Scrollhammer: Order of the Black Worm

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I'll start working on this later. Eventually. Maybe. --Dagoth Guy 15:26, 18 December 2012 (UTC)

Introduction

[lore and stuff goes here]

[and here]


[etc.,etc.]


The following book contains the rules necessary to field an Order of the Black Worm army in games of Scrollhammer.


General Rules

Undead Racial Traits:

Undead are Fearless.

Lumbering Walk: Undead cannot March.

Unburdened by Life: Undead have Feel No Pain, Immune to Poison, and are unaffected by disease. They are not mortals.


Sload Racial Traits:

Dread Sorcerers: Sloads get +1 to all attempts at casting spells.

Stoic Deliberation: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Sloads. As long as the majority of the models in a unit marked in this way are Sloads, that unit is Stubborn, and may choose to automatically fail any Morale test if it so desires.

Corpulence: Sloads cannot March. While in water Sloads have a 6" movement rate, but while on land their movement rate is reduced to 2".


Shade of the Revenant: A model with this rule is able to use Soul Trap on Common Race models.

Diseases

Chills: ????? ("an extremely dangerous disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion.")

Brown Rot: ????? ("A mild disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness.")

Astral Vapors: ????? ("An acute disease that can be contracted from magical creatures such as undead or golems. It has no physical symptoms, but it adversely affects your Magicka while making you more vulnerable to the magical attacks of others.")

Red Death: ????? ("An acute disease that dramatically affects an afflicted person's agility, and provokes the eruption of blood-leaking pimples on the skin.")

Carrion Worms: ????? (Highly contagious Myiasis/Helminthiasis combo deal. Also, fuck you Mannimarco. Fuck you for making me learn what those words mean.)

Slug Famine: ????? (Was the disease that caused the Thrassian Plague, which was basically Tamriel's version of the Black Death, so maybe symptoms similar to bubonic plague?)

Corpse Counts

  • The Corpse Counts may freely be accessed by all players
  • For every model that dies on the table top, the Corpse Counts increase.
  • When ever a Corpse Count is used to create undead, the count used is reduced by the number of undead created.

Fresh Corpse Count

  • Most living models will add to the Fresh Corpse Count when they die. This includes all Common Races as well as some others, such as Falmer.
  • The Fresh Corpse Count may be used to create "fleshy" undead (Zombies, Mummies, Bonewalkers, Draugr, etc.).

Decayed Corpse Count

  • When a fleshy undead model dies, it adds to the Decayed Corpse Count.
  • The Decayed Corpse Count may be used to create skeletal undead (Skeletons, Skeleton Champions, Bonelords, etc.).
  • Skeletal undead do not add to the Corpse Counts when slain.

Army List

Overview

Heroes: Master Necromancer, Lich, Sload Warlock

Core: Skeletons, Zombies, Ghosts

Elites: Skeleton Champions, Revenants, Wraiths, Mummies

Support: Necromancer Cabal, Worm Anchorites, Unliving Beasts, Thrassian Plaguewrights, Worm Eremites

Heroes

Master Necromancer

[description goes here]

? pts (? pts for Transcendent Necromancer)

Hero. Independent Character, Skirmish, Infantry, Imperial. Single Model

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Master Necromancer 2 4 2 3 2 2 2 9 6(7) -
Transcendent Necromancer 2 4 2 3 3 2 2 9 7(8) -

A Master Necromancer may be changed to

  • Breton for +? pts
  • Altmer for +? pts

Wargear: Necromancer Oblate's Robes, Sorcerer's Staff

Spells: Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies

A Master Necromancer knows 2 spells, other than Summon Daedra or Reanimate Undead spells, of your choice.

