Scrollhammer: Great Houses of Morrowind

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The following codex is still a rough draft, written by Duke. I will periodically update and expand it. Please do not consider anything written here as the final rules: some things may be added, removed or changed. -Lolpwnt

Introduction

General Rules

Automatons and Undead are not mortal races. They have special rules specifying their capabilities:


Undead Racial Traits:

The Undead have Fearless and Feel No Pain, and are unaffected by disease. Poisoned weapons do not count as being poisoned against them, rolling with a normal comparison of Strength and Toughness instead (if the poison attack has no Strength value given, the Undead are immune to it).

Lumbering Walk: Undead cannot sprint. They cannot go to ground. If a group of Undead would fail a pinning test, they take wounds equal to the amount the lost by.


Automaton Racial Traits:

Automatons have Fearless, and are unaffected by disease. Poisoned weapons do not count as being poisoned against them, rolling with a normal comparison of Strength and Toughness instead (if the poison attack has no Strength value given, the Undead are immune to it).

Mechanical: Shock damage ignores the armor saves of Automatons, and gets +1 to wound against them. They are unaffected by Frost Damage(and cannot have their stats reduced by it), and are unaffected by Illusion magic, unless mentioned in caster's profile.


Army List

Types of Lists

There are five Great Houses which competed for the control of the Land of Ash in the days of Nerevarine. Each of the Great Houses has its own personal history, traditions and beliefs. Consequently, each Great House forms its armies from a different combination of the units in this book.


Great House Indoril

At the heart of Morrowind, the far east of Tamriel, lies the great cities of House Indoril. Nerevar, the greatest hero of the Dunmer, who led the alliance of Elves and Dwarves against the human King Wulfharth at Red Mountain, was a leader of House Indoril. As the most historically powerful of the Great Houses, Indoril is steeped in countless millennia-old traditions, providing secular governance where needed in the sacred cities of the Tribunal. Its banners are white, pure as its faith in the God-Kings of Morrowind.

A House Indoril army uses the following list:

Heroes: Noble(Indoril), Warrior Priest.

Core: Ordinators, Temple Priests, Warriors(Indoril), Slaves, Nix Hound Outriders.

Elite: Great House Agents(Indoril), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Holy Orders

Support: Ancestral Ghosts, Bonelords, Siege Strider

A House Indoril army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Ordinators, Warriors and Nix Hound Outriders must be taken as Elite instead.


Great House Hlaalu

The wealthiest and most influential of the Great Houses is Hlaalu. Owning mines and plantations all across Morrowind and Vvardenfell, and bordering the Imperial Province itself, House Hlaalu makes lucrative trade with the Empire, and accepts a certain amount of Imperial authority over their lands and people. As a result, by the time of the Nerevarine, both the Duke of Vvardenfell and the King of Morrowind were both Hlaalu councilors. Hlaalu is not a full ally of the Empire, however; its most corrupt faction, a criminal organization known as the Camonna Tong, wishes to expel the Empire and its citizens from Morrowind. House Hlaalu's banners are yellow, for money is its only master.

A House Hlaalu army uses the following list:

Heroes: Noble(Hlaalu).

Core: Warriors(Hlaalu), Slaves, Nix Hound Outriders, Great House Agents(Hlaalu), Camonna Tong Thugs.

Elite: Spellswords, Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Holy Orders.

Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider.


Great House Redoran

Along the border with Skyrim lies the Great House Redoran. Forged in martial tradition and vows of honor, Redoran's nobles brave the Ashlands themselves to hold their great councils. On the slopes of Red Mountain, they defend their fortress, the hollowed shell of a city-sized Emperor Crab, from all the terrors of the wastes. In the west of their territory, they proudly make war against the kingdoms of the Nords. The knights of Redoran bear a grim and gloomy temperament, battling endless hardships with a strict sense of duty. House Redoran's banners are crimson, as is the blood they shed for the defense of the Morrowind, the honor of their House, and the glory of the Tribunal.

A House Redoran army uses the following list:

Heroes: Noble(Redoran), Warrior Priest.

Core: Warriors(Redoran), Slaves, Nix Hound Outriders, Redoran Knights.

Elite: Spellswords, Great House Agents(Redoran), Morag Tong Assassins, Bonewalkers, Silt Strider, Ordinators, 0-1 Holy Orders.

Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider.

A House Redoran army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors, Knights and Nix Hound Outriders must be taken as Elite instead.


Great House Dres

In the south of Morrowind is an endless spread of farms and jungles, wondrously fertile land, cultivated by the labor of millions of wretched slaves. It is Great House Dres that rules these lands. Followers of the most ancient Dunmer ways, House Dres is a rigid society that only rarely does business outside of Morrowind. When warriors of Dres do leave their homeland, it is most often on raids into Argonia and Elsweyr, to kidnap Lizardmen and Khajiiti by the thousand. These captives are taken by sail to the great port of Tear; there they are sold as slaves to Dunmer from all across Morrowind, never to see their homes again. The banners of House Dres are dark blue, the color of the seas they cross to make slaves of the beast-folk.

A House Dres army uses the following list:

Heroes: Noble(Dres), Warrior Priest.

Core: Warriors(Dres), Slaves, Nix Hound Outriders

Elite: Spellswords, Great House Agents(Dres), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Holy Orders.

Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider, Ash Wasp Riders.

A House Dres army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors and Nix Hound Outriders must be taken as Elite instead.


Great House Telvanni

In the far north-east of Tamriel, across the grey islands of the Sea of Ghosts, are the spiraling towers of House Telvanni. Otherworldly in shape, the towers are giant mushrooms, magically grown and hollowed out to form the abodes of the great Master Sorcerers. These lords of House Telvanni pay little attention to the people they rule, and ignore the dictates of the Temple and the envoys of the Empire. They spend their lives hidden in their towers, performing forbidden rituals and conducting gruesome experiments. Some wizards of House Telvanni live unnaturally long lives, reaping the rewards of the secret magics they have long pondered. Others are murdered by rival sorcerers, covetous of their title or research. Still others have gone mad, their minds twisted into fried shells by the powers that have flowed through them. The banners of House Telvanni is brown like the towers of fungus they dwell in; "knowledge is power" is their only creed.

A House Telvanni army uses the following list:

Heroes: Sorcerer.

Core: Spellswords(Telvanni), Warriors(Telvanni), Slaves, Nix Hound Outriders.

Elite: Great House Agents(Telvanni), Morag Tong Assassins, Silt Strider.

Support: Siege Strider(Telvanni).

Various models in a Telvanni army use summoned Daedra, according to the rules in Scrollhammer: Daedra Cults.

A House Telvanni army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors, Spellswords, and Nix Hound Outriders must be taken as Elite instead.

Heroes

Noble

The Great Houses of Morrowind are ruled by councils of nobles. Some of these magnates hold their position by birth; others by wealth, others by merit. The nobles embody the great ambition and pride considered high virtues among the Dunmer; they lead their House's armies and thugs against its enemies, ever seeking to improve their status above that of their many bitter rivals.

70 pts (90 pts for House Father)

Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model

Dunmer Noble WS5 BS4 S4 T4 W2 I5 A3 Ld8 Mg4 Sv5+

Dunmer House Father WS5 BS4 S4 T4 W3 I5 A3 Ld9 Mg4 Sv5+

Wargear:

Hand Weapon, Bonemold Armor.

Spells: none

Special Rules:

Oath of Allegiance: A Dunmer noble's experience working inside or alongside his affiliate Great House has led him to acquire a set of skills and contacts from his rise to power. Depending on the Great House he fights for, the noble has a particular in-game benefit.

House Indoril: A noble of House Indoril fights for the traditions of Morrowind and for the Tribunal Temple. He gets +1 Ld. A Noble of House Indoril wears Indoril Armor instead of Bonemold, and his unit has Preferred Enemy(Undead and Daedra).

House Hlaalu: The nobles of House Hlaalu bear great wealth and influence, and prefer tactics of stealth and surprise in battle. A Noble of House Hlaalu has +1 I. A Hlaalu army containing at least one noble gets +1 to its reserve rolls.

House Redoran: The nobles of House Redoran are experienced warriors, skilled in the arts of both battles and honorable duels. A Noble of House Redoran has +1 WS and Furious Charge.

House Dres: The nobles of House Dres are feared by the slaves they rule, and fight in battle according to the most ancient customs. A Noble of House Dres has +1 BS, and all friendly units of Slaves within 12" of him may use his Leadership value and are stubborn.

A Noble may replace his hand weapon with:

Spear +4 pts

Javelins +6 pts

A Noble may take one of the following:

Shield or Second Hand Weapon +6 pts

Bow or Short Bow +6 pts

A Noble may replace items in both hands with:

Greatsword +14 pts

A Noble may upgrade any number of his weapons to the following:

Glass +6 pts per weapon

Ebony +10 pts per weapon

Daedric +25 pts per weapon (House Father only)(A Greatsword upgrades to a Daedric Katana)

A Noble may replace his armor with:

Chitin Armor(free)

Glass Armor +10 pts

Ebony Armor +18 pts

A Noble may be mounted on a Nix Hound for +20 pts, as long as he is wearing Light Armor.

A Noble may be mounted on a Silt Strider for +75 pts(but loses Independent Character if he does so). A Noble mounted on a Silt Strider is given the Standard Bearer upgrade(+1 to combat resolution).

A Noble of House Dres may be mounted on an Ash Wasp for +45 pts.

A mounted Noble may take a Lance for +10 pts. A mounted Noble, if an Independent Character, may join a unit riding the same mount as himself.

