Endless Spells

In this section, you will 8nd the warscrolls and manifestation lores for universal endless spells, which can be summoned by wizards from any faction. These warscrolls take precedence over all versions with an earlier publication date or no publication date.


Books

BookKindEditionLast update
  General’s Handbook 2024-25
  General’s Handbook 2024-25Expansion4July 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4January 2025

Endless spells are one of the most exciting aspects of playing Warhammer Age of Sigmar, as they bring a physical representation of arcane power to your games and synergise with the units in your army in many interesting ways.

You can find the rules for using endless spells and other manifestations in the Magic module (Advanced Rules). The endless spells in this section are far from the only endless spells that are available. There are many endless spells that can only be summoned by WIZARDS of a certain faction, such as the Lumineth Realm-lords’ Rune of Petrification or Mork’s Mighty Mushroom of the Gloomspite Gitz. The warscrolls for such endless spells are found in the faction pack or battletome of the faction that can summon them.

Spell Lore

Aetherwrought Machineries

Your Hero Phase
6
SUMMON AETHERVOID PENDULUM: Sweeping suddenly into existence like a reaper’s blade, the Aethervoid Pendulum cuts through armour, flesh and even the fabric of the realms themselves.

Declare: If there is not a friendly Aethervoid Pendulum on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Aethervoid Pendulum wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON QUICKSILVER SWORDS: 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.

Declare: If there is not a friendly Quicksilver Swords endless spell on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Quicksilver Swords endless spell wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON CHRONOMANTIC COGS: 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.

Declare: If there is not a friendly Chronomantic Cogs endless spell on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Chronomantic Cogs endless spell wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON


Forbidden Power

Your Hero Phase
6
SUMMON SOULSCREAM BRIDGE: 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.

Declare: If there is not a friendly Soulscream Bridge on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Soulscream Bridge wholly within 18" of the caster and visible to them. A Soulscream Bridge has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON LAUCHON THE SOULSEEKER: 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.

Declare: If there is not a friendly Lauchon the Soulseeker on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Lauchon the Soulseeker wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON HORRORGHAST: 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.

Declare: If there is not a friendly Horrorghast on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Horrorghast wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON SHARDS OF VALAGHARR: As these pairs of cracked prisms of black stone orbit the battlefield, necromantic energy spills from their breached surfaces in a sickening stream, sapping the spirit and life force of all those they pass over.

Declare: If there is not a friendly Shards of Valagharr endless spell on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shards of Valagharr endless spell wholly within 18" of the caster and visible to them. A Shards of Valagharr endless spell has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON


Krondspine Incarnate

Your Hero Phase
8
SUMMON KRONDSPINE INCARNATE OF GHUR: Those incarnates first encountered in the Krondspine Range of Ghur are terrifying entities, creations of bestial energy protected by monstrous bones and guided by ferocious intellect. Like all things of the Realm of Beasts, they are driven by the laws of predator and prey – and as thaumaphages, they prey upon other manifestations that roam the realm.

Declare: If there is not a friendly Krondspine Incarnate of Ghur on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Krondspine Incarnate of Ghur wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON


Morbid Conjuration

Your Hero Phase
6
SUMMON SOULSNARE SHACKLES: 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.

Declare: If there is not a friendly Soulsnare Shackles endless spell on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Soulsnare Shackles endless spell wholly within 18" of the caster and visible to them. A Soulsnare Shackles endless spell has 3 parts that must each be set up within 3" of at least 1 other part.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON MALEVOLENT MAELSTROM: 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.

Declare: If there is not a friendly Malevolent Maelstrom on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Malevolent Maelstrom wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
8
SUMMON PURPLE SUN OF SHYISH: 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.

Declare: If there is not a friendly Purple Sun of Shyish on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Purple Sun of Shyish wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
8
SUMMON SUFFOCATING GRAVETIDE: 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.

Declare: If there is not a friendly Suffocating Gravetide on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Suffocating Gravetide wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON


Primal Energy

Your Hero Phase
5
SUMMON BURNING HEAD: Formed from the fires of Aqshy, the Burning Head manifests as a blazing skull that scorches its way across the battlefield. Ranks of troops are incinerated and the rickety frames of war engines set ablaze by its passing.