The Master Necromancer may take up to 2 additional spells(or 3 if a Transcendent Necromancer) from these schools of magic for the following costs:

  • Any spell(other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +8 pts
  • Any spell(other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +20 pts
  • Summon Flame Atronach (cast on 8+) +15pts
  • Summon Frost Atronach (cast on 12+) (+30pts)
  • Summon Storm Atronach (cast on 15+) (+50pts)
  • Summon Skeletal Minion +12 pts
  • Summon Skeletons +20 pts
  • Summon Skeletal Horde +40 pts
  • Invoke Ghost +12 pts
  • Animate Zombie Horde +25 pts
  • Animate Skeletal Horde +25 pts

Special Rules: Shade of the Revenant

A Master Necromancer may upgrade his Necromancer Oblate's Robes to Necromancer Nazirite's Robes for +? pts

A Master Necromancer may replace his Sorcerer's Staff with a Hand Weapon or a Dagger for free. The Hand Weapon or Dagger may be upgraded to:

  • Elven (+4pts)
  • Glass for (+8pts)
  • Ebony for (+8pts)

A Master Necromancer may take a Guardian Stone Blessing for +10 pts.

A Master Necromancer may take any number of magic items from the armory where appropriate.


Lich

[description goes here]

? pts.

Hero. Independent Character, Skirmish, Infantry, Undead. Single Model.

40mm x 40mm base.

Name WS BS S T W I A Ld Mg Sv
Lich 2 5 4 4 5 2 2 10 8 6+

Wargear: Sorcerer's Staff

Spells: Animate Skeletal Minion, Animate Skeletons, Animate Skeletal Horde, Animate Zombie Minion, Animate Zombies, Animate Zombie Horde

A Lich knows 3 spells, other than Summon Daedra or Reanimate Undead spells, of your choice.

Special Rules: Shade of the Revenant

Liches cause Terror.

A Lich may take:

  • Necromancer Oblate's Robes +? pts
  • Necromancer Nazirite's Robes +? pts

The Lich may take up to 4 additional spells from these schools of magic for the following costs:

  • Any spell(other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +8 pts
  • Any spell(other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +20 pts
  • Summon Flame Atronach (cast on 8+) +15pts
  • Summon Frost Atronach (cast on 12+) (+30pts)
  • Summon Storm Atronach (cast on 15+) (+50pts)
  • Summon Skeletal Minion +12 pts
  • Summon Skeletons +20 pts
  • Summon Skeletal Horde +40 pts
  • Invoke Ghost +12 pts
  • Animate Dread Zombie Minion +? pts
  • Animate Dread Zombies +? pts
  • Animate Dread Zombie Horde +? pts

A Lich may take up to three unbound familiars. For every 20 points spent in this fashion they may purchase an additional spell of your choice for the normal cost. Unbound familiars may not be re-summoned when slain, but multiples of the same kind may be purchased.

  • Dread Zombie (+?pts)
  • Skeleton Champion (+?pts)
  • Wraith (+?pts)

A Lich may take any number of magic items from the armory where appropriate.


Sload Warlock

[description goes here]

? pts.

Hero. Independent Character, Skirmish, Infantry, Sload. Single Model.

Name WS BS S T W I A Ld Mg Sv
Sload Warlock 1 4 3 2 2 2 1 7 7 -

Wargear:

Spells: Animate Skeletal Minion, Animate Zombie Minion, Levitate, Teleport

A Sload Warlock knows 3 spells, other than Summon Daedra or Reanimate Undead spells, of your choice.

Special Rules: Shade of the Revenant

The Sload Warlock may take up to 2 additional spells from these schools of magic for the following costs:

  • Any spell (other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +15 pts
  • Any spell (other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +25 pts
  • Bound Weapon Spells: +8 pts each
  • Summon Scamp (cast on 4+) (+10pts)
  • Summon Hunger (cast on 7+) (+15pts)
  • Summon Flame Atronach (cast on 8+) +15pts
  • Summon Dremora (cast on 9+) (+20pts)
  • Summon Golden Saint (cast on 9+) (+20pts)
  • Summon Dark Seducer (cast on 9+) (+20pts)
  • Summon Winged Twilight (cast on 11+) (+30pts)
  • Summon Clannfear (cast on 11+) (+30pts)
  • Summon Frost Atronach (cast on 12+) (+30pts)
  • Summon Storm Atronach (cast on 15+) (+50pts)
  • Summon Daedroth (cast on 20+) (+100pts)
  • Invoke Ghost +12 pts
  • Animate Zombies +17 pts
  • Animate Skeletons +17 pts

A Sload Warlock may take up to 60 pts of magic items from the armory where appropriate.


