Endless Spells – Shards of Valagharr
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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.

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.
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.
Faction Rules
© Vyacheslav Maltsev 2013-2022