A Noble may take up to two spells from this book's spell list as follows:

Destruction Spells, mana cost 2 or less: +10 pts each

Alteration Spells, mana cost 2 or less: +8 pts each

Bound Weapon Spells: +14 pts each

Restoration Spells, mana cost 2 or less: +8 pts each, (Indoril and Redoran only)

Illusion Spells, mana cost 2 or less: +8 pts each,(Hlaalu and Dres only)

A Noble may be given a Guardian Stone Blessing for +10 pts.

One Noble may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.

A Noble may take up to 70 pts of magic items from the armory where appropriate. A House Father may take any number of magic items from the armory where appropriate.


Warrior Priest

The Tribunal Temple provides spiritual rule over the Dunmer of Morrowind. Countless pilgrims make dangerous journeys through the Ashlands to bow at the shrines of noble saints or appease the Daedra. Escorting such travelers is taken as a duty by many disciples of the Temple, in the hopes of proving themselves worthy of ALSMIVI, or out of aspirations of sainthood. The masters of the Temple are therefore skilled in the arts of both healing and battle, and have been known to put these twin talents to use in times of war.

60 pts

Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model

Warrior Priest WS5 BS3 S3 T3 W2 I4 A2 Ld9 Mg6 Sv-(6++)

Wargear:

Priest Robes, Hand Weapon, Dagger.

Spells:

Heal, Heal Other, Flames. Warrior Priests have up to two additional spells of your choice from the Schools of Mysticism, Restoration and Alteration, or from the Temple Only Illusion Spells.

Special Rules:

Preferred Enemy(Undead and Daedra)

Sotha's Grace: Warrior Priests have a 6+ Ward Save.

Vigilant Faith: Warrior Priests grant their unit immunity to Fear, Terror and Panic.

A Warrior Priest may take one of the following:

Shield +5 pts

Priest's Staff +8 pts

War Hammer +18 pts

A Warrior Priest may upgrade any number of his weapons to the following:

Glass +6 pts

Ebony +10 pts

A Warrior Priest may take one of the following:

Chitin Armor +6 pts

Glass Armor +14 pts

A Warrior Priest may be mounted on a Nix Hound for +20 pts(he may join units riding Nix Hounds if he does so).

A Warrior Priest may be mounted on a Silt Strider for +75 pts(but loses Independent Character if he does so).

A Warrior Priest may be given one of the following:

An additional spell of your choice from the School of Mysticism, Restoration or Alteration, or from the Temple Only Illusion Spells. +18 pts

Invoke Ancestral Ghost +12 pts

Invoke Bonelord +50 pts

A Warrior Priest may be given a Guardian Stone Blessing for +10 pts.

A Warrior Priest may take up to 70 pts of magic items from the armory where appropriate.


Sorcerer

The mad Sorcerers who rule Great House Telvanni are rarely seen by other Dunmer. Sitting high in their fungal towers, they ponder the heretical tomes, and perform unthinkable rituals. A Telvanni wizard hollows out the living space of his tower at the very peak, keeping out those incapable of magical flight. In doing so, he ensures that no meddlesome commoners will interrupt his studies, and no Temple Priests will lay hands on him for consorting with Daedra or enslaving the dead. But after spending centuries in their isolated lairs, the mages of House Telvanni hone their magical talents to nigh-perfection, and proceed to utterly destroy all who once sought to thwart them.

140 pts (170 pts for Master Sorceror)

Hero. Independent Character, Skirmish, Infantry, Dark Elf. Single Model

Sorcerer WS2 BS4 S2 T3 W2 I2 A2 Ld9 Mg7(8) Sv-

Master Sorcerer WS2 BS4 S2 T3 W3 I2 A2 Ld10 Mg8(9) Sv-

Wargear:

Wizard Robes, Sorcerer Staff.

Spells:

A Telvanni Sorcerer knows 4 appropriate(he may not take spells labelled Warrior Priest/Priest only) spells, other than Summon Daedra, of your choice from the lists in this book.

Special Rules:

Bound Daedra: A Telvanni Sorcerer may have all his summoned Daedra he has payed for in play simultaneously, and may take multiples of the same Daedra spell in order to summon multiples of that Daedra.

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

Any appropriate spell(other than Summon Daedra or Necromancy) costing 1-3 mana from the spell list: +15 pts

Any appropriate spell(other than Summon Daedra or Necromancy) costing 4+ mana from the spell list: +25 pts

Summon Scamp (cost 1) +10 pts

Summon Hunger (cost 2) +15 pts

Summon Flame Atronach (cost 2) +15 pts

Summon Dremora (cost 2) +20 pts

Summon Golden Saint (cost 2) +20 pts

Summon Dark Seducer (cost 2) +20 pts

Summon Winged Twilight (cost 3) +30 pts

Summon Clannfear (cost 3) +30 pts

Summon Frost Atronach (Cost 3) +30 pts

Summon Storm Atronach(Cost 4) +50 pts

Summon Spider Daedra (cost 5) +75 pts

Summon Daedroth (cost 5) +100 pts

Summon Dremora Lord (cost 5) +150 pts

Summon Xivilai (cost 6) +160 pts

Raise Skeletal Minion +12 pts

Raise Skeletons +20 pts

Raise Skeletal Horde +40 pts

A Sorcerer may take an Atronach Familiar(in addition to any spells). This grants the Sorceror the ability to buy a seventh(or eighth if he is a Master Sorcerer) spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:

Summon Flame Atronach (cost 2)

Summon Frost Atronach (cost 3)

Summon Storm Atronach (cost 4)

Rules for summoning Daedra are found here: Scrollhammer: Daedra Cults.

A Sorcerer may be mounted on a Silt Strider for +75 pts(but loses Independent Character if he does so).

A Sorcerer may be given a Guardian Stone Blessing for +10 pts.

A Sorcerer may purchase any amount of magic items from the armory where appropriate.


Core

Slaves

Slavery is widely practiced throughout Morrowind. The warriors of House Dres go forth on raids into the jungles of the southern half of Tamriel, bringing back throngs of Khajiiti and Argonians in chains. These unfortunates are sold to every Great House: Hlaalu, Dres and Indoril use slaves for farm and house labor, the warriors of Redoran use them for gladiatorial combat, and the wizards of Telvanni consider their slaves to be laboratory assistants or test subjects. Cursed manacles are often bought for slaves, preventing those suspected of knowing magic from using it effectively to escape. The Khajiit and Argonian species are considered by Dunmer to be worthy of slavery, a little bit wiser than animals, but still mere beasts compared to Merkind. Slaves of other races are found only in very small numbers, most often from among criminals who have offended House Dres.

Slaves are often mobilized for war in time of need. They are poor substitutes for the warrior retainers of the Great Houses, and rebellion is a constant danger while slaves are armed; nevertheless they are an inexpensive army for a Dunmer lord to raise, and a far less costly one to lose.

3 pts per Slave, 6 pts for Slavedriver. Core. Horde, Infantry. Each Slave is either Khajiit or Argonian. Slavedrivers are Dark Elves. 19-79 Slaves, 1 Slavedriver per unit.

Khajiit Slave WS2 BS2 S3 T3 W1 I2 A1 Ld2 Mg0 Sv-

Argonian Slave WS2 BS2 S3 T3 W1 I3 A1 Ld2 Mg0 Sv-

Slavedriver WS3 BS3 S3 T3 W1 I4 A1 Ld6 Mg2 Sv5+

Wargear:

Khajiit Slaves have their Claws(2x hand weapon).

Argonian Slaves have Spears.

A Slavedriver is armed with Hand Weapon, Shield and Leather Armor.

Special Rules:

"Do as I say, you animals!": If a unit of Slaves with a Slavedriver fails a morale test(including Fear or Terror), you may immediately remove one Slave as a casualty to re-roll the test. Units of Slaves locked in combat cannot use this ability.

Escape to Freedom: If a unit of Slaves flees, the Slavedriver and any Independent Characters joined to the unit(if any) are immediately removed as casualties. Slaves can never rally except in reaction to being charged.

All Slaves in the unit may take Leather Armor for +1/2 pt per model.


Warriors

Dunmer Warriors make up the core of the standing armies of the Great Houses. Some regiments of warriors consist of retainers and Oathmen, the guards of the Great House who both enforce law and order in the streets of their cities and fight for the nobles when the House goes to war. Others are mercenary thugs, sell-swords sent to do the House's dirty work. The Blade, Bow and Spell are the three great Dunmer arts of combat; garrisons of Dunmer warriors vary in their choice of weapon from village to village.

6 pts per model. Core. Fight in Ranks, Infantry, Dark Elf. 10-25 models per unit.

Warrior WS3 BS3 S3 T3 W1 I4 A1 Ld7 Mg2 Sv4+

Wargear:

Hand Weapon, Shield, Bonemold Armor.

Special Rules:

Great House Loyalties:

The Warriors of each Great House hold different specialties, based on the character of the Great House and the personal experiences of its soldiers.

House Indoril: The piety of the Warriors of House Indoril gives them +1 Ld.

House Hlaalu: The streetwise Warriors of House Hlaalu have +1 I.

House Redoran: The noble arts of combat practiced by Warriors of House Redoran give them +1 WS.

House Dres: The swift raids of the Warriors of House Dres make them experienced marksmen. They have +1 BS.

House Telvanni: The Warriors of House Telvanni are highly familiar with magic. They have +1 Mg.

The entire unit may:

Upgrade one model to Champion(+1 A) for +4 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +4 pts

Upgrade one model to Musician(can always rally) for +4 pts

The entire unit may replace Hand Weapons with:

Spears +1 pt per model

Javelins +1 pt per model

The entire unit may replace Shields with:

Spell: Flames, Frostbite or Sparks (free)

The entire unit may replace both hands with:

Bows +1 pt per model

Short Bows +1 pt per model

Halberds +1 pt per model

The entire unit may replace their Bonemold Armor with:

Chitin Armor (free)

The entire unit may purchase one of the following spells:

Firebolt, Icy Spike or Shock +1 pt per model

The Champion may replace his armor with Glass Armor for +4 pts.

