Seraphon – Bound Soulsnare Shackles
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Endless Spell

Bound Soulsnare Shackles

Decrepit chains clatter and rusted manacles grind as the Soulsnare Shackles snap at their prey, seeking to clamp down on the spirits of their victims so that they can drag them back to the Great Oubliette in Shyish.

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


Bound Soulsnare Shackles consists of 3 models (if it is dispelled, remove all 3 models).


Summon Bound Soulsnare Shackles: The ground splits with a cacophonous rattle, and manacles shoot forth to grasp at those nearby.
Summon Bound Soulsnare Shackles has a casting value of 5. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Soulsnare Shackles model wholly within 12" of the caster, then set up the second and third models wholly within 6" of the first.


Bound for the Great Oubliette: These manacles latch onto not just the bodies of combatants, but their very souls, draining them of vigour and life as they drag their quarry to the cells of the underworld.
At the start of the movement phase, roll a dice for each unit within 6" of any of this endless spell’s models. On a 3+, until the end of that phase, halve the Move characteristic of that unit. On a 6, that unit also suffers D3 mortal wounds.

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.
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, Behemoth
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.
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