Endless Spells – Chronomantic Cogs
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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.

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

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 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.
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.
Faction Rules
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.
© Vyacheslav Maltsev 2013-2022