magical, mutable form, becoming resistant against magical and physical harm. And even without eyes, able to see clearer than ever before.
As the cultists evolve towards the stages towards enlightenment, they are to be prepared for their service to the House. They will either, as suits their abilities, become Holy Warriors or Priests. Advanced ash slaves who are perparing to become a Holy Warriors are known as ash guards. They are being employed to guard entrances of secret hideouts and strongholds in order to protect it from military incursions from the Temple Orders. Being immortal, and unable to fear death or blood. And their bodies enhanced by corprus, they are a mighty force to be avoided indeed.
The other path an evolving cultist can take is becoming a priest. Tending the needs of fellow cultists, helping Sleepers and Dreamers with their rituals, and spreading their faith and dreams to susceptible unbelievers. An advanced ash slave who is preparing to becoming a priest is known as an Ash Skirmisher. Even while they have a scary appearance and a lack of eyes, they come across as friendly and welcoming. Possessing a powerful grip on the art of magic, they search for people to enlighten by sending their Lord's compulsions couched by dream imagery to, and recruit willing mer into the Cult of the Sixth House.
8 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-18 models per unit
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ash Slave | 2 | 2 | 3 | 2 | 1 | 4 | 1 | 7 | 4 | 6+ |
Ash Guard | 3 | 2 | 3 | 2 | 1 | 3 | 1 | 7 | 2 | 5+ |
Ash Skirmisher | 3 | 3 | 3 | 2 | 1 | 5 | 2 | 7 | 0 | 6+ |
Special Rules:
Specialists: Each unit may be composed of any combination of the three types of Retainers, representing the different specialties of the lowest echelons of those who serve the Sixth House. Each Retainer has different choices of weapons and talents, as described below.
- Ash Slaves: Armed with Claws. Know two of the following spells: Curse-of-Ash, Spark, Earwig, First Barrier, Lower Resists.
- Ash Guards: Armed with Shield. An Ash Guard must take a Hand Weapon OR a Spear.
- Ash Skirmishers: Armed with Hand Weapon OR Spear, and a Short Bow. An Ash Skirmisher must take a Dagger OR a Second Hand Weapon.
Disease: Blighted Aura (6+), Blight Attack (5+)
For every six models in the unit, one of the following upgrades may be made:
- Upgrade one model to Champion(+1 A) for +6 pts. A Champion is a Character.
- Upgrade one model to Standard Bearer for +3 pts
- Upgrade one model to Musician for +3 pts
Ash Zombies
[description goes here]
9 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-20 models per unit
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ash Zombie | 3 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | 0 | 6+ |
Wargear: Hand Weapon
Special Rules: Causes Fear, Frenzy
Disease: Blighted Aura (6+), Blight Attack (5+)
A unit of Ash Zombies may:
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
The entire unit may replace their Hand Weapons with:
- Spear OR Pike +1 pts per model
Any number of Ash Zombies may each be given:
- Second Hand Weapon +1 pts per model
- Javelins +1 pts per model
The entire unit may upgrade any or all of their weapons to:
- Dwarvern +3 pts per weapon per model(or +6 pts for all weapons)
Corprus Stalkers
[description goes here]
11 pts per model. Core. Horde, Infantry, Ash Creature. 5-20 models per unit
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Corprus Stalker | 3 | 0 | 3 | 4 | 1 | 4 | 1 | 7 | 0 | 6+ |
Wargear: Claws
Special Rules: Causes Fear, Feel No Pain, Frenzy.
Disease: Corprus Aura (5+), Corprus Attack (4+)
Ash Wights
[description goes here]
12 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-14 models per unit
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ash Wight | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 2 | 6+ |
Ash Sorcerer | 3 | 3 | 3 | 3 | 2 | 4 | 1 | 7 | 4 | 6+ |
Wargear: Hand Weapon
Spells: Select two of the following- Curse-of-Ash, Sparks, Firebolt, Earwig, First Barrier, Lower Resists.
Special Rules: Causes Fear
Disease: Blighted Aura (6+), Blight Attack (5+)
A unit of Ash Wights may:
- Upgrade one model to Ash Sorcerer(+1W, +2Mg) for +14 pts. An Ash Sorcerer is a Character.