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


Nix Hound Outriders

The Nix Hound is a strange beast. Its figure is hunched and gangly, yet it is nevertheless quite fast, and has a strong back. Nix Hounds hunt in packs, the long tendrils protruding from their needle-like faces catching the scent of prey; they have been known to sometimes attack travelers. Long ago, many broods of these creatures were domesticated by the ancient Dunmer; Nix Hounds serve as mounts for the Dunmer in battle, lending their speed and pack ferocity to their elven masters. Nix Hounds were found to be weaker steeds than the horses tamed by Men, but their low profile and sheer speed make up for their lack of strength in battle.

10 pts per model. Core. Skirmish, Fast Cavalry, Dark Elf. 5 to 15 models per unit.

Outrider WS3 BS3 S3 T3 W1 I4 A1(2) Ld7 Mg2 Sv5+

Wargear:

Hand Weapon, Shield, Chitin Armor.

Nix Hound: Nix Hounds do not grant the normal +1 Toughness bonus to their riders.

Special Rules:

Scouts.

The entire unit may:

Upgrade one model to Champion(+1 A) for +6 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts

The entire unit may take:

Lance +2 pts per model

The entire unit may replace their Hand Weapon and Shield with:

Javelins and Shield +1 pts per model

Short Bow +2 pts per model

The Champion may replace his armor with Glass Armor for +4 pts

The Champion may take up to 10 pts of Magic Items where appropriate from the armory.


Redoran Knights

The warriors of Great House Redoran have a long and great history. Duty, Gravity and Piety are their vows, and they take pride in them. Redoran Knights are the bravest of the House's retainers; their fury in battle is legendary among their foes. Many who have served in the armies of Redoran have gone on to be great leaders of the House, or to trod along the path of Holy Vehk as Buoyant Armigers.

14 pts per model. Core. Fight in Ranks, Infantry, Dark Elf. 10-20 models per unit.

Redoran Knight WS5 BS3 S3 T3 W1 I5 A2 Ld8 Mg2 Sv5+

Wargear: Greatswords, Bows, Bonemold Armor.

Special Rules:

Furious Charge.

Duty, Gravity, Piety: Should they lose a combat, Redoran Knights and any Independent Characters in their unit count as using an unmodifiable Leadership of 10 when rolling to see if they flee.

The entire unit may:

Upgrade one model to Champion(+1 A) for +10 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts

Upgrade one model to Musician(can always rally) for +10 pts

The entire unit may replace their armor with:

Glass Armor +5 pts per model

Ebony Armor +8 pts per model

The entire unit may upgrade either or both of their weapons to:

Glass +3 pts per model(+6 pts for both weapons)

Ebony +4 pts per model(+8 pts for both weapons)

The Champion may take up to 20 pts of appropriate Magic Items from the Armory.


Camonna Tong Thugs

The Camonna Tong is an infamous organized syndicate. Led by none other by Orvas Dren, brother of the Duke of Vvardenfell, the Camonna Tong is well known for its dominance in the black market, smuggling Skooma and other banned goods. Agents of the Camonna Tong have a heavy influence on House Hlaalu, bribing and threatening the nobles, and even joining the House to influence it from within. Profitable commerce with foreigners, of the criminal sort, is among their primary goals; however, they also wish to give Morrowind complete independence from the Empire, and to expel the vast majority of Imperial organizations and citizens from the land of the Dunmer.

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

Camonna Tong Thug WS3 BS3 S3 T3 W1 I5 A1 Ld7 Mg2 Sv6+

Wargear:

Chitin Armor, Poisoned(4+) Dagger.

Special Rules:

Fleet of Foot.

Street Fighters: The evasive skills of Camonna Tong Thugs grant them a 6+ Cover Save in Close Combat. Their Daggers always get the charging from cover bonus the first round of combat.

One model per unit may be upgraded to Strongman (+1 S, +1 A) for +6 pts.

Any number of models in the unit may each take one of the following of your choice:

A Pair of Poisoned(4+) Hand Weapons +1 pts per model

A Pair of Poisoned(4+) Hand Crossbows +3 pts per model

A Pair of Poisoned(4+) Javelins +3 pts per model

A Pair of Poisoned(4+) Throwing Knives +3 pts per model

The Strongman may be given Glass Armor for +3 pts

The Strongman may upgrade all his weapons to Glass for +6 pts

The Strongman may be given up to 10 pts of magic items where appropriate from the armory.


Elite

Spellswords

The armies of the Dunmer Great Houses each contain groups of warriors with incredible skills. Mercenaries, champions and young nobles fill the ranks of these elite warbands, fighting with the traditional ancient weapons of the Dunmer: the Blade, Bow and Spell. The Spellswords are exemplars of the Dunmer on the field of battle, and are well-respected by the armies of Men who have faced them.

14 pts per model. Elite. Skirmish, Infantry, Dark Elf. 10-20 models per unit.

Spellsword WS4 BS4 S3 T3 W1 I4 A1 Ld7 Mg4 Sv5+

Wargear:

Hand Weapon, Bonemold Armor, Bow.

Spells:

Flames, Daedric Bite

Special Rules:

Fleet of Foot, Relentless. An Noble joining a unit of Spellswords also gains Fleet of Foot and Relentless.

Battle Mastery: The most skilled warriors of Morrowind are known to be able to use their various weapons fluidly and in harmony with one another. A unit of Spellswords and any Noble or Special Character attached to it may equip up to 2 hands worth each of magic, ranged weapons, and close combat weapons in a single turn (i.e. they can fire their ranged weapons and cast spells, and use two Hand Weapons, all in the same turn).

Great House Telvanni Spellswords: Spellswords of Great House Telvanni have great familiarity with magic. If you are fielding Spellswords in a Telvanni army, the entire unit may replace their armor with Wizard Robes for free, and the maximum mana cost of spells they can purchase is increased(from 2) to 3. They may not, however, take the Glass or Ebony weapons upgrades.

A unit of Spellswords may:

Upgrade one model to Champion(+1 A) for +4 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +4 pts

Upgrade one model to Musician(can always rally) for +4 pts

The entire unit may replace their Bows with:

Short Bow (free)

Pair of Javelins (free)

Crossbow +1 pts per model

The entire unit may replace the spell Flames with:

Spell: Frostbite or Sparks (free)

Second Hand Weapon (free)

Spear (free)

The entire unit may replace the spell Daedric Bite with:

Any Destruction or Alteration spell from the army spell list(mana cost 2 or less) (free)

The entire unit may replace their Bonemold Armor with:

Chitin Armor (free)

The entire unit may take one of the following:

Any Destruction, Bound Item, or Alteration spell from the army spell list(mana cost 2 or less) +3 pts per model

The entire unit may upgrade any or all of their weapons to:

Glass +3 pts per weapon per model(or +6 pts for all weapons)

Ebony +4 pts per weapon per model(or +8 pts for all weapons)

The Champion may replace his armor with:

Glass Armor +4 pts

Ebony Armor +6 pts

The Champion may take up to 20 pts of magic items, where appropriate, from the armory. For every four models in the unit, a Spellsword may take up to 10 pts of magic items, where appropriate, from the armory.

The Champion may take an additional appropriate Destruction, Bound Item, Illusion or Alteration spell(mana cost 2 or less) from the armory for +5 pts.


Great House Agents

The intrigues between the Great Houses are legendary in scale. The law of Morrowind restrains the Houses from engaging in large scale wars, but all forms of underhanded activity are tolerated. Espionage, sabotage and assassination are frequently carried between Houses by hired thugs. Those who are caught are often may find themselves subject to heavy fines or outlawry, depending on the severity of their actions and the number of friends they have in high places. It is by this indirect means that the various factions of Morrowind vie for power over land, people and resources.

Elite. Skirmish, Infantry, Dark Elf. 5-20 models per unit. The unit must contain at least three types of agents, and and no single type of agent may make up more than two-thirds of the unit.

Hireling WS3 BS3 S3 T3 W1 I3 A1 Ld6 Mg2 Sv6+, 6 pts

Guard WS3 BS3 S3 T3 W1 I4 A2 Ld7 Mg2 Sv4+, 9 pts

Marksman WS2 BS4 S3 T3 W1 I3 A1 Ld7 Mg2 Sv6+, 7 pts

Thief WS3 BS3 S2 T2 W1 I5 A1 Ld6 Mg2 Sv6+, 7 pts

Mage WS2 BS3 S2 T3 W1 I3 A1 Ld7 Mg4(5) Sv-, 7 pts

Alchemist WS2 BS2 S2 T3 W1 I3 A1 Ld6 Mg4 Sv6+, 8 pts

Special Rules:

Fleet of Foot.


Specialists: Each unit may be composed of any combination of the six types of Agents, representing the different specialties of the freelance adventurers hired to serve the Great Houses. Each Agent has different choices of weapons and talents, as described below.

Hirelings: Armed with Hand Weapon, Leather Armor, Short Bow OR Pair of Javelins, Second Hand Weapon OR Halberd.

Guards: Armed with Hand Weapon OR Spear, Shield, Bonemold Armor.

Marksmen: Armed with Bow OR Crossbow, Leather Armor. Marksmen may split their fire away from the unit being shot at/charged by the unit of Agents.

Thieves: Armed with Dagger, Pair of Throwing Knives OR Pair of Hand Crossbows, Chitin Armor. Stealth(only the thieves get the save), Move Through Cover.

