Nighthaunt – Vault of Souls
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Endless Spell WARSCROLL

Vault of Souls

This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind. Ever greedy for more, it eventually bursts, sending forth a lethal explosion of imprisoned souls to strike all those nearby.

Unit Size: -      Points: 85
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 6". 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 NIGHTHAUNT WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

Soul Eruption: Should a Vault of Souls glut itself too greedily, the captured spirits within will burst free, tearing at those nearby in their desperation to escape.
After this endless spell has moved, roll a dice for each model within 6" of it. On a 6, that model’s unit suffers 1 mortal wound. Keep track of the number of mortal wounds caused by this endless spell. If the total is 10 or more at the end of any phase, this endless spell erupts. If it does so, roll a dice for each unit within 6" of this endless spell. On a 2+, that unit suffers a number of mortal wounds equal to the roll. After you have rolled for each unit within 6" of this endless spell, this endless spell is removed from play.
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.
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.
14.5 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.

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

© Vyacheslav Maltsev 2013-2022