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
- Upgrade one model to Musician(can always rally) for +10 pts
Any number of Ash Wights may each be given:
- Longbow +1 pts per model
The entire unit may upgrade any or all of their weapons to:
- Dwarvern +4 pts per weapon per model(or +8 pts for all weapons)
Houndmaster & Blighted Nix Hound Pack
[description goes here]
14 pts per Houndmaster. Core. Skirmish, Infantry, Ash Creature. 1-3 models per unit.
7 pts per Nix Hound. Core. Horde, Beast. 5-6 models per Houndmaster.
25mm x 25mm base for Houndmaster, 25mm x 50mm base for Hounds.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Houndmaster | 3 | 3 | 4 | 3 | 2 | 4 | 1 | 7 | 3 | 5+ |
Nix Hound | 3 | 0 | 3 | 3 | 1 | 6 | 1 | 6 | 0 | 5+ |
Houndmaster Wargear: Whip
Houndmaster Spells: Curse-of-Ash, Spark, Earwig, First Barrier, ?????
Houndmaster Rules: Causes Fear
Handler: A Houndmaster gives a +2 Leadership bonus to his associated Blighted Nix Hounds.
Houndmaster Disease: Blighted Aura (6+), Blight Attack (5+)
Blighted Nix Hound Wargear: Claws
Blighted Nix Hound Rules: Fast, Fleet of Foot
Feral: If a Houndmaster is slain, the Blighted Nix Hounds associated with the slain Houndmaster become their own unit and must take a leadership test. If the unit passes the test, they frenzy. If the unit fails the test, they flee.
Blighted Nix Hound Disease: Blighted Aura (6+), Blight Attack (5+)
Elite
Ash Ghouls
[description goes here]
25 pts per model. Elite. Skirmish, Infantry, Ash Creature.3-15 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ash Ghoul | 4 | 3 | 4 | 3 | 2 | 4 | 2 | 7 | 4 | 5+ |
Ash Poet | 6 | 3 | 4 | 3 | 2 | 5 | 3 | 8 | 6 | 5+ |
Wargear: Hand Weapon, Sixth House Robes
Spells: Select two of the following- Curse-of-Ash, Sparks, Firebolt, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists.
Special Rules: Causes Fear
Disease: Blighted Aura (6+), Blight Attack (5+)
A unit of Ash Ghouls may:
- Upgrade one model to Ash Poet(+2 WS, +2 Mg, +1 Ld, +1 I, +1 A, Blighted Aura (5+), Blight Attack (4+)) for +32 pts. An Ash Poet is a Character.
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +12 pts
- Upgrade one model to Musician(can always rally) for +12 pts
Any number of Ash Ghouls may replace their Hand Weapons with:
- Sixth House Dual Sickles +16 pts per model
- Sixth House Bell Hammer +16 pts per model
- Ash Staff +16 pts per model
Any number of Ash Ghouls may take:
- Sixth House Amulet +5 pts per model
The entire unit may upgrade their Hand Weapons to:
- Dwarvern +4 pts per model
The Ash Poet may take an additional spell of your choice from the School of Illusion, Mysticism, Restoration, or Alteration for +15 pts, and may trade any number of his 2 starting spells for spells from the School of Mysticism.
The Ash Poet may take up to 20 pts of magic items, where appropriate, from the armory. For every three models in the unit, an Ash Ghoul may take up to 10 pts of magic items, where appropriate, from the armory.
