Scrollhammer: House Dagoth

From 2d4chan
Revision as of 12:48, 26 October 2012 by 50.201.16.253 (talk)
Jump to navigation Jump to search
These guys.

Introduction

This is a work in progress of Sixth House, for Scrollhammer, by Dagoth Guy.


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. Blight Diseases can not be cured by ordinary means of curing disease.


Blight Diseases

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.

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, Ash Slaves, Ash Zombies, Corprus Stalkers, Houndmaster & Blighted Nix Hounds

Elite: Ash Ghouls, Lame Corprus, Ascended Sleepers

Support: Sixth House Bianzhong, Corprus Beasts


Heroes

Ash Vampire

Q

100 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model.

Name WS BS S T W I A Ld Mg Sv
Ash Vampire 5 4 5 5 3 5 2 7 6 5+

Wargear: Hand Weapon

Spells: Dagoth's Grace, Dagoth's Blessing, ?????.

Choose two: Hand of the Sixth House, Wrath of the Six House, Summon Flame Atronach.

Special Rules: Fearless

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.

Blighted: Every turn, all models in base contact with an Ash Vampire must roll 1d6; On a roll of 6, they contract Corprus. When ever an Ash Vampire attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model contracts Corprus.

An Ash Vampire may replace his hand weapon with:

  • Sixth House Bell Hammer +? pts
  • Sixth House Dual Sickles +? pts
  • Ash Staff +? pts
  • Ash Dagger +? pts

An Ash Vampire may take:

  • Ash Statue +? pts
  • Ancient Dagoth Brandy +? 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 +? pts
  • Amulet of Heartheal +40 pts
  • Amulet of Heartthrum +35 pts
  • Amulet of Heartfire +35 pts
  • Amulet of Heartrime +40 pts


Sixth House Minister

Q

? pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model.

Name WS BS S T W I A Ld Mg Sv
Sixth House Minister ? ? ? ? ? ? ? ? ? ?

Wargear:

Spells:

Special Rules:


Core

Sleeper Cultists

Q

8 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit.

Name WS BS S T W I A Ld Mg Sv
Cultist 3 3 3 3 1 7 1 7 2 6+
Dreamer 3 3 3 3 1 7 1 7 3 5+

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

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 may take Leather Armor for +1/2 pt per model


Ash Slaves

Q

7 pts per model. Core. Skirmish, Infantry, Ash Creature. 3-10 models per unit

Name WS BS S T W I A Ld Mg Sv
Ash Slave 2 2 3 2 1 4 1 7 4 5+

Wargear: Claws

Spells: Dagoth's Grace, Spark, Earwig, First Barrier, Lower Resists, ?????

Special Rules: Fearless

Blighted: Every turn, all models in base contact with an Ash Slave must roll 1d6; On a roll of 6, they contract a Blight Disease. When ever an Ash Slave attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model contracts a Blight Disease. To determine which Blight Disease the opponent is infected with, roll 1d6; 1-4=Ash Woe Blight, 5-6=Corprus.


Ash Zombies

Q

9 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-20 models per unit

Name WS BS S T W I A Ld Mg Sv
Ash Zombie 3 3 4 3 1 4 1 7 0 5+

Wargear: Hand Weapon

Special Rules: Causes Fear, Fearless, Frenzy

Blighted: Every turn, all models in base contact with an Ash Zombie must roll 1d6; On a roll of 6, they contract a Blight Disease. When ever an Ash Zombie attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model contracts a Blight Disease. To determine which Blight Disease the opponent is infected with, roll 1d6; 1-4=Black-Heart Blight. 5-6=Corprus.

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 +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 +? pts per weapon per model(or +?x2 pts for all weapons)


Corprus Stalkers

Q

11 pts per model. Core. Horde, Infantry, Ash Creature. 5-20 models per unit

Name WS BS S T W I A Ld Mg Sv
Corprus Stalker 3 0 3 4 1 4 1 7 0 5+

Wargear: Claws

Special Rules: Fearless, Causes Fear, Feel No Pain, Frenzy.

Blighted: Every turn, all models in base contact with a Corprus Stalker must roll 1d6; On a roll of 5-6, they contract Corprus. When ever a Corprus Stalker attacks an opponent in melee combat, roll 1d6; On a roll of 4-6, the attacked model contracts Corprus.


Houndmaster & Blighted Nix Hound Pack

Q

14 pts per Houndmaster. Core. Skirmish, Infantry, Ash Creature. 1-3 models per unit.

8 pts per Nix Hound. Core. Horde, Beast. 5-6 models per Houndmaster.

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: Dagoth's Grace, Spark, Earwig, First Barrier, ?????

Houndmaster Rules: Fearless

Handler: A Houndmaster gives a +2 Leadership bonus to his associated Blighted Nix Hounds.

