In this section you will find the endless spell warscrolls originally from Warhammer Age of Sigmar: Malign Sorcery and Soul Wars: Forbidden Power. Many of these warscrolls have had their rules updated to accompany this season’s Pitched Battles battlepack (2023-24), and they take precedence over all versions with an earlier publication date or no publication date.
Contents | ||
Book | Kind | Edition | Last update | |
General’s Handbook: Pitched Battles 2023-24 | ||||
General’s Handbook: Pitched Battles 2023-24 | Expansion | 3 | April 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Warhammer Legends: Endless Spells | ||||
Warhammer Legends: Endless Spells | Index | 3 | August 2021 |
Sweeping suddenly into existence like a reaper’s blade, the Aethervoid Pendulum cuts through armour, flesh and even the fabric of the realms themselves with equal ease. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. When this endless spell is set up, pivot the model so that the tip of the pendulum blade is pointing in the direction in which you wish the endless spell to move. PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. When you move this endless spell, it must move in a straight line either in the direction in which the tip of the pendulum blade is pointing or in the opposite direction to the direction in which the tip of the pendulum blade is pointing. Scything Blade: A single pass of the pendulum’s blade is enough to decimate enemy ranks, sending out gory showers of severed limbs and decapitated heads as it swings. After this endless spell has moved, roll a dice for each unit that has any models that it passed across, and each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers D6 mortal wounds. | ||
Like the procession of the heavens, the rotations of the Chronomantic Cogs control the passage of time, allowing wizards to speed or slow the events that are unfolding around them. 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 the endless spell wholly within range of the caster. When you set up this endless spell, you must decide if it is increasing or decreasing the flow of time. If it is increasing the flow of time, players can re-roll charge rolls for friendly units while they are wholly within 12" of any endless spells with this ability. If it is decreasing the flow of time, players can attempt to cast either Arcane Bolt or Mystic Shield in their hero phase with a friendly WIZARD wholly within 6" of this endless spell without counting that spell towards the number of spells that WIZARD can attempt to cast in that phase. In addition, subtract 1 from hit rolls for shooting attacks that target WIZARD HEROES while they are wholly within 6" of any endless spells with this ability. If a player has any friendly WIZARDS within 6" of this endless spell at the start of their hero phase, they can change whether this endless spell is increasing or decreasing the flow of time. Designer’s Note: If a player already cast Arcane Bolt or Mystic Shield earlier in their hero phase, this endless spell does not allow them to cast that spell again. | ||
Imbued with the healing powers of Ghyran, an Emerald Lifeswarm buzzes across the battlefield, seeking out the dead and dying and restoring their lives and vigour. 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 the endless spell wholly within range of the caster. Bounteous Healing: Squirming into the gaps between rent flesh and broken bones, the insects of the Emerald Lifeswarm seal the wounds of the living and return the dead to the fight through restorative magics. After this endless spell has moved, the commanding player can pick 1 unit within 3" of it. They can heal up to D3 wounds allocated to that unit or, if no wounds are allocated to it, they can return a number of slain models to that unit that have a combined Wounds characteristic of D3 or less. | ||
Drawn from the twilight demi-realm between Hysh and Ulgu, the Geminids lash out with the raw magic of light and shadow, annihilating flesh and alternately filling minds with horrific lies and unbearable truths. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the parts of the endless spell within 6" of each other and wholly within range of the caster. PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. The parts of this endless spell must remain within 6" of each other. Tendrils of Shadow and Light: Where the Shadow Geminid leaves behind a noxious dark mist populated by illusions, the Light Geminid radiates incinerating light and bestows mind-destroying truths. After this endless spell has moved, roll a dice for each unit that has any models that it passed across, and for each other unit that is within 1" of it at the end of its move. On a 2+, that unit cannot issue or receive commands until the start of the next hero phase. | ||
Arcane predators that feast upon fear, Horrorghasts haunt the deathly wilds of Shyish, taking on the appearance of whatever will most terrorise their prey – most often the pitiless gaze of Nagash, the Great Necromancer. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 12". If successfully cast, set up the endless spell wholly within range of the caster. Prey on Fear: Horrorghasts devour the terror of their victims, growing more powerful as fear and panic spread like wildfire. Units cannot receive commands in the battleshock phase while they are within 12" of any endless spells with this ability. In addition, if a unit fails a battleshock test while it is within 12" of any endless spells with this ability, add D3 to the number of models that flee. | ||