Ash Deathguard
[description goes here]
30 pts per model. Elite. Skirmish, Infantry, Ash Creature. 4-10 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ash Deathguard | 6 | 6 | 4 | 3 | 2 | 5 | 2 | 7 | 2 | 5+ |
Wargear: Hand Weapon, Sixth House Robes
Spells:
Special Rules: Causes Fear, Preferred Enemy (all Common Races except Dark Elf)
Disease: Blighted Aura (6+), Blight Attack (5+)
A unit of Ash Deathguard may:
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
- Upgrade one model to Musician for +10 pts
Any number of Ash Deathguard may take:
- Second Hand Weapon +4 pts per model
- Shield +4 pts per model
Any number of Ash Deathguard may replace held weapons with:
- Long Bow and Dagger +6 pts per model
- Sixth House Dual Sickles +12 pts per model
- Sixth House Bell Hammer +16 pts per model
Any number of Ash Deathguard may take:
- Sixth House Amulet +8 pts per model
Each Ash Deathguard may upgrade his Hand Weapons or Long Bow and Dagger to:
- Dwarvern +6 pts per weapon
- Ebony +10 pts per weapon
Lame Corprus
[description goes here]
35 pts per model. Elite. Horde, Infantry, Ash Creature. 1-6 models per unit
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Lame Corprus | 3 | 3 | 4 | 5 | 3 | 4 | 1 | 7 | 0 | 6+ |
Wargear: Claws
Special Rules: Causes Fear, Feel No Pain, Frenzy
Disease: Corprus Aura (5+), Corprus Attack (4+)
Ascended Sleepers
[description goes here]
30 pts per model. Elite. Skirmish, Infantry, Ash Creature. 1-3 models per unit
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ascended Sleeper | 4 | 3 | 4 | 4 | 3 | 4 | 2 | 7 | 6 | 5+ |
Wargear: Tentacles
Spells: Curse-of-Ash, Shockball.
Ascended Sleepers may each purchase two additional spells and/or replace Curse-of-Ash/Shockball with any spell for the following price:
- Any Alteration Spell +5 pts
- Any Restoration Spell +5 pts
- Any Mysticism Spell +10 pts
- Any Illusion Spell +10 pts
- Destruction spells cast on 13+ or less +10 pts
- Destruction spells cast on 14+ mana +20 pts
- Summon Flame Atronach (cast on 8+) +15 pts
- Summon Frost Atronach (cast on 12+) +30 pts
- Summon Storm Atronach(cast on 15+) +50 pts
See Scrollhammer: Daedra Cults for rules for Daedra.
Special Rules: Causes Terror
Disease: Greater Blighted Aura (5+), Greater Blight Attack (4+)
Any number of Ascended Sleepers may take:
- Sixth House Amulet +15 pts per model
- Ash Statue +7 pts per model
Support
Sixth House Bianzhong
[description goes here]
Support. Artillery. 1 artillery per unit, 1-3 Bell Ringers per Sixth House Bianzhong.
25mm x 25mm base(Bell Ringers), 50mm x 100mm base(Bianzhong).
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Bianzhong | - | - | - | 7 | 4 | - | - | - | - | - | 60 |
Bell Ringer | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 0 | 6+ | 25 |
Crew: 1-3 Sixth House Bell Ringers
Wargear: Sixth House Bell Hammer
Bianzhong Rules: Immobile
The Poison Song: Every round that a Sixth House Bianzhong is played by one or more Sixth House Bell Ringers it effects all units in a 36" radius. The effects of multiple Sixth House Bianzhongs do not stack; If the area of effect of two or more overlap, use the effects of the one being played by more Sixth House Bell Ringers.
Harmonious Tintinnabulation: The more Bell Ringers there are working the Bianzhong, the greater its effects: 1=+1 Ws for House Dagoth units, 2=-1 Ld for non-House Dagoth units, 3=+1 T for House Dagoth Units and -1 Ws for non-House Dagoth Units.
Bell Ringer Rules:
Bell Ringer Disease: Blighted Aura (6+), Blight Attack (5+)
Corprus Beasts
[description goes here]
Support, Horde, Infantry, Ash Creature. Can be taken as 10-20 man sized, or 6-12 Large, or 3-6 Hulking.
25mm x 25mm base or 40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv | Points |
---|---|---|---|---|---|---|---|---|---|---|---|
Man | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 5 | 0 | 6 | 6 |
Large | 3 | 3 | 4 | 4 | 1 | 4 | 1 | 5 | 0 | 5 | 10 |
Hulking | 3 | 3 | 5 | 5 | 3 | 3 | 1 | 5 | 0 | 5 | 30 |
Wargear: Claws
Special Rules: Causes Fear, Feel No Pain, Frenzy
Corprus Mutations: There is no limit to the shapes Corprus Beasts might take. You may perchase upgrades for the entire unit for the listed cost per model.