Declare: If there is not a friendly The Burning Head on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up The Burning Head wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON EMERALD LIFESWARM: 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.

Declare: If there is not a friendly Emerald Lifeswarm on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Emerald Lifeswarm wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON RAVENAK’S GNASHING JAWS: Savage, unrelenting and eternally hungry, the spell known as Ravenak’s Gnashing Jaws is born from the essence of Ghur’s hunger and is capable of chomping through rank after rank of foes.

Declare: If there is not a friendly Ravenak’s Gnashing Jaws endless spell on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Ravenak’s Gnashing Jaws endless spell wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON


Twilit Sorceries

Your Hero Phase
7
SUMMON GEMINIDS OF UHL-GYSH: Drawn from the twilight demi-realm between Hysh and Ulgu, the Geminids lash out with the raw magic of light and shadow, scouring flesh while filling minds with horrific lies and unbearable truths.

Declare: If there is not a friendly Geminids of Uhl-Gysh endless spell on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Geminids of Uhl-Gysh endless spell wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON PRISMATIC PALISADE: The crystalline spars of the Prismatic Palisade are formed of pure light and hardened into a barrier that bathes those on the battlefield in the blinding rays of Hysh.

Declare: If there is not a friendly Prismatic Palisade on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Prismatic Palisade wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON UMBRAL SPELLPORTAL: 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 a distance.

Declare: If there is not a friendly Umbral Spellportal on the battlefield, pick a friendly WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Umbral Spellportal wholly within 18" of the caster and visible to them. An Umbral Spellportal has 2 parts that must be set up within 9" of each other.
KEYWORDSSPELL, SUMMON

Endless Spell


ENDLESS SPELLS WARSCROLL
Aethervoid Pendulum
8"
6
5+
7+
Aethervoid Pendulums are conjured from the colourless nothingness between realms. They swing with a perfect, eerie rhythm, hissing as they drift across the battlefield. Their sibilant slashing can carve clean through a shieldwall, sending limbs and gore flying, or hack the leg from a titanic monster in one swing. Sinister rumours surround the Pendulums, from theories that doppel-spells appear in every realm whenever one is cast to legends of the Phantom Blade of Ulgu that cloaks itself in illusory mist as it scythes across the lands.
ENDLESS SPELLS WARSCROLL
Aethervoid Pendulum
Any Movement Phase
SCYTHING BLADE: A single pass of the Pendulum’s blade can decimate enemy ranks, sending out gory showers of severed limbs and decapitated heads.

Effect: This MANIFESTATION can move a distance up to its Move characteristic in one direction (see ‘The Pendulum Swings’). It can pass through models during that move and can end that move in combat. Then, pick up to 3 enemy units that this MANIFESTATION passed across during that move or that are within 1⁄2" of it to be the targets. Roll a D6 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSCORE, MOVE

Passive
THE PENDULUM SWINGS: The Aethervoid Pendulum arcs across the battlefield in a straight line.

Effect: This MANIFESTATION cannot use CHARGE or FIGHT abilities. In addition, when this MANIFESTATION moves, 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.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Chronomantic Cogs
-
6
4+
7+
The Chronomantic Cogs are a series of arcane gears honed by the intricate magics of Azyr. Endlessly turning, they form a complex mechanism attuned to the heavenly rhythms. Those who gaze into the Cogs are offered glimpses of the cosmos turning at incredible speed or an awareness of the crushing passage of aeons. A wizard of suitable ability can reach into the mechanisms of the Cogs and manipulate them to their designs, either seeing their allies move ahead of time’s flow or immobilising opponents as causality is brought to a crawl.
ENDLESS SPELLS WARSCROLL
Chronomantic Cogs
Once Per Turn, Your Hero Phase
MECHANISMS OF TIME: The workings of the Chronomantic Cogs show the passing of seconds and aeons alike. By manipulating the Cogs, a spellcaster can speed up time around them, allowing warriors to quickly close with their enemies, or slow time’s passage so as to avoid incoming blows.

Effect: If there are any friendly WIZARDS within 3" of this MANIFESTATION, pick 1 of the following effects:

Increase Time Flow: Until the start of your next turn, you can re roll charge rolls for friendly units while they are wholly within 12" of this MANIFESTATION.