Mages: Armed with Sorceror's Staff and Wizard Robes. Know one appropriate Destruction Spell and one Alteration spell (of mana cost 2 or less).

Alchemist: Armed with Hand Weapon and Leather Armor. Knows one appropriate Restoration spell of mana cost 2 or less. May take Bow(Poisoned 2+) OR Feel No Pain.


Great House Underlings: The various Great Houses look for certain qualities in their hirelings. Great House Agents get bonuses based on which Great House they are part of.

House Indoril: All Agents have +1 Ld.

House Hlaalu: All Agents have +1 I.

House Redoran: All Agents have +1 WS.

House Dres: All Agents have +1 BS.

House Telvanni: All Agents have +1 Mg.


For every four models in the unit, one of the following upgrades may be made to any model in the unit:

Hireling: Upgrade armor to Glass Armor for +4 pts OR Upgrade one weapon to Glass for +3 pts.

Guard: Upgrade armor to Glass Armor for +3 pts OR Upgrade one weapon to Glass for +3 pts OR upgrade one weapon to Ebony for +4 pts.

Marksman: Upgrade ranged weapon to Glass for +3 pts OR upgrade ranged weapon to Ebony for +4 pts OR purchase Magic Item ranged weapon worth 10 pts or less.

Thief: Upgrade one weapon to Poisoned(4+) for +2 pts OR an additional +1 to Cover Save for +4 pts OR "rolls 3d6 for Armor Penetration against structures" for +5 pts.

Mage: May take an additional appropriate Destruction Spell or Alteration spell (of mana cost 2 or less) for +5 pts.

Alchemist: Upgrade armor to Glass Armor for +4 pts OR purchase up to 10 pts of Potions from the armory.


Morag Tong Assassins

The secretive brotherhood known as the Morag Tong are the Temple's primary means of keeping the peace among the Great Houses. Followers of Mephala, the Morag Tong venerate the art of murder, performing assassinations in exchange for money or equipment. They are not savage killers, however, but instruments of a strange form of justice; most criminal convictions in Morrowind result in heavy fines, with the wronged party being given the legal right to use that money to pay the Morag Tong to assassinate the guilty party. The Morag Tong send forth an assassin, bearing an Honorable Writ of Execution, who bears the legal authority to track and kill the criminal. It is only rarely that the Morag Tong will use their power and resources to conduct illegal assassinations, or to kill outlanders; they prefer to keep their hands clean of all blood that they are not sanctioned to shed.

It is by this means that the Great Houses are able to go to war with one another, while rarely setting off overtly bloody feuds or pitched battles. Should there be a misconduct among members of two Houses, the Morag Tong is permitted to avenge whatever grievances result from the action. As an organization primarily internal to Morrowind, whenever the Morag Tong appear in battle, it is only in time of dire need, or when they are tracking an enemy leader to prepare for the kill.

95 pts per model. Elite. Skirmish, Infantry, Dark Elf. 1-3 models per unit.

Morag Tong Assassin WS8 BS8 S3 T3 W2 I8 A3 Ld10 Mg4 Sv6+

Wargear:

Dagger.

Throwing Stars: The Throwing Stars of the Morag Tong count are thrown in succession, with blinding speed, as an assassin leaps at his target. The Throwing Stars are a pair of dual wielded 1-handed ranged weapons, each with the following profile: Strength=model S, Assault 4, Range 3". They may be equipped on the same turn as a Morag Tong Assassin's other weapons.

Morag Tong Armor: The grey and red robes of the Morag Tong are padded with strong leather, and filled with enchantments of concealment. This is Light Armor(6+) which grants the bearer Stealth, and does not reduce his number of mana dice.

Writ of Execution: This sealed document bears the name of the target of the Morag Tong. At the beginning of the game, if your army contains any number of Morag Tong Assassins, choose a model in your opponent's army. All the Morag Tong Assassins in your army target that model for assassination. They may specifically target it in close combat, re-rolling to hit and wound(regardless of whether it is an Independent Character). They may target that model separately from its unit with their shooting (they hit the target on a 4+, no re-rolls, should they attempt this).

Spells:

Each Assassin knows an Illusion spell from the army spell list of your choice(mana cost 3 or less).

Special Rules:

Infiltrate, Fleet of Foot, Move through Cover, Hit and Run.

Lightning Reflexes: Morag Tong assassins have 4+ cover saves while in Close Combat.

Secret Orders: Morag Tong units may not be joined by Independent Characters.

Any number of Morag Tong Assassins may each replace their Throwing Stars with:

Bow (free)

Short Bow (free)

Pair of Hand Crossbows(free)

Any number of Morag Tong Assassins may each be given:

Katana +20 pts per model

Each Morag Tong Assassin may upgrade any number of its weapons to:

Glass +7 pts per weapon

Ebony +10 pts per weapon

Daedric +25 pts per weapon


Bonewalkers

Among the sacred duties of the Tribunal Temple is the preservation of the bones of Dunmer ancestors. The tombs of every great family are scattered all across Morrowind, endless mazes filled with thousands of years of buried dead. The Holy City of Necrom, in the east of east, contains thousands of such tombs. To guard these tombs, the priests of the Temple call back the spirits of the strongest bodies buried there, reanimating their corpses as Bonewalkers. These rites are necromantic in nature, but are sanctioned under the Temple's traditions. When these blessed guardians of flesh and bone appear upon the battlefield, they instill dread in the enemies of ALMSIVI.

14 pts per model. Elite. Horde, Infantry, Undead. 10-30 models per unit.

Bonewalker WS3 BS0 S3 T4 W1 I3 A2 Ld5 Mg2 Sv-

Greater Bonewalker WS3 BS0 S4 T4 W2 I3 A2 Ld5 Mg2 Sv-

Wargear:

none

Special Rules:

Cause Fear.

Almalexian Embalming: Bonewalkers have 3+ Ward Saves against Frost and Shock damage.

The Brown Rot: Disease. Enemy models in base contact with a Bonewalker have -1 Strength.

Dread Curse: Models wounded by a Greater Bonewalker have -1 Strength and -1 Toughness for the remainder of the game.

For every five Bonewalkers in a unit, one may be upgraded to a Greater Bonewalker for +10 pts.


Ordinators

Clad in gilded armor with sky-blue drapings, the Ordinators form the military forces of the Tribunal Temple. Every Ordinator is the product of years of training, a master of both arms and magic, a force of unwavering loyalty to ALMSIVI. The Ordinators hail primarily from House Indoril, their golden masks bearing the visage of Saint Nerevar himself. The various sects of Ordinators are devoted to the Temple's many militant endeavors: the execution of heretics and the quelling of Daedric uprisings. Others guard the sacred cities of the Temple, endlessly watching the scum who roam the streets, and slaying those who commit sacrilege against the ancient shrines.

18 pts per model. Elite. Fight in Ranks, Infantry, Dark Elf. 10-20 models per unit.

Ordinator WS6 BS4 S3 T3 W1 I6 A2 Ld9 Mg4 Sv4+

Wargear:

Ebony Hand Weapon, Shield, Indoril Armor.

Spells:

Ordinators may have up to 2 Destruction spells (mana cost 2 or less). The spells must be the same for every Ordinator in the unit.

Special Rules:

Preferred Enemy(Undead and Daedra)

Sotha's Grace: Ordinators have a 6+ Ward Save.

A unit of Ordinators may:

Upgrade one model to Ordinator Captain(+1 A, +1 Ld) for +10 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts

Upgrade one model to Musician(can always rally) for +6 pts

The Ordinator Captain may take up to 20 pts of magic items where appropriate from the armory.


Silt Strider

The Silt Striders are among the largest insects of the swamps of Morrowind, standing up to a hundred feet tall. Tamed long ago, the shells of Silt Striders can be carved in a manner allowing them to carry passengers. Many owners of these creatures offer travel services across the more dangerous parts of Morrowind, a very successful business, due to the safety offered to those inside the Strider's shell. Others ride the great beasts into battle, towering above the enemy and raining arrows upon them.

75 pts for Silt Strider, 8 pts per Rider. Elite. Skirmish, Monstrous Cavalry, Dark Elf(rider). Single Model (1 Silt Strider, 1-5 Riders)

Rider WS3 BS4 S3 T3(4) W1 I4 A1 Ld8 Mg4 Sv5+

Silt Strider WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+

Wargear:

Riders have Bows and Bonemold Armor.

Chitinous Exoskeleton: Silt Striders have a 5+ armor save.

Special Rules:

Silt Striders cause Fear.

Amphibious: Silt Striders ignore water terrain features when moving.

War Tower: Multiple Riders may be mounted on a Silt Strider. If you do this, if any number of wounds are resolved against the Riders, you allocate the wounds among them as if they were independent models. A Monster Reaction test is only required if all Riders are killed.

One Rider may be given a Lance for +2 pts.

One Rider may be upgraded to Strider Trainer(+2 Ld) for +12 pts.

One Rider (not the Trainer) may be upgraded to Standard Bearer(+1 to combat resolution) for +6 pts.

The entire unit of Riders may replace their Bows with:

Short Bows (free)

Crossbows +1 pt per Rider

The entire unit of Riders may take one of the following:

Any appropriate Destruction or Alteration spell from the list (mana cost 2 or less) +2 pts per Model

The entire unit of Riders may upgrade their weapons to

Glass +3 pts per Rider


Support

Temple Priests

To be a Priest of the Tribunal Temple is to give one's life to ALMSIVI. The priestly orders hold important positions throughout all of Morrowind. The living are inspired by their sermons, and the dead are consecrated by their rites. Hymns, poems, and wild chants of worship are made to the Tribunal. Some priests wear common robes, others don elaborate trappings and veils covered in sacred symbols. Initiates to the Tribunal Temple are taught the mysteries of Dunmer religion, but are also instructed in the use of magical powers granted to them by their ALMSIVI on their thrones.

