Nighthaunt – Mortalis Terminexus
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Endless Spell

Mortalis Terminexus

The hourglass of fate known as the Mortalis Terminexus can speed the passage of time, aging those nearby to bones and dust in the blink of an eye, or it can be used to reverse the chronological order, restoring youth and vitality.

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell


Mortalis Terminexus is a single model.

Summon Mortalis Terminexus: A spectral hourglass filled with shifting grave-sand takes shape, promising temporal grace or doom to mortal and immortal alike.
Only NAGASH, SUPREME LORD OF THE UNDEAD and NIGHTHAUNT WIZARDS can attempt to cast Summon Mortalis Terminexus. It has a casting value of 6. If successfully cast, set up a Mortalis Terminexus model wholly within 18" of the caster.

PREDATORY: Mortalis Terminexus is a predatory endless spell. It can move 8" and can fly.


Keeper of Mortality: A Mortalis Terminexus holds the power of life and death within its shimmering form.
After this model is set up or has moved, the controlling player must decide whether the Mortalis Terminexus will reverse or hasten time.

If they choose to reverse time, heal D3 wounds allocated to each unit within 6" of this model.

If they choose to hasten time, each unit within 6" of this model suffers D3 mortal wounds.

Empowered by Shyish: The temporal dominion of a Mortalis Terminexus is greatly augmented within the Realm of Death.
If your battle is being fought in the Realm of Shyish, the range of this model’s Keeper of Mortality ability – whether the controlling player chose to reverse or hasten time – is 12" instead of 6".


The NIGHTHAUNT and WIZARD keywords are used in following Nighthaunt warscrolls:

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.
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.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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 Nighthaunt warscrolls:

Endless Spell

The SHYISH keyword is used in following Nighthaunt warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021