Endless Spells – Purple Sun of Shyish

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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: 80
Battlefield Role: Endless Spell
Base size: Use model

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 while they are within 6" of any endless spells with this ability. 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.
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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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.
© Vyacheslav Maltsev 2013-2024