Core

Skeletons

Throughout Tamriel, the long-dead lurk in the shadows, only bones remaining, but nevertheless moving with mysterious unlife. Many of these skeletons are servants of necromancers; others, damned souls cursed to walk Nirn even after all their flesh has rotted away. But all are silent, mindless killers, deserving no pity from the living.

4 pts per model.

Core. Horde, Infantry, Undead. 10-40 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Skeleton 3 3 2 2 1 2 1 5 0 -

Wargear: Skeletons carry a Hand Weapon and Shield.

Special rules:

Skeletons cause Fear.

The entire unit may replace its Hand Weapons and Shields with:

  • Short Bow (free)
  • Longbow (free)
  • Spear and Shield (+1 pts/model)


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Zombies

[description goes here]

4 pts per model.

Core. Horde, Infantry, Undead. 10-40 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Zombie 2 2 3 4 1 1 1 5 0 -
Dread Zombie 3 3 3 4 2 2 1 7 0 -

Wargear: none

Special rules:

Zombies cause Fear.

Disease Dread Zombies have Brown Rot

The entire unit may be upgraded to:

  • Dread Zombies +? pts per model

The entire unit may take (or, in the case of Dread Zombies, replace their Brown Rot with) the following diseases:

  • Brown Rot +? pts per model
  • Chills +? pts per model
  • Astral Vapors +? pts per model
  • Red Death +? pts per model
  • Carrion Worms +? pts per model
  • Slug Famine +? pts per model


Ghosts

[description goes here]

4 pts per model.

Core. Horde, Infantry, Undead. 10-60 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ghost 2 0 2 2 1 2 1 5 2 -

Wargear: none

Special Rules:

Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost.


Elites

Skeleton Champions

[description goes here]

? pts per model.

Elite. Skirmish, Infantry, Undead. 6-16 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Skeleton Champion 4 3 4 4 2 3 2 8 0 6+

Wargear: Skeleton Champions carry a Hand Weapon and Shield.

Special rules:

Skeleton Champions cause Fear.

The entire unit may replace its Hand Weapons and Shields with:

  • Longbow (free)
  • Spear and Shield +1 pts per model
  • Pike +2 pts per model
  • Great Weapon or Poleaxe +3 pts per model

The entire unit may take:

  • Plate Armour(5+) +3 pts per model
  • Full Plate Armor(4+) +6 pts per model


Revenants

[description goes here]

16 pts per model.

Elite. Horde, Infantry, Undead. 5-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Revenant 3 3 3 4 2 3 1 8 3 -

Wargear: Hand Weapon

Spells: Frostbite

Special rules:

Revenants cause Fear.

Any number of Revenants may each replace the Frostbite spell in their off hand with one of the following:

  • a Shield +2pts per model
  • Lower Resists +4pts per model
  • Magicka Drain +6pts per model
  • Icy Spear +6pts per model

Any number of Revenants may each be given the following:

  • Light Mail(6+) +3pts per model


Wraiths

[description goes here]

? pts per model.

Elite. Horde, Infantry, Undead. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Wraith 3 0 3 3 1 3 2 7 2 -
Gloom Wraith 4 0 3 4 2 3 2 8 3 -

Wargear: none

Special Rules:

Wraiths cause Fear.

Gloom Wraiths cause Terror.

Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost.

The entire unit may be upgraded to:

  • Gloom Wraiths +? pts per model


Mummies

[description goes here]

? pts per model.

Elite. Horde, Infantry, Undead. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Mummy 3 2 3 4 2 2 1 6 0 6+
Greater Mummy 3 2 4 5 3 2 1 7 0 6+

Wargear: none

Special rules:

Mummies cause Fear.

