Gloomspite Gitz – Mork’s Mighty Mushroom
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Endless Spell

Mork’s Mighty Mushroom

Mork’s Mighty Mushroom begins as a single spore plucked from between the caster’s filthy toes. By the time it is flung at the foe, it has swollen into a fully grown mushroom, and within moments it blooms into something huge and unutterably foul.

Unit Size: 1      Points: 90
Battlefield Role: Endless Spell
Base size: 60mm


A Mork’s Mighty Mushroom is a single model.


Summon Mork’s Mighty Mushroom: The shaman takes a small mushroom and hurls it with all his might. When it lands, it sprouts impossibly quickly into a gigantic skullshroom, a fungus said to grow between Mork’s own toes.
Summon Mork’s Mighty Mushroom has a casting value of 6. Only GLOOMSPITE GITZ WIZARDS can attempt to cast this spell. If successfully cast, set up a Mork’s Mighty Mushroom model wholly within 6D6" of the caster.


Mutating Spores: Grots know to steer clear of even the smallest skullshrooms, as their spores have a terrifying and immediate effect upon those who come into contact with them. When Mork’s Mighty Mushroom erupts onto the battlefield, it belches inescapable clouds of these horrible motes that cause smaller skullshrooms to violently burst forth from everything they touch – a process that has particularly messy results upon living things.
After this model is set up, and at the start of each battle round after it is set up, each unit within 8" of this model is enveloped by mutating spores. For each unit enveloped by mutating spores, roll a number of dice equal to the number of models from that unit that are within 8" of this model. For each 5+ that unit suffers 1 mortal wound.

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 GLOOMSPITE GITZ and WIZARD keywords are used in following Gloomspite Gitz warscrolls:

• Zarbag
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 Gloomspite Gitz warscrolls:

Endless Spell
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021