In this section you will find the endless spell warscrolls originally from Warhammer Age of Sigmar: Malign Sorcery and Soul Wars: Forbidden Power. Many of these warscrolls have had their rules updated to accompany this season’s Pitched Battles battlepack (2022-23 - Season 1), and they take precedence over all versions with an earlier publication date or no publication date.


Endless spells are one of the most exciting aspects of playing Warhammer Age of Sigmar, brining a physical representation of arcane power to your games and synergise with the units in your army in many interesting ways.

Because endless spells work quite differently to the units in your army, an entire section of the core rules (19.3-19.5) is devoted entirely to these autonomous magical manifestations and how they fit into the turn sequence.

The abilities of many endless spells affect units from both players’ armies, so before you summon one, it’s important to consider that doing so may well advantage your opponent as well as you! For example, you may find that the Purple Sun of Shyish you summoned turns your general into a glittering amethyst statue! This is very much in keeping with the lore of the Age of Sigmar, after all, for arcane forces by their very nature are highly unpredictable, and with great power comes great risk...

The endless spells in this section are far from being the only endless spells that are available. There are many endless spells that are summonable only by wizards of a certain faction, such as the Lumineth Realm-lords’ Rune of Petrification or Mork’s Mighty Mushroom of the Gloomspite Gitz. The endless spell warscrolls for such endless spells are found in the battletome of the faction that can summon them.


Books

BookKindEditionVersionLast update
  General’s Handbook ’2022: Pitched Battles 2022-23
  General’s Handbook ’2022: Pitched Battles 2022-23Expansion3Season 1October 2022
  Battlescroll: Galletian Reinforcements
  Battlescroll: Galletian ReinforcementsRulebook3October 2022
  Warhammer Legends: Endless Spells
  Warhammer Legends: Endless SpellsIndex31.0August 2021

Endless Spell


Endless Spell WARSCROLL

Aethervoid Pendulum

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: 75 x 42mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 8". 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 you wish the endless spell to move.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. When you move this endless spell, it must move in a straight line in the direction the tip of the pendulum blade is pointing.

Scything Blade: A single pass of the pendulum's blade is enough to decimate enemy ranks, sending out 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 that it passed across, and each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers D3 mortal wounds.


Endless Spell WARSCROLL

Chronomantic Cogs

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 70
Battlefield Role: Endless Spell
Base size: 50mm

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.

Mechanisms of Time: The workings of the Chronomantic Cogs show the passing of seconds and aeons alike. By manipulating the cogs, a spellcaster can speed up time around them, allowing warriors to quickly close with their enemies. In the same vein, a wizard can slow time’s passage so as to avoid incoming blows and provide themselves a chance to cast further spells.
When you set up this endless spell, you must decide if it is increasing or decreasing the flow of time.

If it is increasing the flow of time, players can re-roll charge rolls for friendly units that are wholly within 12" of this endless spell.

If it is decreasing the flow of time, players can re-roll casting rolls for friendly WIZARDS that are wholly within 12" of this endless spell.

If a player has any friendly WIZARDS within 6" of this endless spell at the start of their hero phase, they can change whether this endless spell is increasing or decreasing the flow of time.


Endless Spell WARSCROLL

Emerald Lifeswarm

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: 75 x 42mm

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.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

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 has moved, the commanding player can pick 1 unit within 3" 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.


Endless Spell WARSCROLL

Geminids of Uhl-Gysh

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.
PITCHED BATTLE PROFILE

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

PARTS: This endless spell has 2 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". 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 that it passed across, and 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 and not negated, that unit cannot issue or receive commands until the start of the next combat phase.


Endless Spell WARSCROLL

Horrorghast

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.
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 12". If successfully cast, set up the endless spell 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.

Prey on Fear: Horrorghasts devour the terror of their victims, growing more powerful as fear and panic spread like wildfire.
Units within 12" of this endless spell cannot receive commands in the battleshock phase. In addition, if a unit fails a battleshock test within 12" of this endless spell, add D3 to the number of models that flee.