Decrease Time Flow: Until the start of your next turn, subtract 1 from hit rolls for attacks that target friendly WIZARDS while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)


ENDLESS SPELLS WARSCROLL
Emerald Lifeswarm
8"
5
6+
7+
Carried upon buzzing insectile wings, an Emerald Lifeswarm embodies Ghyran’s healing powers. They are conjured from the remnants of life, be it a forlorn tree husk or a mouldering corpse. Seeking out those wounded unto death, a Lifeswarm descends to meld with torn tissue and reknit organs and bones. Yet all things are cyclical, and renewal is entwined with death. A Lifeswarm seeks out foes as eagerly as it does friends, but to these it delivers countless poisonous bites, burrowing inside armour to strike where they are most vulnerable.
ENDLESS SPELLS WARSCROLL
Emerald Lifeswarm
MELEE WEAPONS
AtkHitWndRndDmg
Swarming Bites [Anti-INFANTRY (+1 Rend)]
Swarming Bites
Anti-INFANTRY (+1 Rend)
2D64+4+-1
Your Movement Phase
BOUNTEOUS HEALING: Squirming into the gaps between rent flesh and broken bones, the insects of the Emerald Lifeswarm seal the wounds of the living.

Declare: Pick a friendly unit within 3" of this MANIFESTATION to be the target.

Effect: Heal (3) the target.

End of Any Turn
RESTORED VIGOUR: A Lifeswarm can use the healing powers of Ghyran to rejuvenate itself as well as its allies.

Effect: Heal (3) this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Geminids of Uhl-Gysh
8"
8
6+
6+
Between Hysh and Ulgu lies the Hidden Gloaming, a paradoxical place of shadow and light where secrets fester. Through drawing on the symbiotic yet opposed energies of the Gloaming, a wizard may summon the Geminids: twin spheres that race across the battlefield in swirling tandem. From the Shadow Geminid trails smoke laced with illusory falsehoods, bringing waves of hopeless darkness. The Light Geminid sears the mind with pure reason, bestowing unwanted but undeniable knowledge that crushes those of weaker mental fortitude.
ENDLESS SPELLS WARSCROLL
Geminids of Uhl-Gysh
MELEE WEAPONS
AtkHitWndRndDmg
Tendrils of Light and Shadow
Tendrils of Light and Shadow43+3+1D3
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and both its parts are removed from play.

Each time this MANIFESTATION moves, both its parts must end within 9" of each other.

Each part of this MANIFESTATION is armed with Tendrils of Light and Shadow.

Passive
TENDRILS OF SHADOW AND LIGHT: Where the Shadow Geminid trails a noxious dark mist populated by unsettling illusions, the Light Geminid radiates incinerating light and bestows mind-destroying truths.

Effect: Enemy units cannot use commands while they are within 3" of either part of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Horrorghast
8"
6
6+
7+
Horrorghasts are summoned by necromantic rituals or mass sacrifice. They have no form of their own, appearing as whatever will most terrify their prey, feeding off their panic and billowing it back out in a withering miasma of doom. Though most commonly encountered roaming the bleak wilds of Shyish, the battlefield offers much of a Horrorghast’s favoured sustenance. While Horrorghasts have been recorded as taking all manner of forms, there are few mortals who do not fear death, and so many manifest as the distorted visage of the Great Necromancer himself.
ENDLESS SPELLS WARSCROLL
Horrorghast
RANGED WEAPONS
RngAtkHitWndRndDmg
Scream of Terror [Shoot in Combat, Anti-INFANTRY (+1 Rend)]
Scream of Terror
Shoot in Combat, Anti-INFANTRY (+1 Rend)
10"62+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Deathly Touch
Deathly Touch44+4+-1
Any Shooting Phase
HARBINGER OF HORROR: Horrorghasts devour the terror of their victims, spitting it back out in waves of disconsolate dread.

Declare: Pick an enemy unit that was targeted by this MANIFESTATION’s shooting attacks this phase to be the target.

