Skaventide – Warp Lightning Vortex
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Endless Spell

Warp Lightning Vortex

A hurled clawful of warpstone shards swell rapidly in size until they become hovering prisms that crackle furiously with warp lightning. Green-black bolts flash back and forth, forming a lethal cage of energy that blasts apart any who approach too closely.

Unit Size: 1      Points: 80
Battlefield Role: Endless Spell


Warp Lightning Vortex is a single endless spell that consists of 3 models (if it is dispelled, remove all 3 models).


Summon Warp Lightning Vortex: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning.
Summon Warp Lightning Vortex has a casting value of 8. Only SKAVENTIDE WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Warp Lightning Vortex model wholly within 13" of the caster of the caster, then set up the second and third Warp Lightning Vortex models exactly 7" from the first model and exactly 7" from each other (the models will form a triangle with each model exactly 7" from the other two models).


Warp Lightning Bolts: Coruscating bolts of warp lightning leap outwards from the Warp Lightning Vortex, obliterating those nearby.
When this model is set up, and at the end of each movement phase, roll 1 dice for each unit within 6" of any of the models from this endless spell. Add 1 to the dice roll if that unit is within 6" of two of the models from this endless spell. Add 2 to the dice roll instead of 1 if that unit is within 6" of all three models from this endless spell. On a 4+ that unit suffers D3 mortal wounds. On an unmodified roll of 6, that unit suffers D6 mortal wounds instead of D3 mortal wounds.

Warp Vortex: The sheer destructive anarchy that surrounds a Warp Lightning Vortex slows the progress of warriors caught in its midst.
Units cannot run or fly when they make a normal move that starts within 6" of any models from this endless spell.

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 SKAVENTIDE and WIZARD keywords are used in following Skaventide 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.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

The ENDLESS SPELL keyword is used in following Skaventide warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021