Disciples of Tzeentch – Tome of Eyes

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Endless Spell WARSCROLL

Tome of Eyes

By conjuring a Tome of Eyes, a spellcaster can read knowledge inscribed by daemonic forces as the tome reads them in turn; in doing so, they gain access to the fabled Parchment Curse. A particularly disturbing spell, this turns the enemies of the caster into scattering sheafs of paper, each detailing a dark and twisted version of the victim’s life story.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 1". If successfully cast, set up this endless spell within range and visible to the caster, and more than 1" from all other models, other endless spells and invocations. Only DISCIPLES OF TZEENTCH WIZARDS can attempt to summon this endless spell.

A WIZARD in a garrison cannot attempt to summon this endless spell, and if this endless spell is summoned, the WIZARD that summoned it cannot join a garrison until this endless spell has been removed from play.

LINKED: After the model that summoned this endless spell has moved, remove this endless spell from the battlefield and set it up again within 1" of that model and more than 1" from all other models, other endless spells and invocations. If the model that summoned this endless spell is removed from play, then this endless spell is removed from play.

Transfixed by Countless Eyes: As the Tome flicks through its endless pages, it peers into the mind of its summoner, giving knowledge to the loyal and punishing the insatiable as it sees fit.
You can re-roll casting rolls for the model that summoned this endless spell while this endless spell is on the battlefield.

The Parchment Curse: The Tome’s flames intensify, its eyes twitching frantically as it seeks new prey for the curses on its parchment leaves.
The Parchment Curse is a spell that is known by the model that summoned this endless spell while this endless spell is on the battlefield. It has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a dice. On a 3+, that unit suffers D3 mortal wounds. In addition, for each model slain by those mortal wounds, subtract 1 from the Bravery characteristic of that model’s unit (to a minimum of 1) for the rest of the battle.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
© Vyacheslav Maltsev 2013-2024