Seraphon – Bound Purple Sun of Shyish
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Endless Spell

Bound Purple Sun of Shyish

No spell inspires greater fear in the beholder than the Purple Sun. The skull-faced orb drifts across the battlefield, its rays of death energy transmuting all they touch into amethyst statues.

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


A Bound Purple Sun of Shyish is a single model.

PREDATORY: A Bound Purple Sun of Shyish is a predatory endless spell. It can move up to 9" and can fly.


Summon Bound Purple Sun: By uttering dread incantations of ancient days, a desperate or foolhardy wizard can summon the abyssal Purple Sun.
Summon Bound Purple Sun has a casting value of 8. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Purple Sun of Shyish model wholly within 6" of the caster.


Swirling Death: Swelling and pulsating as it takes form, the Purple Sun soon moves with a malevolent sentience in the direction of the caster’s foes.
When this model is set up, the player who set it up can immediately make a move with it.

End Given Form: All those touched by the dire rays of the Purple Sun of Shyish meet their final fate, their bodies crystallised and their souls ripped away to the Realm of Death.
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, is subjected to the Purple Sun’s baleful energies. For each unit subjected to the baleful energies, roll a number of dice equal to the number of models in that unit. For each 6, one model in that unit is slain. If the unit has a Wounds characteristic of 6 or more, for each 6 it suffers 2D6 mortal wounds instead.

Visage of Xereus: The skeletal face leering out from this broiling orb fills all who witness it with mortal terror.
Subtract 1 from the Bravery characteristic of all units while they are within 6" of this model.

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 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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