8 pts per model. Support. Fight in Ranks, Infantry, Dark Elf 10-20 models per unit.

Priest WS2 BS3 S3 T3 W1 I4 A1 Ld8 Mg4 Sv-(6++)

Wargear:

Priest's Robes, Dagger, Hand Weapon

Spells:

Heal Other. Priests have up to two additional spells of your choice from the Schools of Restoration or Alteration(Mana cost 2 or less). One of these two spells may be replaced by the spell Father's Hand. Every model in the unit must take the same spells.

Special Rules:

Preferred Enemy(Undead and Daedra)

Sotha's Grace: Priests have a 6+ Ward Save.

One model may be upgraded to Curate(+1 Mg, +1 Ld) for +7 pts.

The entire unit may take:

Priest's Staff +2 pts per model

The entire unit may upgrade their Hand Weapons to:

Ebony +2 pts per model

The Curate may take an additional spell of your choice from the School of Restoration, Mysticism or Alteration, or instead take Summon Ancestral Ghost or one of the Temple Only Illusion spells, for +15 pts, and may trade any number of his 2 starting spells for spells from the School of Mysticism.

The Curate may purchase up to 20 pts worth of Magic Items where appropriate from the armory.


Ancestral Ghosts

To enter unwarranted into an Ancestral Tomb is to profane the bodies of the Dunmer, to blaspheme against the Tribunal Temple. And often, it is to join the dead who rest there. For those who are awakened from their slumber return as the worshipped Ancestral Guardians, protecting the cadavers of their kin and bringing destruction upon the living.

4 pts per model. Support. Horde, Infantry, Undead 10-60 models per unit.

Ancestral Ghost WS2 BS0 S2 T2 W1 I2 A1 Ld5 Mg2 Sv-

Wargear: none

Special Rules:

Ghostly: Ghostly models ignore difficult and dangerous terrain. They are unaffected by frost damage. They get a 4+ Ward Save against non-magical attacks (Silver and Daedric weapons ignore this effect)

One Ancestral Ghost per unit may be upgraded to Ancient One(+1 WS, +1 BS, +1 S, +1 T, +1 I, +1 A, +2 Ld) for +6 pts


Bonelords

The greatest of the horrors sanctioned to guard the tombs of Dunmer ancestors is the Bonelord. Appearing as a hooded, pale skeletal figure, the Bonelord sprouts forth two pairs of arms, by which it calls curses upon all who enter its domain.

35 pts per model. Support. Horde, Infantry, Undead. 3-15 models per unit.

Bonelord WS3 BS0 S3 T3 W2 I2 A3 Ld8 Mg3 Sv5+

Wargear:

Ritual Blades: A Bonelord counts as being equipped with two Katanas, dual wielded like hand weapons for +1 A.

Veil of Darkness: Bonelords have a 5+ Armor Save.

Special Rules:

Cause Terror.

Ghostly: Ghostly models ignore difficult and dangerous terrain. They are unaffected by frost damage. They get a 4+ Ward Save against non-magical attacks (Silver and Daedric weapons ignore this effect

Ward of the Second Barrier: A Bonelord's Armor Save can never be reduced to worse than 5+.

The Inescapable Grave: Enemy models within 6" of a Bonelord get -1 Initiative, and -1" to the max distance of every move of any kind they make(i.e. a sprint roll of 5 counts as a 5, but a roll of 6 also counts as a 5).


Siege Strider

A Silt Strider is capable of carrying an incredible amount of weight with its sturdy insectoid legs. Some carry warbands or nobles with their retinues; others, however, may be outfitted to carry mighty siege weapons. Within the walking towers, all manner of siege weapons are kept safe from the blows of the enemy.

140 pts. Support. Skirmish, Monstrous Cavalry, Dark Elf(Rider), Single Model (1 Silt Strider, 3 Riders)

Rider WS2 BS4 S3 T3(4) W1 I3 A1 Ld8 Mg4 Sv5+

Silt Strider WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+

Wargear:

Riders have a single Siege Weapon which they fire together, Hand Weapon, and Bonemold Armor. Choose the Siege Weapon from the following list:

Glaive Thresher: An enormous repeating crossbow, the Glaive Thresher rests comfortably and securely within the Strider's shell. S10AP5, Heavy 4, Range 48".

Siege Ballista: The Siege Ballista is a crossbow-like machine converted to fire enormous boulders at the enemy. S8AP4, Heavy 1, Blast, Range 48", rolls 2d6 for armor penetration against structures.

Ashflame Flinger: The Ashflame Flinger's blasts contain a mix of tars and flammable chemicals found within the endless swamps and wastelands of Vvardenfell. Everything caught beneath the magically lit mixture is immolated. S5AP3, Heavy 1, Large Blast, Range 24", flame, rolls 2d6 for armor penetration against structures. Mark the location hit by the blast on the table. Until the beginning of your next turn, at the beginning of every phase, every unit at that location takes a S4AP3 flame hit for each model fully or partially under the marked location.

Spellwrights(Telvanni only): The riders are Telvanni nobles skilled in the arts of siege magic. This does not count as a shared Siege Weapon, but rather replaces one. All three Riders get +2 Mg, and Wizard Robes(replacing their armor). Each Rider knows a Destruction spell of your choice from the list.

Chitinous Exoskeleton: Silt Striders have a 5+ armor save.

Special Rules:

Silt Striders cause Fear.

Amphibious: Silt Striders ignore water terrain features when moving.

War Tower: Multiple Riders may be mounted on a Silt Strider. If you do this, if any number of wounds are resolved against the Riders, you allocate the wounds among them as if they were independent models. A Monster Reaction test is only required if all Riders are killed.

Weapon Crew: The Siege Weapon on the back of the Silt Strider is equipped and shared by all three Riders. As long as at least one Rider is alive, it may be fired by the Riders.

One Rider may be upgraded to Strider Trainer(+2 Ld) for +15 pts.

One Rider (not the Trainer) may be upgraded to Standard Bearer(+1 to combat resolution) for +10 pts.


Ash Wasp Riders

The Ash Wasps of Morrowind's southern wastes and jungles are ferocious insects, both swift and deadly. The nobles of House Dres for centuries tamed these creatures, riding them into battle. With the sudden whir of wings, the flying swarm descends upon the enemies of House Dres, their poisonous stings combining with their rider's lances to spread chaos amongst even the most disciplined soldiers.

24 pts per model Support. Skirmish, Cavalry(flying), Dark Elf, 5-15 models per unit

Ash Wasp Rider WS3 BS4 S3 T3(4) W1 I4 A1(2) Ld7 Mg2 Sv4+

Wargear:

Lance, Bonemold Armor, Shield, Hand Weapon

Ash Wasp: Models riding Ash Wasps are Cavalry. Their movement ignores terrain features, and they may move 12" in the movement phase. They are not encumbered by their rider's heavy armor. They grant their rider Hit and Run.

Special Rules:

Descending Charge: A unit of Ash Wasp Riders(and any attached characters) may charge the turn it Deep Strikes.

A unit of Ash Wasp Riders may:

Upgrade one model to Captain(+1 A) for +8 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts

Upgrade one model to Musician(can always rally) for +8 pts

The entire unit may replace their Hand Weapon and Shield with:

Bow (free)

Short Bow (free)

Javelin and Shield (free)

Pair of Javelins (free)

The entire unit may upgrade any number of their weapons to:

Glass +3 pts per weapon(or +6 for all weapons)

Ebony +4 pts per weapon(or +8 for all weapons)

The entire unit may replace their armor with:

Glass Armor +4 pts per model

The Captain may take up to 20 pts of magic items from the armory where appropriate.


Special Characters

Vivec, the Warrior-Poet

Vivec is the VI of ALMSIVI, the eternal Warrior-Poet. He is Vehk and Vehk, mortal and god, for he stands one-half Chimer and one-half Dunmer above Nirn, while also dwelling eternally in the Aether. Mephala is his anticipation, for he is at once Vehk and Vehk, mortal and god, man and woman, Chimer and Dunmer. He is Thief, the brave rogue, and with his song writes truths into existence. His holy city lies upon the south coast of Vvardenfell; he is forever called upon by the prayers of Dunmer, begging for deliverance from Dagoth Ur. Many battles has he fought forever and ever to defeat Lord Dagoth, each time banishing the Devil of the Red Mountain until his next return.

The Temple of ALMSIVI teaches that VI was hatched into the mortal world from the egg of a netch-wife cast into the sea, and raised by the kingdoms of the Dreughs. In the form of a woman he was beloved of Molag Bal, who taught him the ways of godhood. He was ravished by Molag Bal while his head was disembodied, and so came to the King of Rape his lover, and from him learned the art of belly-magic. From this, Vehk and Vehk became father-mother to a brood of devils, who tore apart the land, until he smote them all with his Spear Milk-Finger.

To Nerevar, the legends call him mentor, that with his verse and riddles he instructed the young hero in the path to Royalty over all things. In the days of Nerevar, the Lie Rock, Baar Dau, fell forth from the heavens toward the city of Vivec; with his hand Vivec bound the rock to remain above the city, but to once more fall and destroy it should the Dunmer cease to love him. Vivec advised Nerevar before the Battle of Red Mountain. When Nerevar fell, and Azura's curse was brought upon the Dunmer, he ascended to be forevermore worshiped as the One who Mephala Anticipates. For a thousand and thousand more years he ruled Morrowind alongside his goddess-lover Almalexia and the mystic deity Sotha Sil. It was only at the end of this golden age that the Empire came to Morrowind.

