SeraphonBound Balewind Vortex
Endless Spell

Bound Balewind Vortex

A Balewind Vortex is a terrifying sight to behold on the battlefield – a swirling, violently swaying cyclone of fell energies that can be summoned by a wizard and used as a platform from which to more effectively cast spells.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

DESCRIPTION

A Bound Balewind Vortex is a single model.

MAGIC

Summon Bound Balewind Vortex: Those with command over the howling winds of the aether can transform them into a platform beneath their feet so as to ride the arcane tempest.
Summon Bound Balewind Vortex has a casting value of 6. Only SERAPHON WIZARDS with a Wounds characteristic of 9 or less and that are not already on a BALEWIND VORTEX can attempt to cast this spell. If successfully cast, set up a Bound Balewind Vortex model within 1" of the caster and more than 3" from any enemy models, then place the caster on the upper platform.

As long as the Bound Balewind Vortex is on the battlefield, both it and the caster are treated as a single model from the caster’s army that uses the caster’s warscroll as well as the endless spells rules. It is treated as an enemy model by the opposing player’s army. A model on a Bound Balewind Vortex cannot move.

If the caster of a Bound Balewind Vortex attempts to dispel it, the attempt is automatically successful (do not roll any dice). This uses up the additional spell that the caster would have received in that hero phase, and still counts as the single attempt they can make to dispel an endless spell in that hero phase, but they can make any remaining casting attempts normally.

If the caster of a Bound Balewind Vortex is slain, then it is immediately dispelled and removed from play along with the caster.

If a Bound Balewind Vortex is dispelled and the caster has not been slain, first set up the caster wholly within 6" of it and more than 3" from any enemy models, and then remove the Bound Balewind Vortex model from play. If it is impossible to set up the caster, they are slain.

ABILITIES

Against the Aetheric Wind: The Balewind Vortex slows incoming attacks.
Add 1 to save rolls for attacks that target a model on a Bound Balewind Vortex.

Arcane Invigoration: The Balewind Vortex empowers as well as elevates the wizard to whom it is bound.
A model on a Bound Balewind Vortex can attempt to cast 1 additional spell in your hero phase (including the turn in which the Summon Bound Balewind Vortex spell was cast), and you can add 6" to the range of any spells the model casts.

KEYWORDS
ENDLESS SPELL, BOUND, BALEWIND VORTEX
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.

The SERAPHON and WIZARD keywords are used in following Seraphon warscrolls:

Leader
Leader, Behemoth
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020