Disease Mummies have Brown Rot

One model may be upgraded to:

  • Greater Mummy +? pts

The entire unit may take replace their Brown Rot with:

  • Red Death +? pts per model
  • Slug Famine +? pts per model


Support

Necromancer Cabal

[description goes here]

? pts per model.

Support. Skirmish, Infantry, Imperial. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Necromancer 3 3 3 3 1 3 1 8 5 -

Necromancers may be changed to

  • Breton for +1 pts per model
  • Altmer for +2 pts per model

Wargear: Necromancer's Robes, Sorcerer's Staff OR Dagger

Spells:Animate Skeletal Minion, Animate Zombie Minion. Necromancers have up to two additional spells of your choice from the Schools of Destruction, Alteration, or Illusion(cast on 13+ or lower). Every model in the unit must take the same spells.

Special Rules: Shade of the Revenant

Emissaries are Characters

The entire unit may:

  • Upgrade one model to Emissary(+1 Mg, +1 Ld) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts
  • Upgrade one model to Musician(can always rally) for +5 pts

The Emissary may take up to 10 pts of magic items where appropriate from the armory.

The Emissary may take an additional appropriate spell(cast on 13+ or lower), or a spell from the school of Mysticism(cast on 13+ or lower) from the armory for +5 pts.


Worm Anchorites

[descripion goes here]

? pts per model.

Support. Skirmish, Infantry, Imperial. 3-6 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Worm Anchorite 2 4 3 3 2 2 2 8 5 (6) -

Worm Anchorites may be changed to

  • Breton for +1 pts per model
  • Altmer for +2 pts per model

Wargear: Necromancer Oblate's Robes, Sorcerer's Staff

Spells: Animate Skeletal Minion, Animate Zombie Minion.

Special Rules: Shade of the Revenant

A Worm Anchorite may purchase up to three spells from the armory, as included in this list:

  • Any Alteration Spell (+3pts)
  • Any Bound Item Conjuration Spell (+6pts)
  • Any Restoration Spell (+4pts)
  • Any Mysticism Spell (+6pts)
  • Illusion spells cast on a 12+ or lower (+6pts)
  • Illusion spells cast on a 13+ or higher (+11pts)
  • Destruction spells cast on a 12+ or lower (+6pts)
  • Destruction spells cast on a 13+ or higher (+11pts)
  • Necromancy spells cast on a 12+ or lower (+11pts)

Worm Anchorites may take up to 16 points of magic items from the armory where appropriate.


Unliving Beasts

[description goes here]

7 pts per model.

Support. Horde, Beasts, Undead. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Skinned Hound 2 0 3 4 1 4 2 6 0 -
Bonewolf 3 0 3 3 1 5 2 6 0 -

Wargear: Claws, Teeth

Special rules:

Unliving Beasts cause Fear.


Thrassian Plaguewrights

[description goes here]

? pts per model.

Support. Skirmish, Infantry, Sload. 3-6 models per unit.

?mm x ?mm base.

Name WS BS S T W I A Ld Mg Sv
Plaguewright 1 4 3 3 2 2 1 6 6 -

Wargear: Necromancer's Robes

Spells:Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Soul Trap, Levitate, Teleport

Special Rules: Shade of the Revenant

Epidemiologist: ????? (Allows you raise zombies with a disease upgrade at the cost of increasing the difficulty of the spell.)

  • Chills: -1 to cast
  • Brown Rot: -1 to cast
  • Astral Vapors: -2 to cast
  • Red Death: -3 to cast
  • Carrion Worms: -4 to cast
  • Slug Famine: -4 to cast

Fleshshapers are Characters.

The entire unit may:

  • Upgrade one model to Fleshshaper(+1Mg, +1 to cast Epidemiologist spells) for +? pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +? pts

Plaguewrights may take up to 12 points of magic items from the armory where appropriate.

The Fleshshaper may take up to 20 points of magic items from the armory where appropriate.


Worm Eremites

[desciption goes here]

? pts per model.