Endless Spell WARSCROLL

Lauchon the Soulseeker

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Endless Spell
Base size: 90 x 52mm

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.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 18" and can fly.

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 can make a normal move or run in the following movement phase.


Endless Spell WARSCROLL

Malevolent Maelstrom

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
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 8". If successfully cast, set up the endless spell 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.

Morbid Detonation: As it gorges itself on magic and the howling spirits of the dead, the maelstrom eventually collapses under the weight of its own existence in a nova of devastating energy.
After this endless spell is summoned, 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.


Endless Spell WARSCROLL

Prismatic Palisade

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 8". 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, and they grow wider by the moment.
Units within 6" of this endless spell cannot make shooting attacks. Add 3" to the range of this ability at the start of each battle round after the turn it was summoned.


Endless Spell WARSCROLL

Purple Sun of Shyish

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 90
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 8". If successfully cast, set up the endless spell 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.

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.
Subtract 1 from save rolls for attacks that target units within 6" of this endless spell. In addition, roll a dice for each unit within 1" of this endless spell after this endless spell has moved. On a 1, that unit has been touched by the Purple Sun’s rays. If that unit has a Wounds characteristic of 9 or less, 1 model in that unit is slain. Otherwise, that unit suffers D6+6 mortal wounds.


Endless Spell WARSCROLL

Quicksilver Swords

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: 40mm

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.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

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, you can pick 1 unit that has any models it passed across and roll 12 dice. For each 5+, that unit suffers 1 mortal wound. In addition, mortal wounds caused by this ability cannot be negated.


Endless Spell WARSCROLL

Ravenak’s Gnashing Jaws

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 3D6" and can fly. You can re-roll the dice that determines how far this endless spell can move if it was summoned in the same turn.

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, pick 1 unit that has any models it passed across or that is within 1" of it at the end of its move and roll a dice. On a 2+, if the roll for this endless spell’s move was greater than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference between that unit’s Move characteristic and the roll for this endless spell’s move.


Endless Spell WARSCROLL

Shards of Valagharr

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Endless Spell
Base size: 105 x 70mm

PARTS: This endless spell has 2 parts.

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 12" of each other and wholly within range of the caster.

PREDATORY: This endless spell is a predatory endless spell. When you pick this endless spell to move, 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 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 or be removed from the battlefield with an effect that would allow it to be set up again in the same turn.


Endless Spell WARSCROLL

Soulscream Bridge

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Endless Spell
Base size: 120 x 92mm

PARTS: This endless spell has 2 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 24". 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.


Endless Spell WARSCROLL

Soulsnare Shackles

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.
PITCHED BATTLE PROFILE

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

PARTS: This endless spell has 3 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 8". 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.


Endless Spell WARSCROLL

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell 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.

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.


Endless Spell WARSCROLL

The Burning Head

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 20
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell 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.

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 3" of it, roll a dice for each unit within 3" of this endless spell. On a 2+, that unit suffers D3 mortal wounds. After this endless spell causes any mortal wounds with this ability, it is removed from play.


Endless Spell WARSCROLL

Umbral Spellportal

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Endless Spell
Base size: 40mm

PARTS: This endless spell has 2 parts.

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. Spells that summon endless spells do not benefit from this effect.

In addition, once per turn, if a predatory endless spell starts a move within 6" of this endless spell, instead of making a move with it, the commanding player can remove that predatory endless spell from the battlefield and set it up again anywhere within 6" of the other part of this endless spell. An endless spell set up in this manner does not count as having moved.


Endless Spell WARSCROLL

Balewind Vortex*

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: -
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 3". WIZARDS that are part of a garrison, or that have a Wounds characteristic of 8 or more, or that are Unique, or that are part of a unit that has 2 or more models, or that are already on top of an endless spell, cannot attempt to cast this spell. If successfully cast, set up the endless spell within range and visible to the caster, more than 3" from all terrain features and more than 3" from all enemy units. Then place the caster on top of the endless spell.

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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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