Vivec fought to ensure a high level of independence for Morrowind, even with the nation's membership in the Empire. In the days of the Akaviri invasion, Vehk taught his people to breathe water, and called forth a great flood to drown the Armies of the East of East. When Dagoth Ur awoke, Vehk went forth with his armies and smote him again and again. But Dagoth Ur grew stronger, and stole the Tools of Kagrenac over which the War of the First Council was fought. But in the days of Nerevar, Vivec came to dwell within his palace alone, in meditation; only the highest Priests are allowed in his holy presence.

The teachings and mysteries of Vehk and Vehk are held within his Thirty-and-Six Sermons, by which Nerevar is instructed, and in which many truths are hidden. Vehk walks Nirn in the form of a mortal, bound to time, while Vehk walks the Aether as a god, born before all time begins. For he is Vivec.

600 pts. Vivec may be taken as a Hero choice in any Great House army. Should he be taken as a Hero choice, Buoyant Armigers are Core units. Independent Character, Skirmish, Infantry. Single model.

Vivec WS8 BS8 S4 T4 W4 I8(9) A4 Ld10 Mg10 Sv-(3++)

Wargear:

Muatra: The Milk Finger, ebony phallus-spear of Vehk and Vehk, bane of Daedra. Born of a forbidden rite, it is the Giver and Taker of Milk, the symbol of the potency of its Master. Artifact, Spear. Muatra strikes with +2 Strength and ignores armor saves. Models hit by Muatra lose all their mana dice next turn, and then Vivec gains that many mana dice.

Spells:

Black Hand, Ascendant Shield, Swimmer's Blessing, Vivec's Kiss, Father's Hand, Vivec's Feast, Vivec's Command, Turn of the Wheel, Vivec's Tears, Vivec's Touch, Vivec's Mercy.

Vivec's Wrath: Vivec calls down every magical force and element in existence, devastating his foes in a whirlwind of blazing light. This unique spell is a shooting attack, Cost 4. Destruction. Each time it is cast, he may choose one of three firing modes:

Vivec's Smiting. S10, ignores armor saves, Heavy 1, Range 24".

Vivec's Purging. S7, blast, ignores armor saves, Heavy 1, Range 24".

Vivec's Cleansing. S3, large blast, ignores armor and cover saves, Heavy 1, Range 24".

Special Rules:

Preferred Enemy(Daedra), Guardian Stone: The Thief.

Fading Divinity: Vivec is a Physical God with (only) a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain.

Thief of the Tower: Due to his divine mastery of metaphysics, Vivec successfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.

Godly Presence: All who surround the Warrior-Poet are dumbstruck by his might and radiance. All friendly units within 24" of Vivec (including himself) are Fearless. He causes Fear to enemies, causes Terror to Daedra(this overrides their normal Fearless rule).


Almalexia, Blessed and Merciful

Almalexia, or Ayem, is the Healing Mother of Morrowind, and the ALM of ALMSIVI. Appearing as a beautiful Chimer woman, this goddess is renowned for her senses of justice mercy. Said to have taken mortal shape before the hatching of Vivec, Almalexia long has ruled the Dunmer people as a mother figure. In the days of the First Council, she was wife to Indoril Nerevar. Upon her husband's death, she became the lover of Vivec, and reigned over Morrowind from its capital, Mournhold. The Temple has long worshiped her and heeded her soothing and gracious commands. Countless pilgrims flock to her holy city to receive her gifts.

But there is another side to Almalexia, for Boethiah, Prince of Plots, is her Anticipation. She has the form of both a mortal and a god, just as Vivec does. Her sign, however, is the Warrior; with her divine powers, she heals her children in times of peace, strictly punishes them in times of disobedience, and defends them in times of war. Many times has the Mother of the Dunmer defended them in battle, her face beneath an ornate battle-mask, her weapon Hopesfire, twin sword to the blade of fallen Nerevar.

600 pts. Almalexia may be taken as a Hero choice in any Great House army. Should she be taken as a Hero choice, Her Hands are Core units. Independent Character, Skirmish, Infantry. Single model.

Almalexia WS8(9) BS6 S4 T4 W4 I5 A5 Ld10 Mg10 Sv-(3++)

Wargear:

Face of Inspiration: Almalexia's mask of war bears the horrifying visage of a Daedra, coming forth from the sacred light she exudes. Artifact, Helm. Almalexia causes terror.

Hopesfire: The ancient curved blade of Almalexia, Hopesfire burns with a brilliant white-blue lightning flame. Artifact, Hand Weapon. Almalexia's attacks in close combat strike at +1 Strength, ignores armor saves, Critical Strike(5+), shock, deals d3 wounds.

Spells:

Almalexia's Calming Touch, Devotion Undying, Almalexia's Grace, Hand of Righteousness, Mother's Kiss, Mother's Embrace, Mother's Balm.

Almalexia's Wrath: Almalexia releases all her rage in a blast of piercing flame. Nothing can withstand the fury of the angered goddess. This is a shooting attack, cost 8. S10, ignores armor saves, Heavy 1 Large Blast, Range 36", inflicts d3 wounds, flame. Destruction.

Special Rules:

Guardian Stone: The Warrior

Fading Divinity: Almalexia is a Physical God with (only) a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain.

Healing Mother: Almalexia's nature as a goddess allows her to grant her people with endless blessings, as well as wield amazing powers herself should she need to. Almalexia successfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.

Just and Merciful: Almalexia is a force of law upon the battlefield, both loved and feared. Almalexia's unit is Fearless, and all friendly units within 24" of her are Stubborn. In addition, all Fliers (except Monstrous Fliers and Flying Cavalry) must move as if they were ordinary infantry if they begin their move within 24" of her.


Sotha Sil, the Mystery

The third of the Tribunes is Sotha Sil, or Seht, the SI of ALMSIVI. The scriptures of the Temple begin the tale of Sotha Sil as one who awoke among mortals as a God of Wizardry, while existing in the body of a mortal Chimer simultaneously. Sotha Sil was fascinated with the machines of the Dwemer, and sought to learn more of the magic and scientific knowledge behind their creation. Aiding Indoril Nerevar as a mage, he became fully accepted as a god after the War of the First Council; Azura is his anticipation. His appearance is that of a Chimer wearing a mechanical suit of armor, the top half of his face obscured by a golden mask.

Sotha Sil is the Mystery of Morrowind, for he is incredibly secretive in his ways. Rather than ruling a holy city populated by Dunmer, he spends his time in a vast series of underground tunnels, serving as his fortress and laboratory. Inspired by the designs of the Dwemer, he has developed an intricate system of clockwork technology. From his hiding-place, he has rarely shown his face upon the sunlit world. In earlier eras, he would often come up to the surface as the Light of Knowledge: he imparted his mysticism to the Psijiic Order, and assisted his sister Almalexia defending Mournhold against Mehrunes Dagon. But in more recent centuries, he has kept to himself, planning and building beneath the earth, in hopes of one day remaking the world in his image.

600 pts. Sotha Sil may be taken as a Hero choice in any Great House army. An army containing Sotha Sil may take units of Fabricants as core units. All other Core units become Elite(unless another one of the Tribunal is present in the army). Independent Character, Skirmish, Infantry. Single Model.

Sotha Sil WS4 BS4 S4 T4 W4 I4 A2 Ld10 Mg10 Sv-(3++)

Wargear:

Mask of Sotha: Sotha Sil's mask allows him to visually analyze the currents of Magicka in their true form. Artifact, Helm. Sotha Sil automatically successfully spends mana dice(on a 1+). Enemy effects cannot drain his mana for any reason.

Staff of Clockwork: Sotha Sil bears a strange, glowing, cog-shaped staff which affects the physical nature of motion. Artifact, Staff. Friendly units within 12" of Sotha Sil may choose to run up to 6" through non-difficult terrain without having to roll. If they do this, they must take a dangerous terrain test.

Domewire Contraption: Wires run forth from Sotha Sil's armored carapace, conducting magical energies to and from him. Artifact. Sotha Sil fully recharges his mana at the beginning of every player's turn, rather than just on your turn.

Spells:

Soulpinch, Burden, Levitation, Sixth Barrier, Crushing Burden of Sin, Brevusa's Averted Eyes, Silence, Purge Magic, Sotha's Mirror, Ward, Wisdom, Holy Word, Ordeal of Saint Olms, Sotha's Aegis.

Aetherofabricant Charge: Sotha Sil imbues the clockwork engines of his machines with a mystic energy, preventing them from breaking down. Cost 2. This spell may be cast during any player's movement phase. Choose a unit of Fabricants within 12" of Sotha Sil. At the end of this Assault phase, for each Fabricant removed as a casualty from that unit this turn, roll a d6. On a 4+, place return that Fabricant to play in a legal location as part of its unit. Multiple instances do not stack.

Special Rules:

Fearless, Guardian Stone: The Mage

Fading Divinity: Sotha Sil is a Physical God with (only) a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain.

Inscrutable Knowledge: Sotha Sil is a true master of Magicka, though the nature of his research and projects are unknown even to the other Tribunes. Sotha Sil may cast Regular and Heavy spells as though they were Assault. He gains +1 mana die per turn for having the Mage as his Guardian(the Guardian would otherwise not affect him, since his Mg is an unmodified 10).

Secluded and Unconventional: Sotha Sil rarely leaves his Clockwork City, and has little interest in the affairs of others. He may not join units other than units of Fabricants, or join forces with other members of the Tribunal. Roll a d6 at the end of game turn 3 and every turn after that. On a roll of a 1 at the end of turn 3, a 1-2 at the end of turn 4, and a 1-3 at the end of each of the following turns, Sotha Sil leaves the battlefield in pursuit of a personal goal. If such a result is rolled, he is immediately removed as a casualty.