Mutation | Man-sized | Large | Hulking | Effect |
---|---|---|---|---|
Latent Reflexes | 0.5 pts | 1 pts | 3 pts | +1 WS |
Strength | 2 pts | 3 pts | 10 pts | +1 S |
Tumors | 2 pts | 3 pts | 6 pts | +1 T |
Bulbous | 3 pts | 6 pts | 12 pts | +1 W |
Crazed | 2 pts | 4 pts | 10 pts | +1 A |
Andrenal Glands | 0.5 pts | 1 pts | 3 pts | +1 I |
Overgrown Carapace | 1 pts | 3 pts | 8 pts | +1 Sv |
Cancerous | 2 pts | 6 pts | 12 pts | Regeneration (6+) |
Hopping | 1 pts | 2 pts | 6 pts | Fleet of Foot |
Beast Morphology | 1 pts | 3 pts | 10 pts | +6" Assault |
Unstable | 0.5 pts | 1 pts | 4 pts | (1) |
Immobile | 0.5 pts | 1 pts | 3 pts | (2) |
Lasher | 1 pts | 2 pts | 5 pts | (3) |
More? |
(1) When the model is slain it deals a S(S) blast hit to all nearby enemies. Enemy models slain by this attack grant Corprus Tokens. The owner may optionally detonate any number of models when launching or receiving an attack.
(2) The model becomes immobile but gains +1W and +T
(3) The model may make a special shooting attack that uses the following profile-
- Man-sized: S(S), Assault, 6"
- Large: S(S), Assault, 8"
- Hulking: S(S), Assault, 10"
Disease: Corprus Aura (5+), Corprus Attack (4+)
Special Characters
Dagoth Ur, the Sharmat
[description goes here]
600 pts. Dagoth Ur may be taken as a Hero choice. Independent Character, Skirmish, Infantry. Single Model.
50mm x 50mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Dagoth Ur | 8 | 6 | 5 | 6 | 4 | 4 | 3 | 10 | 10 | - (3++) |
Wargear: Claws
The Mask of the Dreamer: Dagoth Ur wears a mask bearing the great solar disc of the Sixth House Cult. It Causes Terror at -1Ld
Spells: Curse-of-Ash, Curse-of-Flesh, Hand of the Sixth House, Wrath of the Six House, Deathly Weakness.
Wrath of Dagoth: Dagoth Ur inhales the base matter of Nirn, and exhales a wave of Padhomic change that purges what it does not perfect. This is a shooting attack, cast on a 20+. S8 AP7, Move and Fire 2, Range 24". Destruction. A unit wounded by this attack loses 1S, 1T, 1I, an inch of movement, and an attack until the start of your next turn. Does not stack.
Inverse-Necromancy: Ash Vampires and Dagoth Ur all bear a connection to the Heart of Lorkhan, and among themselves, allowing him to restore his lieutenants back to function at a whim. Cast on 25+. This spell may be cast at any time. This turn, once only, when you would roll for Dagoth's Chosen, an Ash Vampire is instead resurrected on a roll of 3+, and at 2 wounds.
Ash Storm: Cast on a 25+, this spell may be cast at any time. A churning cloud of Ash blankets the battlefield, choking and befuddling all man and mer. This is a status effect that lasts 1d3 turns after casting. At the start of each player's turn, each of their units that are not a majority Ash Creature take 1d6 S3 (magic) hits. A model or unit that is wounded must roll on the normal Blight List.
Curse-of-Dreams: This is a shooting attack, cast on a 25+, Illusion. Enemy units within 12" must make a morale test, and on a failure flee. On a roll of 11+ the unit is additionally inflicted with 1d3 cases of Corprus.
Special Rules: Regenerate (5+)
Rising Divinity: Dagoth Ur is a Physical God with (only) a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, Feel no Pain.
I Dream That I Am Alive: Whenever Dagoth Ur is reduced to 0 Wounds, roll 3d6 every turn thereafter. On a roll of 13+, Dagoth Ur returns to life at the place where he died with one wound remaining.
The Dreamer Is Awake: Dagoth Ur is unaffected by Illusion magic and gains +5 to all spellcasting rolls.
Thief of Brass: Dagoth Ur ignores the immunity to Illusion magic normally possessed by mechanical creatures, such as Fabricant Automatons and Dwemer Animunculi.