Support. Skirmish, Infantry, Undead. 1-4 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Worm Eremite 2 4 4 4 2 4 2 9 6 (7) -

Wargear: Necromancer Oblate's Robes, Sorcerer's Staff

Spells:

Special Rules: Shade of the Revenant

Worm Eremites cause Fear.

Disease: Worm Eremites have Carrion Worms


Special Characters

Mannimarco, the King of Worms

[description goes here]

475 pts.

Mannimarco may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Undead. Single Model.

? x ? base.

Name WS BS S T W I A Ld Mg Sv
Mannimarco ? ? ? ? ? ? ? 10 10 - (4++)

Wargear:

Staff of Worms: ?????

Robes of the Worm King: ?????

Spells: Mannimarco knows all the Necromancy spells in this book, as well as Poisonblast, Incinerate, Icy Spear, Bestow Illness, Bestow Contagion, God's Fire, God's Frost, Toxic Cloud.

Special Rules: Shade of the Revenant

Mannimarco causes Terror.

Demi-God: Mannimarco is a Physical God. However, his Ward Save granted by this rule is only a 4+.

Lord of the Writhing Host: All Zombies and Dread Zombies raised by Mannimarco have the Carrion Worms upgrade.


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N'Gasta

[description goes here]

? pts.

N'Gasta may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Sload. Single Model.

? x ? base.

Name WS BS S T W I A Ld Mg Sv
N'Gasta ? ? ? ? ? ? ? ? ? ?

Wargear:

Crimson Robes of N'Gasta: ?????

Amulet of the Deep Ones: ?????

What Appears to be a Leather Water Polo Cap: ????? (protects his ears from possible injury caused by a water polo ball hitting his ears at a high speed?)

Spells: Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Apoptosis, Soul Trap, Levitate, Teleport

N'Gasta! Kvata! Kvakis!: ????? (debillitating spell. school of illusion. shooting. fills the target's head with secrets mortal minds were never meant to know, either driving them insane or merely stunning them for a time if they manage to pass some check or another. the amount of time spent stunned depends on the check's margin of success)

Special Rules: Shade of the Revenant

The time is now, The curse is spoken: ?????

Arise demon and be named vengeance: ????? (some sort of bonus to daedra summoning spells, and some sort of bonus to the daedra summoned)


Equipment

Basic Equipment

Necromancer's Robes are unarmored clothing

Necromancer Oblate's Robes are unarmored clothing that give +1 Mg.

Necromancer Nazirite's Robes are unarmored clothing that give +2 Mg.

Sorcerer's Staff is a staff which lets its bearer reroll 1 Power Die per game turn(you must abide by the second result).


Magic Items

The Magic Items available to the Order of the Black Worm 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, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with).


Weapons and Staves

Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves.

Weapon of Withering: Weapon upgrade for +8 pts. Models hit by weapon have -1 S until the end of next turn.

Weapon of Convulsion: Weapon upgrade for +8 pts. Models hit by weapon have -1 T during this round of combat(if the hit is in melee) and during the next round of combat.

Weapon of Draining: Weapon upgrade for +8 pts. Models hit by weapon have -1 Mg until the end of their controller's next turn.

Leech Weapon: Weapon upgrade for +10 pts. Weapon has Absorb Health(6+).

Weapon of Transmogrify: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn.

Weapon of Striking: Melee weapons only, upgrade. +10 pts. Weapon gets +1 to hit.

Weapon of Might: Melee weapons only, upgrade. +10 pts. Weapon strikes at +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.

Staff of Levitation. Staff. Bearer gets +4 to rolls to cast Levitation. +5 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 Doubt: Staff. Enemy models in base contact with caster must make an Initiative check at the beginning of each Fight sub-phase. If they fail, they are Paralyzed until end of turn. +10 pts.

Staff of Tombs: Staff. Bearer gets +d3 skeletons added to units of Skeletons he summons using Necromancy while wielding this staff. +10 pts.Staff of Tombs: Staff. Bearer gets +d3 skeletons added to units of Skeletons he summons using Necromancy while wielding this staff. +10 pts.


Armor and Shields

Armour of Resist Element: Armour 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 Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer.

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.

