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NighthauntVault of Souls
Endless Spell Warscroll

Vault of Souls

This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortal-kind. Ever greedy for more, it eventually bursts, sending forth a lethal explosion of imprisoned souls to strike all those nearby.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell Warscroll

DESCRIPTION

Vault of Souls is a single model.

Summon Vault of Souls: At the wizard’s command, a spectral casket takes shape, eager to feed upon the souls of the living.
Only NAGASH, SUPREME LORD OF THE UNDEAD and NIGHTHAUNT WIZARDS can attempt to cast Summon Vault of Souls. It has a casting value of 6. If successfully cast, set up a Vault of Souls model wholly within 18" of the caster.

PREDATORY: Vault of Souls is a predatory endless spell. It can move 8" and can fly.

ABILITIES

Soul Eruption: Should a Vault of Souls glut itself too greedily, the captured spirits within will burst free, tearing at those nearby in their desperation to escape.
Keep track of the number of mortal wounds inflicted by this model. If the total is 20 or more at the end of any phase, all units within 6" of this model suffer D6 mortal wounds, and then this model is dispelled.

Soul Siphon: As the eerie Vault of Souls passes overhead, it draws the life-essence of those nearby into itself to lethal effect.
After this model is set up or has moved, roll a dice for each model within 6" of it. On a 6+, that model’s unit suffers 1 mortal wound.

Empowered by Shyish: Within the Realm of Death, it is even harder to escape the soulsiphoning reach of a Vault of Souls.
If your battle is being fought in the Realm of Shyish, the range of this model’s Soul Siphon ability is 9" instead of 6".

KEYWORDS
ENDLESS SPELL, SHYISH, VAULT OF SOULS

The NIGHTHAUNT and WIZARD keywords are used in following Nighthaunt warscrolls:

Leader
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The ENDLESS SPELL keyword is used in following Nighthaunt warscrolls:

Endless Spell Warscroll

The SHYISH keyword is used in following Nighthaunt warscrolls:

Endless Spell Warscroll
© Vyacheslav Maltsev 2013-2019