The splintered echo of an ancient underworld deity, Lauchon the Soulseeker sails the swirling tides of death, drawn by the lure of powerful spirits. Spellcasters can join his macabre odyssey, if they are willing to offer a fitting sacrifice. 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 the endless spell wholly within range of the caster. Before the commanding player moves this endless spell, they can pick 1 friendly WIZARD with a Wounds characteristic of 9 or less wholly within 3" of this endless spell. Remove that WIZARD from the battlefield. After this endless spell has moved, set that WIZARD up again wholly within 3" of this endless spell and more than 9" from all enemy units. After that WIZARD has been set up, it suffers 1 mortal wound. If it is the commanding player’s turn, that WIZARD can make a normal move or run in the following movement phase. | ||
A Malevolent Maelstrom is a swirling vortex of Shyishan magic, a tempest that sucks in sorcerous energies and the souls of the dead before exploding in a cataclysmic nova. SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. After this endless spell is summoned, place a D6 beside it with the ‘1’ facing up. Each time a spell is successfully cast by a unit within 12" of this endless spell and not unbound, after the effects of the spell have been resolved, increase the value of the dice beside this endless spell by 1 (to a maximum of 6). In addition, each time a model is slain within 12" of this endless spell, increase the value of the dice beside this endless spell by 1 (to a maximum of 6). At the end of a phase in which the dice beside this endless spell reaches ‘6’, this endless spell is removed from play. When this endless spell is removed from play, if the dice beside it is a 6, this endless spell explodes. When it explodes, each unit within 9" of this endless spell suffers D3 mortal wounds. WIZARD HEROES suffer 3 mortal wounds instead of D3. | ||
The crystalline spars of the Prismatic Palisade are formed of pure light, hardened into a barrier that bathes those on the battlefield in the blinding rays of Hysh. SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 18". If successfully cast, set up the endless spell wholly within range of the caster. Blinding Light: The radiant beams projected from this barrier confound the aim of all within sight of it, and they grow wider by the moment. After this endless spell is set up and at the start of each subsequent hero phase, roll a dice for each unit within 6" of this endless spell. On a 3+, that unit cannot make shooting attacks in that turn. Add 3" to the range of this ability at the start of each battle round after the turn in which this endless spell was summoned. | ||
No spell inspires greater fear in the beholder than the Purple Sun of Shyish. The skull-faced orb drifts across the battlefield, its rays of death energy transmuting all they touch into amethyst statues. SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. End Given Form: All those touched by the dire rays of the Purple Sun of Shyish meet their final fate, their bodies crystallised and their souls ripped away to the Realm of Death. Subtract 1 from save rolls for attacks that target units while they are within 6" of any endless spells with this ability. In addition, roll a dice for each unit within 1" of this endless spell after this endless spell has moved. On a 1, that unit has been touched by the Purple Sun’s rays. If that unit has a Wounds characteristic of 9 or less, 1 model in that unit is slain. Otherwise, that unit suffers D6+6 mortal wounds. | ||
Borne aloft on currents of Chamonic energy, the Quicksilver Swords fly across the battlefield in tight formations before fanning out to eviscerate and behead those in their path. 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 the endless spell wholly within range of the caster. Dancing Blades: With startling rapidity and efficiency, and seemingly possessed of vengeful purpose, the Quicksilver Swords cut through the enemy lines, their keen-edged blades severing not only limbs but also spirits from their bodies. After this endless spell has moved, you can pick 1 unit that has any models it passed across and roll 12 dice. For each 5+, that unit suffers 1 mortal wound. In addition, mortal wounds caused by this ability cannot be negated. | ||
Savage, unrelenting and eternally hungry, the spell known as Ravenak’s Gnashing Jaws chomps its way through entire regiments of infantry, transporting its mangled prey into the stomach of a great pit-beast in Ghur. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 3D6" and can fly. You can re-roll the dice that determines how far this endless spell can move if it was summoned in the same turn. Ravening Hunger: Rampaging across the battlefield in a blur of bestial motion, the gnashing, razor-sharp teeth of Ravenak’s Gnashing Jaws rip apart anyone and anything within reach. After this endless spell has moved, pick 1 unit that has any models it passed across or that is within 1" of it at the end of its move and roll a dice. On a 2+, if the roll for this endless spell’s move was greater than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference (rounding down) between that unit’s Move characteristic and the roll for this endless spell’s move. | ||
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. 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 8" 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 8" 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 animusdraining magic. While they are within 6" of any endless spells with this ability, units cannot fly or be removed from the battlefield with an effect that would allow them to be set up again in the same turn. In addition, units cannot be set up within 6" of this endless spell. | ||