Tonal Synchronotropism: Friendly units within 16" of Dagoth Ur roll on the Greater Blight List rather then the normal Blight List. All units that have -1 to the required roll for bestowing a disease. Does not stack with Dromotropic Harmony.
Disease: Corprus Aura (4+), Corprus Attack (2+)
Dagoth Ur may take:
- Ash Staff +25 pts
- The Heart of Lorkhan: +2S, +2T, +2I, Critical Strike (5+), IDTIAA: Brings back at 2 wounds rather than 1, and has his Regeneration upgraded to 4+. +250 pts
Equipment
Basic Equipment
The following is a list of the base items used by House Dagoth.
Leather armor is Light Armor(6+).
Sixth House Robes are unarmored clothing.
Dwarvern weapons are Elven Weapons(+1 AP). Sixth House and Ash weapons are Ebony Weapons(+1S)
Sixth House Bell Hammer: +3 Strength, +2 AP, Very Unwieldy. Two hands.
Sixth House Dual Sickles: +1 Strength, +1 Attack, the bearer may Parry as if they were using a shield. Two Hands.
Whip: +1 WS, -1 AP. A model wielding a whip counts as having Causes Fear vs beasts. If they already have Causes Fear, then they count as having Causes Terror vs beasts. If they already have Causes Terror, then they receive a further +1 WS vs beasts.
Magic Items
The Magic Items available to House Dagoth are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model.
Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked. (Replacements are only available to models which could take that class of item to begin with).
Weapons and Staves
Weapon of Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike.
Leech Weapon: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, roll a d6. On a 6, bearer regenerates a wound.
Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit.
Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength.
Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Models hit by this weapon have Lowered Resists until the end of next turn.
Weapon of Unraveling: Ranged weapons only, upgrade. +4 pts. For each hit with this weapon, roll a d6. On a 6, all ongoing magical effects on hit unit are removed.
Weapon of Gibbering: Ranged weapons only, upgrade. +8 pts. Models hit by weapon are Silenced until the beginning of your next turn.
Staff of Black Hope: Bearer gets +3 to rolls to cast spells that grant disease while using this staff. +10 pts.
Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Move and Fire 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts.
Staff of Forgetfulness: Staff. Once per game the wielder may designate a model within 24" that is in line of sight. Remove a random spell from the targeted model. +20 pts.
Dagoth Dagger: Magic Damage. Ignores armor when charging from cover or out of a state of Invisibility. A model wounded by a Dagoth Dagger has its natural movement speed halved for the next two turns.
Ash Staff: +1 Strength. A model wielding a ash staff is allowed to cast Curse-of-Flesh once per turn at no Mg cost.
Sixth House Dagger: +1 Strength. Ignores armor when charging from cover or out of a state of Invisibility. On a melee attack with an Ash Dagger, the bearer may reroll failed tests to infect the attacked opponent with a disease.
Armor and Shields
Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer.
Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner.
Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element.
Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.
Robes of the Watchful Touch: Robes. Provides wearer with a 6+ Ward save (Or +1 to their ward save, should they have one) 10 pts.
Cowl of Blackened Heart: (Helm) Ash Ghouls, Ash Deathguard, Ascended Sleepers, and Sixth House Minister only. Grants the bearer Hatred (all Common Races except Dark Elf). +12 pts
Robes of Tainted Marrow: Artifact. Robes. Caster loses 1T, gains 1Mg, and receives +2 to all spellcasting rolls. 25 pts.
Shield of Mourning: Shield upgrade for +10 pts. Bearer causes Fear to Dark Elves. If the bearer already has Causes Fear, then instead the bearer causes Terror to Dark Elves.
Belt of Wisdom: Belt. Bearer has +1 Magicka. +12 pts.
Belt of Heartfire: Artifact, Belt, Ash Vampire only. Bearer has a 5+ Ward Save against Poisoned and Flame attacks. Bearer has +1 Wound.
Other Items
A model may only have one amulet and one ring.
Sixth House Amulet: Bearer has a 6+ ward save. +15 pts
Amulet of Slow Falling: Bearer never has to make Dangerous Terrain Tests. +5 pts.
