In this section you will find the endless spell warscrolls from Warhammer Age of Sigmar: Malign Sorcery and Soul Wars: Forbidden Power that have had their rules updated to be compatible with the new edition of Warhammer Age of Sigmar. These endless spell warscrolls take precedence over all versions with an earlier publication date or no publication date.
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Book | Kind | Edition | Version | Last update |
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![]() | Expansion | 3 | Season 1 | June 2022 |
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![]() | Index | 3 | 1.0 | August 2021 |
Sweeping suddenly into existence like a reaper’s blade, the Aethervoid Pendulum cuts through armour, flesh and even the fabric of the realms themselves with equal ease. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. When this endless spell is set up, pivot the model so that the tip of the pendulum blade is pointing in the direction in which the endless spell is to be moved. PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. When this endless spell is moved, it must move in a straight line in the direction in which the tip of the pendulum blade is pointing. Scything Blade: A single pass of the pendulum’s blade is enough to decimate enemy ranks, sendingout gory showers of severed limbs and decapitated heads as it swings. After this endless spell has moved, roll a dice for each unit that has any models it passed across and for each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers D3 mortal wounds. | ||
Like the procession of the heavens, the rotations of the Chronomantic Cogs control the passage of time, allowing wizards to speed or slow the events that are unfolding around them. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. When this endless spell is set up, the commanding player must decide if it is increasing or decreasing the flow of time. If it is increasing the flow of time, add 1 to charge rolls for units wholly within 18" of this endless spell. If it is decreasing the flow of time, if a player has any friendly WIZARDS within 6" of this endless spell in their hero phase, they can pick 1 of those WIZARDS to attempt to cast 1 extra spell in that hero phase. At the start of the hero phase, if there is a friendly WIZARD within 6" of this endless spell, the player whose turn is taking place can change whether this endless spell is increasing or decreasing the flow of time. | ||
Imbued with the healing powers of Ghyran, an Emerald Lifeswarm buzzes across the battlefield, seeking out the dead and dying and restoring their lives and vigour. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Bounteous Healing: Squirming into the gaps between rent flesh and broken bones, the insects of the Emerald Lifeswarm seal the wounds of the living and return the dead to the fight through restorative magics. After this endless spell is set up and after it has moved, the commanding player can pick 1 unit within 1" of it. They can heal up to D3 wounds allocated to that unit or, if no wounds are allocated to it, they can return a number of slain models to that unit that have a combined Wounds characteristic of D3 or less. | ||
Drawn from the twilight demi-realm between Hysh and Ulgu, the Geminids lash out with the raw magic of light and shadow, annihilating flesh and alternately filling minds with horrific lies and unbearable truths. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 9". If successfully cast, set up the parts of the endless spell within 6" of each other and wholly within range of the caster. PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. The parts of this endless spell must remain within 6" of each other. Tendrils of Shadow and Light: Where the Shadow Geminid leaves behind a noxious dark mist populated by illusions, the Light Geminid radiates incinerating light and bestows mind-destroying truths. After this endless spell has moved, roll a dice for each unit that has any models it passed across and for each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers 1 mortal wound. In addition, if a mortal wound caused by this ability is allocated to a unit, that unit cannot issue or receive commands until the start of the next combat phase. | ||
Arcane predators that feast upon fear, Horrorghasts haunt the deathly wilds of Shyish, taking on the appearance of whatever will most terrorise their prey - most often the pitiless gaze of Nagash, the Great Necromancer. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 12". If successfully cast, set up the endless spell wholly within range of the caster. Prey on Fear: Horrorghasts devour the terror of their victims, growing more powerful as fear and panic spread like wildfire. Units wholly within 12" of this endless spell cannot receive commands in the battleshock phase. In addition, if a unit fails a battleshock test wholly within 12" of this endless spell, add D3 to the number of models that flee. | ||