Imperfect Bodyguard: Sotha Sil may take an Imperfect (see Clockwork Fabricants) as a bodyguard for its points cost. The Imperfect cannot be specifically targeted over Sotha Sil, and together they act as a single Independent Character. If Sotha Sil leaves the battlefield, the Imperfect leaves with him.


The Order of the Buoyant Armigers

The Order of Her Hands

Clockwork Fabricants

Divayth Fyr, Oldest of the Telvanni

In the fungus-tower of Tel Fyr, hidden in the Ashlands of Vvardenfell, there has lived a mysterious sorcerer for ages longer than can be remembered. Before the coming of the Empire, even before the birth of Indoril Nerevar, the wizard Divayth Fyr has dwelt in his ash-swept hall. Master Fyr has over the millennia studied and mastered every form of magic. He has walked the realms of Oblivion, and has developed a method by which he can travel in and out of them with a wave of his hand. He has discovered many strange secrets, by which he has given himself unnatural vitality and prevented his body from ever aging.

In recent times, he has delved into the exotic magic of Biomancy. He has cloned several female versions of himself, who serve as his bodyguard. Another current feature of his Tower is the Corprusarium. Guarded by a manumitted former slave of his, this series of chambers is a refuge for those afflicted by Corprus, the most terrifying of all the plagues unleashed by Dagoth Ur. Countless poor souls, deformed and driven mad by the disease, wander the bowels of his tower, as Master Fyr works tirelessly to develop a cure. Among the number of the infected within Tel Fyr is Yagrum Bagarn, the last of the Dwarves.

Divayth Fyr is the most powerful and ancient wizard in all of House Telvanni, but has never joined the House's council. He has expressed that he takes no interest in the politics and murderous conspiracies of his fellow sorcerors.

450 pts. Divayth Fyr may be taken as a replacement for a generic Sorceror in a Telvanni army. Independent Character, Skirmish, Infantry, Dark Elf. Single Model.

Divayth Fyr WS5 BS6 S3 T5 W4 I4 A1 Ld10 Mg10 Sv2+

Wargear:

Scourge (see Scrollhammer: Artifacts of Tamriel), Daedric Armor.

Spells:

Chain Lightning, Daedric Bite, Lightning Storm, Levitate, Third Barrier, Sixth Barrier, Medusa's Gaze, Silence, Mass Paralysis, Soul Trap, Dispel, Power Well, Ward, Hearth Heal, Blood Gift.

Special Rules:

Oblivion Portal: Divayth Fyr and his daughters have Deep Strike.

Age Beyond Counting: Divayth Fyr's aeons of experience with magic allow him to successfully spend mana on spells on a 3+. His armor does not reduce his number of mana dice, and he may cast Regular and Heavy spells as if they were Assault. He may cast all his spells with a single hand.

Corprus Familiarity: Divayth Fyr is immune to all diseases, including Blight and Corprus.

Daughters of Fyr: Fyr may take a retinue of female clones to assist and protect him. For +25 pts per model, he may take up to 4 (Telvanni) Spellswords (with no upgrades) in Bonemold Armor as part of his unit. He and his daughters together act as a single Independent Character, and as a unit among themselves.


Bolvyn Venim, Archmaster of Redoran

Saint Jiub

Nerevarine

Equipment

Basic Equipment

Bonemold armor is Heavy Armor(5+). Chitin Armor and Netch Leather Armor are Light Armor(6+). Indoril Armor is Light Armor(5+).

Priest Robes are unarmored clothing. Wizard Robes are unarmored clothing that give +1 Mg.

Priest's Staff is a staff which makes allows gives bearer +1 to his Ward Save. Sorceror's Staff is a staff which lets bearer reroll 1 mana die per game turn.

Katanas count as Greatswords, except the do not strike with an initiative penalty. A Daedric Katana gets +2I +2AP, (rather than the normal +2S +2AP).

Hand Crossbows are 1-handed ranged weapons with S4AP1, Regular 1, Range 6". They count as Hand Weapons(dual wieldable) in close combat.

Mounts

Nix Hounds: Models riding Nix Hounds are Fast Cavalry. Nix Hounds do not grant +1 T to their riders, being gangly and low-set creatures.

Silt Striders: Models riding Silt Striders are Monstrous Cavalry. Silt Striders have the following profile:

Monstrous Creature. WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+

Chitinous Exoskeleton: Silt Striders have a 5+ armor save.

Causes Fear. Amphibious: Silt Striders ignore water terrain features when moving.

Ash Wasp: Models riding Ash Wasps are Cavalry. Their movement ignores terrain features, and they may move 12" in the movement phase. They are not encumbered by their rider's heavy armor. They grant their rider Hit and Run.


Nerevarine Specific Artifacts

Rough draft.

The Nerevarine may take as many of these artifacts as he likes, so long as they do not share the same part/item location. He may take as many weapons as you wish, and choose which to use at the start of each player turn.


Madstone of the Ahemmusa x points Once per turn, shooting phase: target in LoS, d6 5+ silences until start of your next turn

Blood Ring x points Increases Wounds by 1. Removes any Weakness to Fire or Frost the Nerevarine has.

Moon and Star x points Joined units that are a Majority Dunmer become fearless.

Soul Ring x points Grants the Nerevarine 5+ Spell Resistance. If he already has SR it increases by +2.

Staff of Hasedoki x points Hand weapon Oncoming spells are ignored by the Nerevarine on 4+. Increases Magic by 1.

Umbra x points 2-handed weapon Daedric Artifact. The dread sword lends its name to its bearer, who becomes one with itas it sucks out their very soul. Umbra is an Ebony Hand Weapon that grants its bearer Feel No Pain and Fearless. A model wounded by Umbra must take an Ld test. If it fails, it suffers instant death, as its soul becomes trapped within the weapon.

Wraithguard x points Gauntlets Bearer becomes immune to disease, has a +1 armor save, a +1 ward save, and reflects spells on a D6 of 5+.

Keening x points Hand weapon Increases S by 1, WS by 1, Attacks by 1, Wounds by 1, Init by 1, and move speed by 2". Requires the Wraithguard or at the start of each player turn the Nerevarine loses 1 wound automatically with no save allowed.

Dragonbone Curiass x points Armor Counts as full-plate armor (4+ save) and also makes the wearer immune to fire damage.

Fists of Randagulf x points Gauntlets Increases Init by 1, S by 1, and move speed by 1".

Helm of Oreyn Bearclaw x points Helmet Increases wounds by 2 and WS by 1

Eleidon's Ward x points Shield Counts as an Ebony Shield. During the magic phase you may roll a dice. On a roll of 3+ the shield restores a wound to the Nerevarine. On 2 or less it loses this ability.

Heap of Random Enchants x points The Nerevarine gains access to every spell in the lists with a Magic Cost of 2 or less.


Spells

A compendium of the spells used for a Great Houses of Morrowind army. Spells labelled as "Temple only" may only be given to Warrior Priests, Priests, Ordinators, and Special Characters where allowed. [work in progress]


School of Destruction

Hex: Cost 1, 1-handed, cast during any assault phase. Choose a model in base contact with caster. That model re-rolls rolls of 6 to hit this round.

Storm Hand: 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 shock if melee attack. If shooting attack, S2 AP1, Assault 1, range 6", shock. Drains 1 mana die from enemy next turn per hit.

Black Hand: Cost 1, 1-handed, assault phase. Counts as Poisoned(5+) Hand Weapon (but can only be dual wielded with a non-spell weapon).

Inferno Hand: 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, S3 AP1, Assault 1, range 6", flame.

Winter Hand: 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 frost if melee attack. If shooting attack, S2 AP3, Assault 1, range 6", frost.

Spirit Knife: Cost 1, shooting attack. S3 AP2, Regular 1, range 18"

Soulpinch: Cost 1, shooting attack. Assault 3, Range 18". Models hit lose 1 mana die next turn.

Firebolt: Cost 1, shooting attack. S3 AP0, Assault 1, range 18", flame.

Shock: Cost 1, shooting attack. S3 AP0, range 18", regular 1, shock, drain 1 mana from enemy unit next turn.

Ice Spike: Cost 1, shooting attack. S3 AP0, range 18", regular 1, frost, model hit gets -1 I this turn.

Daedric Bite: Cost 2, shooting attack. S6 AP2, Regular 1, range 24"

Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.

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

Ice Storm: Cost 2, shooting attack. S3 AP3, Template, Assault 1, frost.

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.

Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.

Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the unit from the model hit, shock.

Icy Spear: Cost 3, shooting attack. S5 AP5, Regular 1. Range 36", model hit strikes last this turn, frost.

Wall of Flames: Cost 4, shooting attack. Large Blast, Heavy 1, Range 12". The template remains in play until your next turn, affecting everyone in it. At the end of each player turn, while the wall lasts, each model touching it takes a S4 AP1 flame hit with no cover saves allowed. Each model which had touched it at any point this player turn then takes a S3 AP0 flame hit with no cover saves allowed. On your next turn, the spell continues to remain in play on a d6 4+

Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn from unit per hit, shock.

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

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


School of Conjuration

Bound Sword: Cost 1, 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.

Bound Dagger: Cost 1, 1-handed, any time. Equips a Bound Dagger in casting hand until end of turn.

Bound Shield: Cost 1, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.

Bound Spear: Cost 1, 1-handed, assault phase. Equips a Bound Spear in casting hand until end of turn.

Bound Bow: Cost 2, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn.