Blighted: Every turn, all models in base contact with a Houndmaster must roll 1d6; On a roll of 6, they contract Corprus. When ever a Houndmaster attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model contracts Corprus.

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: Every turn, all models in base contact with a Blighted Nix Hound must roll 1d6; On a roll of 6, they contract Black-Heart Blight. Whenever a Blighted Nix Hound attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model contracts Black-Heart Blight.


Elite

Ash Ghouls

Q

17 pts per model. Elite. Skirmish, Infantry, Ash Creature.3-15 models per unit.

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 5 3 4 3 2 5 2 7 5 5+

Wargear: Hand Weapon, Sixth House Robes.

Spells: Dagoth's Grace, Spark, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists, ?????

Special Rules: Causes Fear, Fearless

Blighted: Blighted: Every turn, all models in base contact with an Ash Ghoul must roll 1d6; On a roll of 6, they contract a Blight Disease. When ever an Ash Ghoul attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model Contracts a Blight Disease. To determine which Blight Disease the opponent is infected with, roll 1d6; 1-4=Ash Woe Blight, 5-6=Corprus.

A unit of Ash Ghouls may:

  • Upgrade one model to Ash Poet(+1 WS, +1 I, +1 Mg) for +16 pts
  • 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:

  • Ancient Dagoth Brandy +? pts per model
  • Sixth House Amulet +? pts per model

The entire unit may upgrade their Hand Weapons to:

  • Dwarvern +? pts per model


Lame Corprus

Q

? pts per model. Elite. Horde, Infantry, Ash Creature. 1-5 models per unit

Name WS BS S T W I A Ld Mg Sv
Lame Corprus 3 3 4 4 2 4 1 7 0 5+

Wargear: Claws

Special Rules: Causes Fear, Fearless, Feel No Pain, Frenzy

Blighted: Every turn, all models in base contact with a Lame Corprus must roll 1d6; On a roll of 5-6, they contract Corprus. When ever a Lame Corprus attacks an opponent in melee combat, roll 1d6; On a roll of 3-6, the attacked model contracts Corprus.


Ascended Sleepers

Q

22 pts per model. Elite. Skirmish, Infantry, Ash Creature. 1-3 models per unit

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: Dagoth's Grace, Dagoth's Blessing, Dagoth's Bosom, Medusa's Gaze, Shockball, ?????.

Choose three: God's Fire, Fire Bite, God's Frost, Life Force, Toxic Cloud.

Special Rules: Causes Terror, Fearless

The Gift of Dagoth: Every turn, all models in base contact with an Ascended Sleeper must roll 1d6; On a roll of 5-6, they contract a random Blight Disease. When ever an Ascended Sleeper attacks an opponent in melee combat, roll 1d6; On a roll of 4-6, the attacked model contracts a random Blight Disease. To determine which Blight Disease the opponent is infected with, roll 1d6; 1=Ash Woe Blight, 2=Ash-chancre, 3=Black-Heart Blight, 4=Chanthrax Blight, 5-6=Corprus.

Any number of Ascended Sleepers may take:

  • Sixth House Amulet +? pts per model
  • Ash Statue +? pts per model


Support

Sixth House Bianzhong

Q

Q

Support. Artillery. 1 artillery per unit, 1-3 Bell Ringers per Sixth House 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 5+ 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: Fearless

Blighted: Every turn, all models in base contact with a Sixth House Bell Ringer must roll 1d6; On a roll of 6, they contract Corprus. When ever a Sixth House Bell Ringer attacks an opponent in melee combat, roll 1d6; On a roll of 5-6, the attacked model contracts Corprus.


Corprus Beasts

Special Characters

Lord High Councilor of House Dagoth

Dagoth Ur, the Sharmat

Q

600 pts. Dagoth Ur may be taken as a Hero choice. Independent Character, Skirmish, Infantry. Single Model.

Name WS BS S T W I A Ld Mg Sv
Dagoth Ur 8 6 4 4 4 4 3 10 10 - (3++)

Wargear: Claws

The Mask of the Dreamer: Causes Terror at -1Ld

Spells: Dagoth's Grace, Dagoth's Blessing, Hand of the Sixth House, Wrath of the Six House, Deathly Weakness, ?????

Wrath of Dagoth: ????? (shooting attack. massive damage and drains all atributes.)

Inverse-Necromancy: ????? (brings an Ash Vampire back to life at 1 wound.)

Heart Siphon: ????? (touch attack. high strength. steals a wound from victim. can be used on allies)

Ash Storm: ????? (weather effect. creates an ash storm)

Special Rules:

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.

The Divine Disease: Every turn, all models in base contact with Dagoth Ur must roll1d6; On a roll of 4-6, they contract Corprus. Whenever Dagoth Ur attacks an opponent in melee combat, roll 1d6. On a roll of 2-6; the attacked model contracts Corprus.