The splintered echo of an ancient underworld deity, Lauchon the Soulsecker sails the swirling tides of death, drawn by the lure of powerful spirits. Spellcasters can join his macabre odyssey, if they are willing to offer a fitting sacrifice. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Soul Price: The Soulseeker knows the location of every spirit in the realms, and can swiftly guide a spellcaster to that which they seek. In return, it demands a heavy toll. Before the commanding player moves this endless spell, they can pick 1 friendly WIZARD wholly within 3" of this endless spell. Remove that WIZARD from the battlefield. After this endless spell has moved, set that WIZARD up again wholly within 3" of this endless spell and more than 9" from all enemy units. After that WIZARD has been set up, it suffers 1 mortal wound. That WIZARD cannot make a normal move or run in the following movement phase. | ||
A Malevolent Maelstrom is a swirling vortex of Shyishan magic, a tempest that sucks in sorcerous energies and the souls of the dead before exploding in a cataclysmic nova. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. When this endless spell is set up, place a D6 beside it with the ‘1’ facing up. Each time a spell is successfully cast by a unit within 12" of this endless spell and not unbound, after the effects of the spell have been resolved, increase the value of the dice beside this endless spell by 1 (to a maximum of 6). In addition, each time a model is slain within 12" of this endless spell, increase the value of the dice beside this endless spell by 1 (to a maximum of 6). At the end of the combat phase, if this endless spell is on the battlefield, roll a dice and add the value of the dice beside this endless spell to the roll. On a 10+, each unit within 12" of this endless spell suffers D3 mortal wounds. Then, this endless spell is removed from play. | ||
The crystalline spars of the Prismatic Palisade are formed of pure light, hardened into a barrier that bathes those on the battlefield in the blinding rays of Hysh. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Blinding Light: The radiant beams projected from this barrier confound the aim of all within sight of it. Visibility between 2 models is blocked if a straight line drawn between the closest points of the 2 models passes across this endless spell. | ||
No spell inspires greater fear in the beholder than the Purple Sun of Shyish. The skull-faced orb drifts across the battlefield, its rays of death energy transmuting all they touch into amethyst statues. SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. 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. At the end of the hero phase, before determining control of predatory endless spells, roll a dice for this endless spell. On a 5+, this endless spell becomes wild for the rest of the battle (do not roll for it again). After this endless spell has moved, roll a dice for each unit that has any models it passed across and for each other unit that is within 1" of it at the end of its move. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds. | ||
Borne aloft on currents of Chamonic energy, the Quicksilver Swords fly across the battlefield in tight formations before fanning out to eviscerate and behead those in their path. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Dancing Blades: With startling rapidity and efficiency, and seemingly possessed of vengeful purpose, the Quicksilver Swords cut through the enemy lines, their keen-edged blades severing not only limbs but also spirits from their bodies. After this endless spell has moved, the commanding player can pick 1 unit that has any models it passed across and roll 12 dice. For each 6, that unit suffers 1 mortal wound. In addition, ward rolls cannot be made for mortal wounds caused by this ability. | ||
Savage, unrelenting and eternally hungry, the spell known as Ravenak's Gnashing Jaws chomps its way through entire regiments of infantry, transporting its mangled prey into the stomach of a great pit-beast in Ghur. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Ravening Hunger: Rampaging across the battlefield in a blur of bestial motion, the gnashing, razor-sharp teeth of Ravenak’s Gnashing Jaws rip apart anyone and anything within reach. After this endless spell has moved, the commanding player can pick 1 unit that has any models it passed across and roll a number of dice equal to the roll that was made for the move. For each 6, that unit suffers 1 mortal wound. | ||
These cracked prisms of black stone orbit the battlefield in pairs, necromantic energy spilling from their breached surfaces in a sickening stream, sapping the spirit and life force of all those it passes over. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up the parts of the endUess spell wholly within 12" of each other and wholly within range of the caster. PREDATORY: This endless spell is a predatory endless spell. To move this endless spell, remove 1 of its parts from the battlefield and set it up again wholly within 12" of its other part. Ensnaring Soul-drain: The foul energies of the Shards of Valagharr link one prism to another, ensnaring nearby creatures in a web of animus-draining magic. After this endless spell has moved, draw a straight line between the closest points of each part of this endless spell. Each unit that has any models passed across by this line is ensnared until the end of that turn. Halve the Move characteristic of a unit that is ensnared. In addition, a unit that is ensnared cannot fly. | ||