Raise Skeletal Minion: Cost 2, Necromancy. Cast during your movement phase. Place a new unit of a single Skeletons(with no upgrades) in a legal location within 6" of caster. These units cannot hold objectives or give kill points. For skeleton rules, see Scrollhammer: Dragons.

Raise Skeletons: Cost 3, Necromancy. Cast during your movement phase. Place a new unit of d3 Skeletons(with no upgrades) in a legal location within 6" of caster. These units cannot hold objectives or give kill points. For skeleton rules, see Scrollhammer: Dragons.

Raise Skeletal Horde: Cost 5, Necromancy. Cast during your movement phase. Place a new unit of 2d6 Skeletons(with no upgrades) in a legal location within 6" of caster. These units cannot hold objectives or give kill points. For skeleton rules, see Scrollhammer: Dragons.

Invoke Ancestral Ghost: Cost 2, Necromancy (Temple only). Cast during your movement phase. Place a new unit of a single Ancestral Ghost(with no upgrades) in a legal location within 6" of caster. These units cannot hold objectives or give kill points.

Invoke Bonelord: Cost 5, Necromancy (Temple only). Cast during your movement phase. Place a new unit of a single Bonelord(with no upgrades) in a legal location within 6" of caster. These units cannot hold objectives or give kill points.

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 Alteration

Flame/Frost/Shock Barrier: Cost 1, 1-handed, any time. Caster gets +2 to 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.

Tinur's Hoptoad: Caster makes an incredible, magically charged leap. Cost 1, 1-handed, your shooting phase. If caster is on foot, roll 3d6 to sprint this phase, choosing the highest (he may roll this separately from his unit).

Burden: Cost 2, opponents movement phase. Range 24", requires LOS. Target unit moves 1" slower per move, sprint and charge, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack.

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.

Unstable Blink: Cost 2, your shooting phase, as long as caster is not in close combat. Roll the scatter die. Place caster 2d6" in the direction shown. If a Hit is rolled, move caster 2d6". Ignore units and terrain for this move. If caster would leave the battlefield, he is placed into reserve. If caster lands on dangerous or impassable terrain, he must take a dangerous terrain test(and move him off the impassable terrain, so he is as near as possible to his starting point while touching the impassable terrain). If caster would land within 1" of an enemy unit, place him in base contact with the nearest model in that unit to his starting point, as close to his starting point as possible. He counts as having charged that unit this assault phase.

Flame/Frost/Shock Shield: Cost 3, 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: Cost 3, your movement phase. If caster is on foot, he counts as a Flier this turn.

Third Barrier: Cost 4, 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: Cost 6, 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: Cost 7, 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 Flier, and should his Ward Save succeed against spell damage, he gains +1 mana die at the beginning of your next turn. Multiple instances do not stack.

Swimmer's Blessing: Cost 2, your movement phase (Temple Only). Caster's unit does not have to roll for difficult terrain while moving through water this turn, and may sprint an additional d6" through water. Multiple instances do not stack.

Vivec's Kiss: Cost 2, any time (Temple Only). Caster's unit does not have to roll for difficult terrain while moving through water this turn, and gets a 6+ Cover save while in water this turn.

Crushing Burden of Sin: Cost 5, opponents movement phase, Range 12", requires LOS (Temple Only). Target unit may not sprint or make Sweeping Advance rolls this turn. All its movement distances are halved, including charge range. Multiple instances do not stack.


School of Illusion

Alad's Caliginy: A blinding darkness obscures the vision of the enemy. Cost 1, assault phase, 1-handed. A model in base contact with caster gets -1 to hit this round. Multiple instances do not stack.

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 mana die to successfully cast part of a spell until the beginning of your next turn.

Light: Cost 1, your shooting phase. Cast on any enemy unit within 24" of caster(if Night Fighting is in effect). Night Fighting does not have to be rolled for against that unit this turn, and Night Fighting does not have to be rolled for against caster's unit until the beginning of your next turn.

Night Eye: Cost 1, 1-handed, your shooting phase. Caster ignores Night Fighting this phase.

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.

Silence: Cost 3, your shooting phase. Range 18", requires LOS. Targets a single enemy model. That model may not cast spells until the beginning of your next turn.

Shadow Weave: Cost 3, any time. Caster gets Stealth(+2) this turn, and even gets it in close combat. Multiple instances do not stack.

Concealment: Cost 5, cast at the beginning of any phase. Until the end of your next turn 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.

Mass Paralysis: Cost 7, shooting attack. Heavy 1, Range 18". A unit hit by Mass Paralysis is reduced to WS1 I1, and cannot move in any way, until the beginning of your next turn.

Almalexia's Calming Touch: A peaceful sensation, the power of the Merciful One, overwhelms the enemy. Cost 1, assault phase (Temple Only). Choose a model in base contact with caster, (other than a Physical God, Monstrous Creature, or Undead model). That model takes a Ld test on its own value. If it fails, it cannot attack this round, and loses a Frenzied state if it has one. May only be cast on a particular model once per turn.

Devotion Undying: Cost 2 (Temple Only). Cast in response to a unit within 12" of caster failing a morale check. That unit may re-roll the failed morale check.

Father's Hand: Cost 2, may be cast at any time (Temple Only). Caster gets +1 to his Ward Save (or a 6+ Ward Save if he doesn't already have one) until end of turn. Multiple instances do not stack.


School of Mysticism

Soul Trap: Cost 1, 1-handed. Cast just as combat begins. If caster's attacks (nominate which ones are caster's) inflict a casualty, caster gets one free reroll to hit or to wound while using a magical weapon, for the duration of the game. An additional casualty is required for each instance of Soul Trap per round.Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.

Purge Magic: Cost 2, cast anytime. Range 18", requires LOS. Remove all ongoing magical effects from another target unit.

Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.

Word of Motion: Caster performs a telekinetic incantation, causing objects to create a path for him. Cost 2, your movement phase. Caster's unit gains Move Through Cover until end of turn.

Almalexia's Grace: Cost 2, cast anytime (Temple Only). Remove an ongoing magical effect from caster's unit.

Sotha's Mirror: Cost 2 (Temple Only). Cast in response to an enemy 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 model takes a Strength d6 AP d6 hit.

Vivec's Feast: Cost 2 (Temple Only). Cast in response to an enemy spell of which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of a 5+, the enemy spell is negated, and 2 mana is restored to caster.

Vivec's Command: Cost 4(Temple Only), cast during your shooting phase. Move any unit within 12" of caster 2d6" as you please, except within 1" of an enemy, out of coherency, off the table, or onto impassable terrain.


School of Restoration

Fortify Strength: Cost 1, 1-handed, any time. Caster gets +1 Strength this turn. Multiple instances do not stack.

Fortify Speed: Cost 1, 1-handed, any time. Caster gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.

Fortify Agility: Cost 1, 1-handed, any time. Caster gets +1 Initiative this turn. Multiple instances do not stack.

Powerwell: Cost 1, any time. Caster counts as having +d3 Magicka at the beginning of your next turn. Multiple instances do not stack.

Turn of the Wheel: Cost 1, any time. Caster gets one free re-roll this phase. Can only be cast once per phase.

Flame/Frost/Shock/Poison Guard: Cost 2, 1-handed. Caster gets Feel No Pain against the chosen element this turn.

Ward: Cost 2, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster's final score is higher, he unit becomes immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.

Hearth Heal: Cost 2. Cast during any movement phase. On a 4+, caster regenerates d3 wounds.

Blood Gift: Cost 2, cast at the beginning of any phase. Caster counts as having +1 W this phase. At the end of the phase, he loses the +1 W this ability gave him; if this would bring him down to 0 Wound, it brings him down to 1 Wound instead. Multiple instances do not stack.

Might: Cost 3, any time. Caster's unit gets +1 Strength this turn. Multiple instances do not stack.

Quicksilver: Cost 3, any time. Caster's unit gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.

Nimbleness: Cost 3, any time. Caster's unit gets +1 Initiative this turn. Multiple instances do not stack.

Wisdom: Cost 3, any time. Caster's unit counts as having +1 Magicka at the beginning of your next turn. Multiple instances do not stack.

Hand of Righteousness: Cost 1, 1-handed, assault phase (Temple Only). Counts as a Hand Weapon (but can only be dual wielded with a non-spell weapon). Nominate one attack made by caster this turn with this weapon. If that attack causes an unsaved wound, caster regenerates a wound on a d6 4+.

Mother's Kiss: Cost 1 (Temple Only). Cast during any movement phase. Caster regenerates a wound on a 4+.

Mother's Embrace: Cost 1 (Temple Only). Cast during any movement phase. Target model within 6" of caster regenerates a wound on a 5+.

Mother's Balm: Cost 1, cast anytime (Temple Only). Remove from caster of ONE enemy ongoing negative effect that is reducing one of his following stats: WS, BS, S, T, I, or movement speed.

Holy Word: Cost 2, any time (Temple Only). Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit flees (but cannot be pursued if they flee from combat this way).

Ordeal of Saint Olms: Cost 3, any time (Temple Only). An exhaustion overwhelms the enemy. Target unit within 12" of caster loses their +A charge bonus or counter-attack bonus this turn.

Vivec's Tears: Cost 3, any time (Temple Only). Remove all diseases(including Blight) currently affecting caster's unit.

Vivec's Touch: Cost 3, any time (Temple Only). Remove all diseases(including Blight) currently affecting another unit within 6" of caster.

Vivec's Mercy: Cost 3, your movement phase (Temple Only). Caster's unit becomes immune to all diseases not already affecting it(including Blight) until the beginning of your next turn.

Sotha's Aegis: Cost 4, 1-handed (Temple Only). Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. Caster then adds 2 to his score. If caster's final score is higher, he unit becomes immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.