I Dream That I Am Alive: Whenever Dagoth Ur is reduced to 0 Wounds, roll 1d6 every turn thereafter. On a roll of 5-6, 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.

Thief of Brass: Dagoth Ur ignores the immunity to Illusion magic normally possessed by mechanical creatures, such as Fabricant Automatons and Dwemer Animunculi.

?????(Dagoth Ur could use probably use more special rules)

Dagoth Ur may take:

  • Ash Staff +? pts
  • The Heart of Lorkhan: +2S, +2T, +2I, Critical Strike (5+), IDTIAA: Brings back at 2 wounds rather than 1. +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 ?????

Dwarvern weapons are Elven Weapons(+1 AP). Sixth House and Ash weapons are Ebony Weapons(+1S)

Sixth House Bell Hammer: +3 Strength, +2 AP, Strikes Last. Two hands.

Sixth House Dual Sickles: +1 Strength, +1 Attack, +1 Ward Save vs Melee weapons. 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.

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 Dagoth's Blessing once per turn at no Mg cost.

Ash 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

Belt of Heartfire: Artifact. Belt(only one of this item type allowed per model). Bearer has a 5+ Ward Save against Poisoned and Flame attacks. Bearer has +1 Wound.


Other Items

Sixth House Amulet: ?????

Ash Statue: All enemy models within 3" of a model carrying an Ash Statue receive -1 Ld.

Blood Ring: Artifact. 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. Bearer may ignore illusion spells on a d6 3+. Bearer's Magicka dice cannot be drained by any enemy effects.

Amulet of Heartheal: Artifact. Flying movement type. +1 Strength.

Amulet of Heartthrum: Artifact. 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. 4+ cover save, including in close combat. +2 Initiative.

Amulet of Heartrime: Artifact. 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

(mabe some potions and scrolls and shit, I don't know)

Ancient Dagoth Brandy: ?????

Corprus Tea: ?????

Spells

School of Alteration

First Barrier: Cost 2, 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.


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.


School of Destruction

Spark: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 Magicka die next turn. For each unsaved wound, the targeted unit takes an additional hit.

Ash Feast: ????? (greater version of Black Hand)

Dagoth's Bosom: Cost 3, shooting attack, Assault 1, Range 12". If it hits, the unit hit loses it's charge and counter-charge bonus until the beginning of your next turn.

God's Fire: Cost 5, shooting attack. S8 AP1, ignores cover saves. Heavy 1, Large Blast, Range 24", deals d3 wounds, flame.

Fire Bite: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and flame if melee attack. If shooting attack, S2 AP0, Assault 3, range 6", flame.

God's Frost: Cost 5, shooting attack. S4, ignores armor saves and cover saves. Heavy 1, Large Blast, Range 24". All models in any unit hit by the blast strike are reduced to I1 until end of turn.

Shockball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", shock, drain 1 Magicka from enemy unit next turn.

Toxic Cloud: Cost 5, shooting attack. SX, ignores armor saves and cover saves. Heavy 1, Large Blast, Range 30", Poisoned(4+), reroll failed wounds.

Poisonblast: Cost 2, shooting attack. SX AP0 Blast, Regular 1, Range 24", Poisoned(4+).

Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage.

Deathly Weakness: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, all models in that unit lose their immunities(if they have them) to Poison and Disease.

Wrath of the Sixth House: Cost 3. Shooting attack, S3, AP0, Assault 1, 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.

Hand of the Sixth House: Cost 3. Cast at the beginning of your assault phase. S3, AP1. 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.

Dagoth's Grace: Cost ?, shooting attack. Assault 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 of the caster's choosing except Corprus.

Dagoth's Blessing: Cost ?, shooting attack. Assault 1, Range 18". If the enemy model is hit, it must take a Toughness test. If the model fails the test, it contracts Corprus.

Plaguebloom: ????? (shooting attack. attacks entire unit. any blight disease of caster's choosing except corprus.)

School of Illusion

Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cost 1, shooting attack. Assault 3, Range 18". Opponent declares which models in the unit are hit: those models must must score a roll of 6 on a Magicka die to successfully cast part of a spell until the beginning of your next turn.

Shadow Form: Cost 2, 1-handed, any time. Caster gets Stealth(+1) this turn, even it in close combat. Multiple instances do not stack.

Brevusa's Averted Eyes: Cost 2, cast at the beginning of any phase. This phase, caster is Invisible: he cannot be targeted or seen(but his unit still can be if it contains non-Invisible models), and enemies charge him as if through difficult terrain if all models in his unit are Invisible. He has Hit and Run, and strikes at Initiative 10 the first round of combat. He may choose not to attack. If he attacks in any way or tries to cast another spell, he forfeits the invisibility.

Medusa's Gaze: Cost 3, 1-handed, assault phase. Choose a model in base contact with caster. That model's WS and I are reduced to 1 this phase.

School of Mysticism

Life Force: Cost 2, 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+.

School of Restoration