Ring of Pitted Dreams: Should the bearer have a Disease Aura the roll required to bestow Diseases is decreased by 1, down to a minimum of 3+. +8 pts.
Ring of Flame/Frost/Shock Bite: Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts.
Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts.
Sigil of Awakening: (amulet) Bearer's Mg counts as an unmodified 10 when resisting silence effects and they additionally have +1 Mg. +12 pts.
Ash Statue: All enemy models within 3" of a model carrying an Ash Statue receive -1 Ld.
Blood Ring: Artifact, Ash Vampire only. Bearer has a 3+ Ward Save against Flame attacks, and Flame attacks lose any Multiple Wounds effect against bearer. Bearer has Feel No Pain(6+).
Soul Ring: Artifact, Ash Vampire only. Bearer may ignore illusion spells on a d6 3+. Bearer's Magicka dice cannot be drained by any enemy effects.
Amulet of Heartheal: Artifact, Ash Vampire only. Flying movement type. +1 Strength.
Amulet of Heartthrum: Artifact, Ash Vampire only. Bearer has a 3+ Ward Save against Shock damage, and cannot lose Magicka dice from effects that deal Shock damage. Bearer has +3 Magicka.
Amulet of Heartfire: Artifact, Ash Vampire only. 4+ cover save, including in close combat. +2 Initiative.
Amulet of Heartrime: Artifact, Ash Vampire only. Enemy attacks get -1 to hit bearer(but not his unit). Conjuration spells cost 1 less Magicka for bearer to cast, to a minimum of 1. +1 Magicka.
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
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:
Potion of the Waves: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 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 Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 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 Wisdom: 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
Potion of Skill: Drinker gets +1 WS this turn. +3 pts
Potion of Marksmanship: Drinker gets +1 BS this turn. +4 pts
Corprus Weepings: Corprus weepings are hardened secretions that fall from the fleshy sores of corprus victims. Heals eater on a d6 5+ on consumption. +5 pts
Ash Salt Brine: Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Drinker gets a 6+ Ward save (or +1 to his ward save) against magic for the duration of this turn. + 5 pts
Sacrament of Flesh: Heals eater on a d6 2+ on consumption. +25 pts
Sacrament of Blood: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts.
Ancient Dagoth Brandy: A well matured spirit produced by House Dagoth sometime before the War of the First Council. It is a rare nectar beyond compare, distilled ages before your ancestor's ancestors. Drinker gains +1S and +1T this turn. +10 pts
Spells
A compendium of the spells used by House Dagoth.
School of Destruction
Hex: Cast on 3+, 1-handed, cast during the close combat phase. Choose a model in base contact with caster. That model re-rolls rolls of 6 to hit this round.
Black Hand: Cast on 3+, 1-handed, close combat phase. This is a Poisoned(5+) poison spell Hand Weapon (but can only be dual wielded with a non-spell weapon).
Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP1, Fire and Charge 1, 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: S2 AP3, Fire and Charge 1, range 6", frost. 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.
Soulpinch: Cast on 3+, shooting attack. Fire and Charge 3, Range 18". Hits cause Magicka Drain(1).
Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1, range 18", flame.
Spirit Knife: Cast on 4+, 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.
Dagoth's Bosom: Casts on 6+, shooting attack, Fire and Charge 1, Range 12". If it hits, the unit hit loses it's charge and counter-charge bonus until the beginning of your next turn.
Ash Feast: Cast on 8+, 1-handed, close combat phase. This is a Poisoned(4+) poison spell Hand Weapon (but can only be dual wielded with a non-spell weapon).
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.
Hand of the Sixth House: Casts on 8+. Cast at the beginning of your assault phase. Choose WS, BS, S, T, I, A, Ld or Mg. Choose a model in base contact(or up to 1 base away from) caster. That model's chosen stat is reduced by 1 this round of combat, to a minimum of 1. Bearer gains +2 in that stat this round of combat.
Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24", flame.
Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost.
Poisonblast: Cast on 9+, shooting attack. S1 AP0 Blast, Move and Fire 1, Range 24", Poisoned(4+).
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)
Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.