Armour of Resist Magic: Armour upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.

Armour of Strength: Armour upgrade for +15 pts. Bearer has +1 S.

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 Resist Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.

Boots of Unlife: Boots. Skeletons and Skeleton Champions only. Bearer and his unit can March during the shooting phase as normal. +25 pts.

Robes of Sacrifice: Unarmored Clothing. You may, at any time, choose to remove a model from bearer's from its unit as a casualty. Each time you do this, bearer gains a Power Die. +15 pts.

Robes of ?????: Unarmored Clothing. Bearer gets +4 to rolls for casting Necromancy spells. +20 pts.

Iron Crown: Helm. Lich only. ?????

Bloodworm Helm: Bizarre in appearance, the Bloodworm Helm is a construct of eldritch bone. Forged through the dark magic of Mannimarco, King of Worms, it grants dark powers of sorcery to its wearer. Whoever bears it on his head becomes immersed in the black rites of the King of Worms, and the dead beckon to his command from their graves. Artifact, Helm. The bearer of the Helm of Worms may reroll any number of Power Dice each time he attempts to cast a Necromancy spell. He must abide by the second result. Undead he Summons have +1WS +1S. +25 pts.

Mantle of Woe: Artifact, Robes. ?????


Other Items

Amulet of Crimson Despair: If bearer inflicts one or more casualties this turn, 1 Power Die is restored to him at the end of turn. +7 pts.

Amulet of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 pts.

Amulet of Protection: Bearer has a 6+ ward save. +15 pts.

Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 pts.

Ring of Resist Element: Choose Fire, Frost, or Lightning. Bearer has 6+ ward save( or +1 to his ward save) against that element. +10 pts.

Ahzidal's Ring of Necromancy: Artifact, Ring. ?????

Necromancer's Amulet: Artifact, Amulet. ?????

?????: Bearer may re-roll the dice to determine how many Skeletons are Summoned each time he casts a Necromancy spell. He must abide by the second result. +20 pts.

?????: Lich only, one per model. Bearer may purchase an additional spell from his spell list. +30 pts

Tome of Unlife: Artifact. Artifact. Bearer knows the spells ?????, ????? and ????? in addition to his other spells. He gets +3 to his attempts to cast these spells. +80 pts.


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 except Summon/Necromancy spells.

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 Healing: Heals drinker on a d6 5+ on consumption. +5 pts

Potion of Magicka: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts


Spells

School of Destruction

Flames: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP0, Fire and Charge 2, range 6", flame. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a flame spell weapon.

Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking.

Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", frost, chills 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 frost spell weapon with Chills on striking.

Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1,range 18", flame.

Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock.

Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost.

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)

Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on.

Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24", flame.

Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.

Poisonblast: Cast on 9+, shooting attack. S1 AP0 Blast, Move and Fire 1, Range 24", Poisoned(4+).

Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame.

Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost

Bestow Illness: Cast on 12+, 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 the caster's choice of either Chills, Brown Rot, or Astral Vapors.

Magicka Drain: Cast on 12+, 1-handed, cast anytime. Choose a model in base contact with caster. That model suffers Magicka Drain(total).

Bestow Contagion: Cast on 17+, 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 the caster's choice of either Red Death, Carrion Worms, or Slug Famine.

Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock.

Firestorm: Cast on 20+. May only be cast during your shooting phase. A model casting Firestorm cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Place the Large Blast Marker over caster so that the center circle is entirely within caster's base. Every enemy unit under the marker is hit once for each model under it. These hits are S8 AP1, Shred, Ignores Cover, Multiple Wounds(d6), flame.

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.

Blizzard: Cast on 27+. Cast Blizzard during your shooting phase. A model casting Blizzard cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Weather effect. Until the end of next turn, all enemy models within 12" of caster take a S4AP0 frost hit at the beginning of every phase that Chills them until the end of next turn.


School of Conjuration

Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Armour: Cast on 4+, movement phase. Caster's armor or robe is replaced by magic Heavy Armour(5+) until end of turn.