Effect: Roll a dice. If the roll is less than the number of models in the target unit that were slain this phase, the target cannot use commands for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Krondspine Incarnate of Ghur
10"
12
4+
8+
Blood pounds, war drums thunder in the mind and the hunt beckons as a Krondspine Incarnate emerges. These entities are shards of Ghur’s awakened animus, concentrated within primal realmstone and named for the mountains where they were first encountered. A Krondspine Incarnate draws to themselves the bones and claws of dead beasts, both to defend themselves and slaughter in kind. Like all things of Ghur, they are predatory, but their favoured prey is magic – opposing spells and arcane constructs that they can tear to aetheric chunks.
ENDLESS SPELLS WARSCROLL
Krondspine Incarnate of Ghur
MELEE WEAPONS
AtkHitWndRndDmg
Amberbone Claws and Fangs [Anti-MANIFESTATION (+1 Rend)]
Amberbone Claws and Fangs
Anti-MANIFESTATION (+1 Rend)
64+2+23
End of Any Turn
DEVOURER OF MAGICS: A Krondspine Incarnate feasts upon magical energies, ripping into them like a Carnosaur might a haunch of meat.

Effect: If this MANIFESTATION destroyed any enemy MANIFESTATIONS this turn, Heal (6) this MANIFESTATION.

Passive
ARCANE PREDATOR: Krondspine Incarnates are relentless predators, hunting both living creatures and arcane entities with equal ferocity.

Effect: You can add 1 to the number of dice rolled when making charge rolls for this MANIFESTATION, to a maximum of 3, while it is within 18" of any enemy MANIFESTATIONS, but if you do so, it must end the charge move within 1/2" of an enemy MANIFESTATION.

Passive
WILD FORM: This manifestation is notoriously wilful, resisting any effort by sorcerers to tame or banish it.

Effect: Each time this MANIFESTATION is targeted by the ‘Banish Manifestation’ ability, if it would be banished, it is not banished Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

KEYWORDS
MANIFESTATION, ENDLESS SPELL, INCARNATE, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Lauchon the Soulseeker
12"
10
4+
7+
When Nagash conquered Shyish, he did so by devouring all those gods who opposed him. Only a few fragments of these sundered deities endured. One such entity is the shade of Lauchon the Soulseeker, the graven boatman, who it is said knows the location of every soul in creation. A sorcerer who wishes to extricate themselves from danger may call upon Lauchon, for surely he shall find them. Yet the Soulseeker’s price is always the same: portions of the soul, devoured one sliver at a time.
ENDLESS SPELLS WARSCROLL
Lauchon the Soulseeker
MELEE WEAPONS
AtkHitWndRndDmg
Scything Oar [Crit (2 Hits)]
Scything Oar
Crit (2 Hits)
34+3+1D3
Your Movement Phase
TRAVERSE THE TIDES OF DEATH: The Soulseeker knows the location of every spirit in the realms and can guide a spellcaster to that which they seek. Yet no journey is ever free...

Declare: Pick a friendly INFANTRY WIZARD HERO within 3" of this MANIFESTATION to be the target.

Effect: This MANIFESTATION can move a distance up to its Move characteristic. It can pass through models during that move but cannot end that move in combat. Then, remove the target from the battlefield and set them up again on the battlefield within 3" of this MANIFESTATION and not in combat. Then, inflict 1 mortal damage on the target.
KEYWORDSCORE, MOVE

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Malevolent Maelstrom
8"
6
6+
7+
Those howling novas known as Malevolent Maelstroms are concentrations of volatile death magic. Trapped spirits strain and wail for release, even while guzzling upon errant magics and recently slain souls. Eventually, inevitably, the Maelstrom will glut itself to bursting upon these energies, detonating in a great necrotic paroxysm and obliterating anything nearby. Some scholars have noted similarities between the Maelstroms and the dreadful Necroquake that once swept the realms, theorising that these spells are localised aftershocks that can be conjured even decades later.
ENDLESS SPELLS WARSCROLL
Malevolent Maelstrom
MELEE WEAPONS
AtkHitWndRndDmg
Lashing Tendrils of Energy [Crit (2 Hits)]
Lashing Tendrils of Energy
Crit (2 Hits)
2D62+3+-1
Passive
NECROTIC VORTEX: Sorcery and souls are sucked into the Maelstrom as it prowls the battlefield.