A nightmarish fusion of bone and tortured spirit-stuff, a Soulscream Bridge disintegrates and consumes the souls of the fallen in order to tear open a makeshift pathway across reality. 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 1 part of this endless spell within 1" of the caster, then set up the other part wholly within range of the caster. Deathly Passage: Those who pass across a Soulscream Bridge travel the tides of deathly magic, bypassing physical obstructions.At the start of the movement phase, the player whose turn is taking place can remove 1 friendly unit that is wholly within 6" of a part of this endless spell from the battlefield and set it up again wholly within 6" of the other part of this endless spell and more than 9" from all enemy units. A unit cannot be removed and set up again in this way more than once per phase. A unit removed and set up again in this way cannot make a normal move or run in the same phase and cannot issue or receive commands until the start of that player’s next hero phase. | ||
Decrepit chains clatter and rusted manacles grind as the Soulsnare Shackles snap at their prey, seeking to clamp down on the spirits of their victims so that they can drag them back to the Great Oubliette in Shyish. SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 8". If successfully cast, set up the parts of the endless spell wholly within 3" of each other and wholly within range of the caster. Bound for the Great Oubliette: These manacles latch onto not just the bodies of combatants but their very souls, draining them of vigour and life as they drag their quarry to a vast dungeon in Shyish. At the start of the movement phase, roll a dice for each unit within 6" of this endless spell. Subtract the result from that unit’s Move characteristic (to a minimum of 0) until the end of that phase. In addition, if a unit’s Move characteristic is reduced to 0 by this ability, that unit suffers D3 mortal wounds. | ||
The spirits of the dead rise from the ground and surge forwards in a Suffocating Gravetide to smother the living, burying their victims and dragging their souls down to the Realm of Death. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. Pulled to the Grave: Those warriors caught in the path of a Suffocating Gravetide find themselves buffeted by churning earth and dragged by the spectral forms of the restless dead. After this endless spell has moved, for each unit that has any models it passed across, roll a number of dice equal to the number of models in that unit. For each 5+, that unit suffers 1 mortal wound. | ||
Formed from the fires of Aqshy, the Burning Head is a blazing skull that scorches its way across the battlefield, incinerating ranks of troops and inflaming the anger of those who draw close. SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. Flaming Skull: The Burning Head crashes into the enemy battle line with volcano-force, reducing all around it to ash before expending its arcane power in a single burst of rage. After this endless spell has moved, the commanding player can pick 1 enemy unit within 1" of this endless spell and roll a dice. On a 2+, this endless spell is removed from play and that enemy unit becomes wreathed in flames. At the end of each movement phase, roll a dice for each unit that is wreathed in flames. On a 1-3, that unit is no longer wreathed in flames. On a 4+, that unit suffers D3 mortal wounds. | ||
Comprising a pair of shadowy mirrors, the Umbral Spellportal links two points on the battlefield, allowing wizards to cast their destructive magics and enchanting boons at incredible distances. 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 1 part of this endless spell within 1" of the caster, then set up the other part wholly within range of the caster. Arcane Passage: When looking upon an Umbral Spellportal, those versed in magic see a shadowy reflection of what lies on the other side of its twinned construct; while physical matter cannot travel through the portal, aetheric energy knows no such restriction.Once per turn, when a WIZARD within 1" of this endless spell attempts to cast a spell, the commanding player can say that the spell will be sent through the portal. If they do so, the range, visibility and effect of that spell can be measured from 1 part of this endless spell instead of the caster, and that part of the endless spell is considered to be the caster of the spell for the purposes of unbinding. Spells that summon endless spells do not benefit from this effect. In addition, once per turn, if a predatory endless spell starts a move wholly within 6" of this endless spell, instead of making a move with it, the commanding player can remove that predatory endless spell from the battlefield and set it up again anywhere wholly within 6" of the other part of this endless spell. An endless spell set up in this manner does not count as having moved but cannot move until the next hero phase. | ||
A Balewind Vortex is a terrifying sight to behold on the battlefield – a swirling, violently swaying cyclone of fell energies that can be summoned by a wizard and used as a platform from which to more effectively cast spells. A WIZARD on a Balewind Vortex cannot move. When measuring range to and from the WIZARD on the Balewind Vortex, the WIZARD and the Balewind Vortex are treated as a single model. If the caster attempts to dispel this endless spell, it is automatically dispelled (do not make a dispelling roll). If the caster is slain, this endless spell is dispelled. If this endless spell is dispelled and the caster has not been slain, before removing the endless spell from play, set up the caster wholly within 6" of the endless spell and more than 3" from all enemy units. Arcane Enhancement: The magical energies of a Balewind Vortex are attuned to those of the wizard who rides upon it. Add 1 to casting, unbinding and dispelling rolls for WIZARD on a Balewind Vortex. Held Aloft: A wizard atop a balewind vortex is protected from incoming attacks. Subtract 1 from hit rolls for attacks that target a WIZARD on a Balewind Vortex. | ||
You do not have to pick a target for a charge attempt before making the charge roll. | ||
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
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