Seraphon – Bound Suffocating Gravetide
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Endless Spell

Bound Suffocating Gravetide

The spirits of the dead rise from the ground and surge forwards in a Suffocating Gravetide to smother the living, burying their victims and dragging their souls down to the Realm of Death.

Unit Size: 1      Points: 30
Battlefield Role: Endless Spell


A Bound Suffocating Gravetide is a single model.

PREDATORY: A Bound Suffocating Gravetide is a predatory endless spell. It can move up to 8" and can fly.


Summon Bound Suffocating Gravetide: With a whispered curse, the ground and the dead buried within it rise up in a destructive tidal wave.
Summon Bound Suffocating Gravetide has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Suffocating Gravetide model wholly within 4" of the caster.


Necrotic Tide: Those casters who give form to Suffocating Gravetides are careful to ensure that the bitter fury of the souls within is – initially, at least – directed at the foe.
When this model is set up, the player who set it up can immediately make a move with it.

Pulled to the Grave: Those warriors caught in the path of a Suffocating Gravetide find themselves buffeted by churning earth and dragged into the ground by the spectral forms of the restless dead.
After this model has moved, each unit that has any models it passed across suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 from the Bravery characteristic of each unit that has any models it passed across.

Roiling Barricade: Those caught beneath this terrible deluge are shrouded from the their foes.
When a missile weapon targets a unit that has all of its models within 1" of this model, the target unit receives the benefit of cover if the attacking unit is closer to this model than it is to the target unit.

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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
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