Effect: Give this MANIFESTATION 1 maelstrom point:
  • Each time this MANIFESTATION is set up.
  • Each time a unit successfully casts a spell while it is within 12" of this MANIFESTATION.
  • Each time a model is slain within 12" of this MANIFESTATION.
This MANIFESTATION can have a maximum of 6 maelstrom points at once.

End of Any Turn
MORBID DETONATION: Having gorged itself on magic and the howling spirits of the dead, the Maelstrom detonates in a nova of devastating energy.

Declare: You must, and can only, use this ability if this unit has 6 maelstrom points. Pick each unit (friendly and enemy) within 9" of it to be the targets.

Effect: Roll a dice for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, this MANIFESTATION is destroyed.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Prismatic Palisade
-
8
4+
7+
A Prismatic Palisade rises in a flash of brilliant light and with the resonant chime of crystal. Such pure radiance shines from its elegant spars that those nearby are blinded and projectiles are burnt to nothing as they near the spell. Though a Prismatic Palisade may appear fragile, its aetheric substance is firmer than the most stubborn steel; it is, after all, conjured from the substance of symmetry and ineffable light, willed into being by minds brimming with potential.
ENDLESS SPELLS WARSCROLL
Prismatic Palisade
Passive
BLINDING LIGHT: The radiant beams projected from this barrier confound the aim of all within sight of it.

Effect: This MANIFESTATION cannot be targeted by shooting attacks. In addition, a unit cannot be targeted by shooting attacks if it is impossible to draw a straight line from a model in the attacking unit to a model in the target unit without that line passing across this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)


ENDLESS SPELLS WARSCROLL
Purple Sun of Shyish
8"
10
5+
7+
The Purple Sun is a harbinger of annihilation. Fell magics coalesce into a glowing orb that floats with an eerie serenity, emanating rays of amethyst light that turn any they strike to lifeless crystal. Strong or mighty, craven or courageous: none are spared. All the while, a skeletal face leers out of the Purple Sun. Learned Necromancers say that this is the face of the mad god Xereus, whose name is invoked in rites of conjuring and who is said to be imprisoned within the Purple Sun as penance for ancient crimes.
ENDLESS SPELLS WARSCROLL
Purple Sun of Shyish
MELEE WEAPONS
AtkHitWndRndDmg
Transmuting Rays [Crit (Mortal)]
Transmuting Rays
Crit (Mortal)
2D63+3+11
Passive
PULL OF THE NADIR: To gaze upon the Purple Sun of Shyish is to feel oneself wither and waste away.

Effect: Subtract 1 from save rolls for enemy units while they are within 3" of this MANIFESTATION.

Your Movement Phase
END GIVEN FORM: All those touched by the dire rays of the Purple Sun meet their final fate, their bodies crystallised and their souls ripped away to Shyish.

Effect: This MANIFESTATION can move a distance up to its Move characteristic. It can pass through models during that move but cannot end that move in combat. Then, pick up to 3 enemy units that this MANIFESTATION passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSCORE, MOVE

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Quicksilver Swords
8"
6
5+
7+
It is said that the Quicksilver Swords were wrought by Celemnis, the fabled Silver Maiden of Elixia. Not even being boiled alive in molten quicksilver could end her labours; incarnated as a terrifying banshee, she imbued each of these magical blades with shards of her own undying essence and spite. So fine is their edge that they slice through even arcane defences, and so deep is their bitterness that they fight as if wielded by a master bladesman, an unearthly wail accompanying each chop and thrust.
ENDLESS SPELLS WARSCROLL
Quicksilver Swords
MELEE WEAPONS
AtkHitWndRndDmg
Quicksilver Blades [Crit (Mortal)]
Quicksilver Blades
Crit (Mortal)
123+3+11
Passive
DANCING BLADES: Cantrips and other eldritch barriers cannot save one from the keen edged blades of this manifestation.

