Nighthaunt – Mortalis Terminexus

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Endless Spell WARSCROLL

Mortalis Terminexus

The hourglass of fate known as the Mortalis Terminexus can speed the passage of time, ageing those nearby to bones and dust in the blink of an eye - or it can instead be used to reverse time, restoring youth and vitality.

Unit Size: -      Points: 80
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 12". Only NIGHTHAUNT WIZARDS can attempt to summon this endless spell. If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1 from all models and other endless spells or invocations.

PREDATORY: This endless spell is a predatory endless spell. You can move it up to 8" and it can fly.

Keeper of Mortality: A Mortalis Terminexus holds the power of life and death within its shimmering form.
After this endless spell has moved, the player who moved it can decide whether the Mortalis Terminexus will reverse time or hasten time.

If they choose to reverse time, heal D3 wounds allocated to each unit within 6" of this endless spell.

If they choose to hasten time, roll a dice for each unit within 6" of this endless spell. On a 2+, that unit suffers D3 mortal wounds.
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.

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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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024