Endless Spells – Malevolent Maelstrom

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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: 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.

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 a phase in which the dice beside this endless spell reaches ‘6’, this endless spell is removed from play.

When this endless spell is removed from play, if the dice beside it is a 6, this endless spell explodes. When it explodes, each unit within 9" of this endless spell suffers D3 mortal wounds. WIZARD HEROES suffer 3 mortal wounds instead of D3.
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.
Faction Rules

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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.
© Vyacheslav Maltsev 2013-2024