Effect: Ward rolls cannot be made for damage points inflicted by this MANIFESTATION’s attacks.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
Ravenak’s Gnashing Jaws
3D6"
10
5+
7+
Ravenak’s Gnashing Jaws are the embodiment of hunger, an insatiable devourer that tears through anything that moves. No matter how many they rip into visceral, bloodied chunks, the Jaws never slacken. Gory streaks of meat and guts are left trailing behind such a spell – but more unsettling still is the uncertainty surrounding the fate of those devoured. Ravenak’s precise nature remains a topic of debate amongst scholars and shamans, with possibilities ranging from a godbeast trapped long ago by Sigmar to an aspect of savage Gorkamorka himself.
ENDLESS SPELLS WARSCROLL
Ravenak’s Gnashing Jaws
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Jaws [Charge (+1 Damage)]
Gnashing Jaws
Charge (+1 Damage)
104+2+11
Any Charge Phase
RAVENING HUNGER: Rampaging across the battlefield in a blur of bestial motion, Ravenak’s Gnashing Jaws are indiscriminate in their hunger.

Declare: If this MANIFESTATION charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Roll 10 dice. For each 5+, inflict 1 mortal damage on the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)


ENDLESS SPELLS WARSCROLL
Soulscream Bridge
-
12
4+
7+
Soulscream Bridges are considered by many mages to be a convenient, if morbid, means of translocating allies. Yet these spells are more macabre than they first appear. They are formed by capturing tormented souls and binding them in a facsimile of physicality, using their anguish to punch open a path across reality. Those who have travelled across a Soulscream Bridge are haunted by the wails for years to come, a terrible chorus of the damned that grows only stronger in the long shadows of the night...
ENDLESS SPELLS WARSCROLL
Soulscream Bridge
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and both its parts are removed from play.

Your Movement Phase
DEATHLY PASSAGE: Those who pass across a Soulscream Bridge travel the tides of deathly magic, avoiding physical obstructions.

Declare: Pick a friendly unit wholly within 6" of one part of this MANIFESTATION to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 6" of the other part of this MANIFESTATION and more than 9" from all enemy units.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)


ENDLESS SPELLS WARSCROLL
Soulsnare Shackles
-
6
5+
7+
The Soulsnare Shackles rise from the Great Oubliette, that vast dungeon where Nagash entraps any who fall foul of his warped justice. Thrashing with unearthly sentience, they slither unerringly towards any who bear even the most minor guilt. The Shackles seal not around flesh but around the soul, ensuring not even ethereal beings can escape. The more they struggle, the more these unfortunates are drained of vigour. Dread and grief seizes them until, at last, they surrender and are yanked into the Oubliette for the rest of time.
ENDLESS SPELLS WARSCROLL
Soulsnare Shackles
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all its parts are removed from play.

Any Hero Phase
BOUND FOR THE GREAT OUBLIETTE: These manacles latch onto not just the bodies of combatants but their souls, draining them of vigour until they are at last dragged into the yawning cells of the Great Oubliette.

Declare: For each part of this MANIFESTATION, you can pick an enemy unit within 3" of that part to be the targets. You cannot pick the same unit to be the target of this ability more than once per turn.

Effect: Roll a D3 for each target. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Subtract a number of inches equal to the roll from the target’s Move characteristic for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)


ENDLESS SPELLS WARSCROLL
Suffocating Gravetide
12"
8
6+
7+
The earth of the Mortal Realms is suffused with echoes of bloodshed. A sorcerer of sufficient might can stir these energies to a form of unhallowed wakefulness, conjuring a Suffocating Gravetide. These magical constructs stink of open coffins and desiccated flesh, and their impact can crush even cavalrymen, dragging them down to face choking asphyxiation or be torn apart by the writhing spirits within. There are grim tales of Gravetides endlessly circling old battlefields or swelling with such terrible malignancy that they loom over the towering heart-trees of ancient forests.
ENDLESS SPELLS WARSCROLL
Suffocating Gravetide
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Riptide [Charge (+1 Damage)]
Spectral Riptide
Charge (+1 Damage)
82+3+11
Your Movement Phase
PULLED TO THE GRAVE: Warriors caught in the path of a Suffocating Gravetide are buffeted by churning earth and dragged down by the spectral, restless dead.