A nightmarish fusion of bone and tortured spirit-stuff, a Soulscream Bridge disintegrates and consumes the souls of the fallen in order to tear open a makeshift pathway across reality. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 18". If successfully cast, set up the parts of the endless spell wholly within range of the caster. Deathly Passage: Those who pass across a Soulscream Bridge travel the tides of deathly magic, bypassing physical obstructions. At the start of the movement phase, the player whose turn is taking place can remove 1 friendly unit that is wholly within 6" of a part of this endless spell from the battlefield and set it up again wholly within 6" of the other part of this endless spell and more than 9" from all enemy units. A unit cannot be removed and set up again in this way more than once per phase. A unit removed and set up again in this way cannot make a normal move or run in the same phase. | ||
Decrepit chains clatter and rusted manacles grind as the Soulsnare Shackles snap at their prey, seeking to clamp down on the spirits of their victims so that they can drag them back to the Great Oubliette in Shyish. SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 12". If successfully cast, set up the parts of the endless spell wholly within 3" of each other and wholly within range of the caster. Bound for the Great Oubliette: These manacles latch onto not just the bodies of combatants but their very souls, draining them of vigour and life as they drag their quarry to a vast dungeon in Shyish. Units within 6" of this endless spell cannot run or attempt a charge. In addition, at the start of the movement phase, roll a dice for each unit within 6" of this endless spell. On a 6, that unit suffers D3 mortal wounds. | ||
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. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Pulled to the Grave: Those warriors caught in the path of a Suffocating Gravetide find themselves buffeted by churning earth and dragged by the spectral forms of the restless dead. After this endless spell has moved, for each unit that has any models it passed across, roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. | ||
Formed from the fires of Aqshy, the Burning Head is a blazing skull that scorches its way across the battlefield, incinerating ranks of troops and inflaming the anger of those who draw close. SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster. Flaming Skull: The Burning Head crashes into the enemy battle line with volcano-force, reducing all around it to ash before expending its arcane power in a single burst of rage. After this endless spell has moved, if any units are within 1" of it, roll a dice for each unit within 1" of this endless spell. On a 2+, that unit suffers D3 mortal wounds. Then, this endless spell is removed from play. | ||
Comprising a pair of shadowy mirrors, the Umbral Spellportal links two points on the battlefield, allowing wizards to cast their destructive magics and enchanting boons at incredible distances. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up the parts of the endless spell wholly within range of the caster. Arcane Passage: When looking upon an Umbral Spellportal, those versed in magic see a shadowy reflection of what lies on the other side of its twinned construct; while physical matter cannot travel through the portal, aetheric energy knows no such restriction.Once per turn, if a WIZARD successfully casts a spell within 1" of this endless spell, the range, visibility and effect of that spell can be measured from 1 part of this endless spell instead of the caster. In addition, once per turn, when a predatory endless spell within 6" of this endless spell is picked to move, the commanding player of that predatory endless spell can remove it from the battlefield and set it up again within 6" of the other part of this endless spell. A predatory endless spell set up in this manner does not count as having moved, but it cannot be picked to move again in the same phase. | ||
A Balewind Vortex is a terrifying sight to behold on the battlefield – a swirling, violently swaying cyclone of fell energies that can be summoned by a wizard and used as a platform from which to more effectively cast spells. A WIZARD on a Balewind Vortex cannot move. When measuring range to and from the WIZARD on the Balewind Vortex, the WIZARD and the Balewind Vortex are treated as a single model. If the caster attempts to dispel this endless spell, it is automatically dispelled (do not make a dispelling roll). If the caster is slain, this endless spell is dispelled. If this endless spell is dispelled and the caster has not been slain, before removing the endless spell from play, set up the caster wholly within 6" of the endless spell and more than 3" from all enemy units. Arcane Enhancement: The magical energies of a Balewind Vortex are attuned to those of the wizard who rides upon it. Add 1 to casting, unbinding and dispelling rolls for WIZARD on a Balewind Vortex. Held Aloft: A wizard atop a balewind vortex is protected from incoming attacks. Subtract 1 from hit rolls for attacks that target a WIZARD on a Balewind Vortex. | ||
You do not have to pick a target for a charge attempt before making the charge roll. | ||