Slaves to DarknessDarkfire Daemonrift
Endless Spell

Darkfire Daemonrift

Darkfire Daemonrifts are eldritch portals torn ajar by the darkest of incantations. Once the veil has been sundered the raw magic seeping from the Realm of Chaos forms an opening for the horrors beyond to vent their spite, widened and empowered further by spellcraft that draws upon the essence of Chaos.

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


A Darkfire Daemonrift is a single model.

PREDATORY: A Darkfire Daemonrift is a predatory endless spell. It can move up to 12" and can fly.


Summon Darkfire Daemonrift: Reciting the names of ancient daemonic entities in the Dark Tongue, the sorcerer focuses their will to wrench the veil between the realms and the essence of Chaos wide open.
Summon Darkfire Daemonrift has a casting value of 6. Only SLAVES TO DARKNESS WIZARDS can attempt to cast this spell. If successfully cast, set up a Darkfire Daemonrift model wholly within 9" of the caster.


Reality Screams: Once the skin of reality has been breached it is difficult to close, and so Darkfire Daemonrifts seem to move at random – the crack ‘healing’ in one place only to suddenly reappear and vent a gout of mutative witchflame elsewhere.
When this model is set up, the player who set it up can immediately make a move with it.

Billowing Energies: From the maw of a Darkfire Daemonrift foul predators from beyond unleash streams of Chaotic energy on their hapless victims.
After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds.

Fuelled by Sorcery: A Darkfire Daemonrift absorbs magical power, widening further and expelling more powerful gouts of ruinous energy as it hungrily devours arcane energies.
Add 1 to the number of mortal wounds inflicted by this endless spell for each WIZARD and each other ENDLESS SPELL within 12" of this model after it has moved.

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.
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 SLAVES TO DARKNESS and WIZARD keywords are used in following Slaves to Darkness 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.

The ENDLESS SPELL keyword is used in following Slaves to Darkness warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020