Deathly Weakness: Cast on 10+, shooting attack. Fire and Charge 1, Range 24". If the enemy unit is hit, until the beginning of your next turn, that unit loses any Immunities to Poison and Disease.
Curse-of-Ash: Cast on 10+, 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 any one Blight Disease (not Corprus) of your choosing.
Wrath of the Sixth House: Casts on 10+. Move and Fire 1, S3, AP0, Range 12", hits automatically. Choose WS, BS, S, T, I, A, Ld or Mg. Choose a model in hit unit. The chosen stat on that model is reduced by 1 this turn, to a minimum of 1. Bearer gains +1 in that stat this turn.
Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame.
Curse-of-Flesh: Cast on 15+, 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 Corprus.
Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock.
Plaguebloom: Casts on 20+, shooting attack. S1 AP7. Move or Fire 1, Large Blast, Range 24". Models hit by this spell are granted a Blight Disease of your choosing.
Curse-of-Fire: Casts on 23+, shooting attack. Move or Fire 1, Range 24". The model hit by this spell must make a Toughness test. On a failure it is dealt four S8, magic, flame hits, and contracts Ash Woe Blight Disease.
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.
School of Conjuration
Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.
Curse-of-Ghosts: Cast on 20+, shooting attack. Move or Fire 1, Range 24". Target model if hit, is haunted by anguished ghosts. For 1d3 turns the model has -2WS, and is dealt a S4 magic hit at the start of their turn.
School of Alteration
Flame/Frost/Shock Barrier: 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.
First Barrier: Casts on 8+, 1-handed, may be cast any time. If caster has no armor save, his armor save becomes 6+ this turn. Caster's armor save cannot be reduced to worse than 6+ this turn.
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.
Third Barrier: Casts on 16+, 1-handed, may be cast any time. If caster has an armor save of less than 4+, his armor save becomes 4+ this turn. Caster's armor save cannot be reduced to worse than 4+ this turn.
Sixth Barrier: Casts on 26+, 1-handed, may be cast any time. If caster has an armor save of less than 2+, his armor save becomes 2+ this turn. Caster's armor save cannot be reduced to worse than 2+ this turn.
Ascendant Shield: Casts on 28+, your movement phase. Until the beginning of your next turn, caster has a 4+ Ward Save (or +3 to his Ward Save if he already has a Ward Save) against spells, is a Flyer, and for each time his Ward Save succeeds against spell damage, he gains +1 Power Dice in addition to his normal replenishment at the beginning of your next turn. Multiple instances do not stack.
School of Illusion
Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cast on 5+, shooting attack. Fire and Charge 3, Range 18". Models hit must must re-roll all Power Dice whenever they 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).
Shadow Form: Cast on 8+, 1-handed, cast any time. Caster gets Stealth(+1) this turn, even it in close combat. Multiple instances do not stack.
Brevusa's Averted Eyes: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible
Medusa's Gaze: Cast 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.
Curse-of-Despair: Cast on 23+, shooting attack. Range 24". The model hit by this spell must make a morale test. On a failure it is Paralyzed until the end of that player's upcoming turn.
School of Mysticism
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.
Life Force: Casts on 10+, 1-handed, assault phase. Counts as a spell close combat weapon. For each unsaved wound dealt by this weapon, caster regenerates a wound on a 5+.
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.
Charma's Breath: Casts on 13+, shooting attack. Fire and Charge 1, template, Poisoned(5+). For each unsaved wound dealt by this spell, caster regenerates a wound on 6+.
Curse-of-Seed: Casts on 23+, shooting attack. Range 24". The model hit by this spell must make a Toughness test. On a failure it is afflicted with a Corprus-seed- the model gains Corprus and any time it deals a wound the caster restores a wound of its own.
School of Restoration
Flame/Frost/Shock/Poison Guard: Casts on 7+. 1-handed. Caster gets Feel No Pain against the chosen element this turn.
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).
Carcass of the Saint: Casts on 10+. Caster loses 1S, 1T, or 1A for the duration of this turn, but regenerates a wound on a D6 roll of 4+.
Bleeding Heart: Casts on 15+. Designate a friendly model within 3" of the caster. Remove it from the game. For each remaining wound this model had roll a dice, and the caster regenerates a wound of their own on 4+.