Bound Helm: Cast on 4+, 1-handed, movement phase. Caster's Helm(or lack thereof) is replaced by a magic Helm with "bearer may re-roll one failed armour saving throw of 1 per turn" until end of turn.

Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn.

Bound Shield: Cast on 4+, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.

Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn.

Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn.

Bound Katana: Cast on 8+, close combat phase. Equips a Bound Katana in both hands until end of turn.

Teleport: ????? (honestly I have no idea how this would work on the tabletop)

Summon: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning.

Summon Skeletal Minion: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades.

Summon Skeletons: Cast on 10+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades.

Summon Skeletal Horde: Cast on 20+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades.

Invoke Ghost: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Ghost with no upgrades.


School of Necromancy

Atrophy: ????? (attack spell. shooting. ignores elemental/poison/physical resistances, but only works on mortals)

Apoptosis: ????? (stronger verion of Atrophy)

Reanimate Dead: (casting requirements vary) A reanimated unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. For every undead model raised through Necromancy, the appropriate Corpse Count must be reduced. See the Scrollhammer Rulebook for further information on Summoning.

Animate Skeletal Minion: Cast on 6+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades.

Animate Skeletons: Cast on 9+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades.

Animate Skeletal Horde: Cast on 17+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades.

Animate Zombie Minion: Cast on 6+, Summon Horde. Cast during your movement phase. Summon a Zombie with no upgrades.

Animate Zombies: Cast on 9+, Summon Horde. Cast during your movement phase. Summon d3 Zombies with no upgrades.

Animate Zombie Horde: Cast on 17+, Summon Horde. Cast during your movement phase. Summon 2d6 Zombies with no upgrades.

Animate Dread Zombie Minion: Cast on ?+, Summon Horde. Cast during your movement phase. Summon a Dread Zombie with no upgrades.

Animate Dread Zombies: Cast on ?+, Summon Horde. Cast during your movement phase. Summon d3 Dread Zombies with no upgrades.

Animate Dread Zombie Horde: Cast on ?+, Summon Horde. Cast during your movement phase. Summon 2d6 Dread Zombies with no upgrades.


School of Alteration

Feather: Cast on 3+ at any time. 1-handed. Caster is not encumbered by his armor this turn.

Flame/Frost/Shock Shell: Casts on 6+, 1-handed, and may be cast any time. Caster gets +2 to his Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element. Multiple instances per element do not stack.

Burden: Casts on 7+. Cast at the beginning of your opponent's movement phase. Range 24", requires LOS. Target unit moves, marches and charges 1" slower than normal, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack.

Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.

Flame/Frost/Shock Shield: Casts on 12+. 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances per element do not stack.

Levitate: Casts on 12+. Your movement phase. If caster is on foot he counts as a Flier this turn.

Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.

Ebonyflesh: Casts on 14+. 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.


School of Illusion

Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase.

Strike Blind: Cast on 6+, 1-handed, during the close combat phase. This spell Blinds a target model within 6" of caster until end of turn.

Command Mortal: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, you Command that model until end of turn.

Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn.

Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack.

Paralyze: Casts 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.

Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible.


School of Mysticism

Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn.

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.

Reflection: Casts on 9+. Cast in response to a single enemy shooting attack, melee attack or spell of any kind which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 6, the attack or spell is negated, and its original source unit takes a S4 spell damage hit that ignores armor saves.

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.

Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Undead models in target unit within 6" of caster loses all Cover Saves until end of turn.

Misericorde: Casts on 14+. Any time. Caster nominates a target model within 12" that has only 1 wound, or 1 wound remaining. Should the caster hit this model in melee or a ranged weapon then remove it from the game. This effect lasts for that player turn.


School of Restoration

Minor Healing: Cast on 5+ during any movement phase. Caster is Healed on a 6.

Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details).

Healing: Cast on 8+ during any movement phase. Caster is Healed on a 5+.

Heal other: Cast on 8+ during any movement phase. Target model, other than caster, within 6" of caster is Healed on a 6.

Disrupt Undead: Casts on 9+, at the start of any Shooting Phase. Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit falls back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way.