Skaventide – Bell of Doom
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Endless Spell

Bell of Doom

Swirling vapours boil from the yawning maw of the spell’s caster, billowing into an unnatural cloud. Lightning flashes amidst the gloomy mass, silhouetting a huge bell that swings in mid-air, tolling out the doom of those who dare resist the skaventide.

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell


Bell of Doom is a single model.

PREDATORY: Bell of Doom is a predatory endless spell. It can move up to 13" and can fly.


Summon Bell of Doom: Invoking ancient creation myths, the spellcaster causes a great Bell of Doom to manifest upon the battlefield.
Summon Bell of Doom has a casting value of 6. Only SKAVENTIDE WIZARDS can attempt to cast this spell. If successfully cast, set up a Bell of Doom model wholly within 13" of the caster.


Apocalyptic Doom: With a deafening explosion, the Bell of Doom splits asunder.
Roll 3D6 after this model is set up or finishes a move. On a roll of 13, each unit within 13" of this model suffers D3 mortal wounds. This model is then dispelled.

Boldness or Despair: The dreadful ringing of the Bell of Doom fills the minds of the skaven’s foes with a deep despair, while emboldening the normally cowardly ratmen.
Do not take battleshock tests for SKAVENTIDE units while they are within 13" of this model. Subtract 1 from the Bravery characteristic of any other units while they are within 13" 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 SKAVENTIDE and WIZARD keywords are used in following Skaventide 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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The ENDLESS SPELL keyword is used in following Skaventide warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021