Effect: This MANIFESTATION can move a distance up to its Move characteristic. It can pass through models during that move but cannot end that move in combat. Then, you can pick an enemy unit that this MANIFESTATION passed across during that move to be the target. Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSCORE, MOVE

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
The Burning Head
8"
6
6+
6+
To summon the Burning Head, a wizard must draw upon their most volatile and fiery emotions. These crystallise as crackling motes and cinders that form a leering, cackling death’s head. Only the most reckless dare summon the Burning Head, for it races in whatever direction it chooses, heedlessly expending its essence in gouts of flame. In its wake, it leaves charred corpses and batteries of wooden-framed artillery set ablaze; even cities can be consumed by the incandescent mania of the Burning Head.
ENDLESS SPELLS WARSCROLL
The Burning Head
RANGED WEAPONS
RngAtkHitWndRndDmg
Burning Breath [Shoot in Combat, Anti-WAR MACHINE (+1 Rend)]
Burning Breath
Shoot in Combat, Anti-WAR MACHINE (+1 Rend)
10"D62+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Maw [Anti-WAR MACHINE (+1 Rend)]
Flaming Maw
Anti-WAR MACHINE (+1 Rend)
2D62+3+21
Passive
BURNING UP: The Burning Head can unleash a torrent of flame upon the enemy, but doing so quickly extinguishes its essence.

Effect: Each time this MANIFESTATION uses a SHOOT ability, after that ability has been resolved, allocate 1 damage point to this MANIFESTATION (ward rolls cannot be made for that damage point).

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)


ENDLESS SPELLS WARSCROLL
The Shards of Valagharr
-
8
4+
7+
The Shards of Valagharr are prisms created by the legendary arch-mage Mython Valagharr to absorb amethyst magic before it could swell into deadly gheist-storms. Yet, over time, Valagharr was consumed by his grim work. Though he was struck down by Sigmar himself for monstrous transgressions, he had already begun to spread his dark knowledge, including how to transform his Shards into tools of magical restraining. When such an endless spell is summoned, any who find themselves nearby are dragged and bound to the earth.
ENDLESS SPELLS WARSCROLL
The Shards of Valagharr
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and both its parts are removed from play.

Your Movement Phase
PHANTASMAL TRANSLOCATION: One pair of Shards blinks out of existence, only to reappear beside the other prisms a moment later.

Effect: Pick a part of this MANIFESTATION, remove it from the battlefield and set it up again on the battlefield wholly within 9" of the other part.

Passive
ENSNARING SOUL-DRAIN: The foul energies of the Shards link the prisms to one another, ensnaring nearby creatures in a web of animus-draining magic.

Effect: Each time an enemy unit uses a MOVE ability while it is within 6" of any parts of this MANIFESTATION, the effects of the ‘Fly’ ability do not apply to that unit.

Enemy units cannot be set up within 6" of either part of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)


ENDLESS SPELLS WARSCROLL
Umbral Spellportal
-
8
5+
6+
Umbral Spellportals manifest as pairs of floating, gloom-wreathed mirrors. Most who gaze into them see only half-glimpsed secrets or distorted memories, but wizards perceive them as passageways through which sorceries can be channelled to wreak destruction behind fortress walls or aid isolated warriors. Yet an ominous aura surrounds the Spellportals. Most mages have heard of Grandelthorpe the Lesser, whose attempts to discover the working of these constructs saw her mind gradually unravel until she was convinced that strange entities shadowed her steps from within impossible dimensions.
ENDLESS SPELLS WARSCROLL
Umbral Spellportal
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and both its parts are removed from play.

Your Hero Phase
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.

Declare: Pick a friendly WIZARD within 3" of this MANIFESTATION to be the target.

Effect: The next time the target uses a non-SUMMON SPELL ability this phase, add 1 to the casting value of that spell. When picking targets for that spell, you can measure range and visibility from either part of this MANIFESTATION instead of from the caster, and your opponent can measure range and visibility to either part of this MANIFESTATION instead of to the caster for the purposes of the ‘Unbind’ ability.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The warscrolls using WIZARD keyword can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The WIZARD keyword is used in the following warscrolls:

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

The warscrolls using WIZARD, INFANTRY and HERO keywords can be found in the following Factions:

Order: Cities of Sigmar, Daughters of Khaine, Idoneth Deepkin, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Disciples of Tzeentch, Hedonites of Slaanesh, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The WIZARD, INFANTRY and HERO keywords are used in the following warscrolls:

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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