Slaves to Darkness – Chaos Sorcerer Lord
This warscroll does not meet the selection criteria (see Settings tab).
5"
5
4+
7
WARSCROLL

Chaos Sorcerer Lord

The very air around a Sorcerer Lord is saturated with dark magic. With their command of daemonic powers and gift of foresight, these warlocks bolster the power of their allies while unleashing their own devastating spellcraft on the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sorcerer Staff
Sorcerer Staff2"14+3+-1D3
Chaos Runeblade
Chaos Runeblade1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Godswrath Warband

DESCRIPTION

A Chaos Sorcerer Lord is a single model armed with a Sorcerer Staff and Chaos Runeblade.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: NURGLE, TZEENTCH, SLAANESH or UNDIVIDED.

ABILITIES

Oracular Visions: A sorcerer can temporarily bestow the gift of foresight upon their allies, helping them ward against oncoming enemy blows.
In your hero phase, you can pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of this unit. If you do so, add 1 to save rolls for attacks that target that unit until your next hero phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Daemonic Power spells.

Daemonic Power: The sorcerer bestows his followers with daemonic essence, boosting their skill and strength to unholy levels.
Daemonic Power has a casting value of 6. If successfully cast, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 18" of the caster and visible to them. You can re-roll hit and wound rolls for attacks made by that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, MARK OF CHAOS, EYE OF THE GODS, HERO, WIZARD, CHAOS SORCERER LORD
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.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The EYE OF THE GODS keyword is used in the following Slaves to Darkness warscrolls:

Leader

The WIZARD keyword is used in the following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth

The CHAOS SORCERER LORD keyword is used in the following Slaves to Darkness warscrolls:

Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021