Hedonites of Slaanesh – Mesmerising Mirror
This warscroll does not meet the selection criteria (see Settings tab).
Endless Spell WARSCROLL

Mesmerising Mirror

A Mesmerising Mirror is a cursed thing indeed, sent from Slaanesh’s palace to ensnare the unwary. Those who manage to tear their gaze away feel a ripping pain in their soul – but those who do not suffer an even worse fate. Their essence is drawn from their body, trapped in the mirror forever more as a plaything for Slaaneshi daemons.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
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 18". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only HEDONITES OF SLAANESH WIZARDS can attempt to summon this endless spell.

Irresistible Lure: The mirror lures mortals as a candle draws moths to its light. Those strong enough to turn away feel knives of anguish and loss driven into their hearts.
If a unit starts a normal move, run or retreat within 12" of this endless spell, it suffers D3 mortal wounds unless it finishes that move closer to this endless. This ability has no effect on SLAANESH units.

Gaze Not into its Depths: A Mesmerising Mirror can enthral a warrior’s soul, dragging his essence screaming from his body if he looks too long upon its glory.
At the end of the movement phase, roll 6 dice for each HERO within 6" of this endless spell (roll separately for each HERO). For each 6, that HERO suffers a number of mortal wounds equal to the number of 6s that were rolled for that HERO. This ability has no effect on SLAANESH HEROES.

Designer’s Note: If you rolled one 6 for a HERO, that HERO would suffer 1 x 1 = 1 mortal wound. If you rolled two 6s, that HERO would suffer 2 x 2 = 4 mortal wounds, if you rolled three 6s, that HERO would suffer 3 x 3 = 9 mortal wounds, and so on.
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.
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.
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.
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021