Contents | ||
Book | Kind | Edition | Last update | |
![]() | ||||
![]() | Expansion | 4 | July 2024 | |
![]() | ||||
![]() | Rulebook | 4 | January 2025 |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 7 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 8 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 8 |
KEYWORDS | SPELL, SUMMON |
![]() | 8 |
KEYWORDS | SPELL, SUMMON |
![]() | 5 |
KEYWORDS | SPELL, SUMMON |
![]() | 6 |
KEYWORDS | SPELL, SUMMON |
![]() | 7 |
KEYWORDS | SPELL, SUMMON |
![]() | 7 |
KEYWORDS | SPELL, SUMMON |
![]() | 7 |
KEYWORDS | SPELL, SUMMON |
![]() | 7 |
KEYWORDS | SPELL, SUMMON |
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. | ||
![]() |
KEYWORDS | CORE, MOVE |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
- 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. | ||
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Swarming Bites [Anti-INFANTRY (+1 Rend)] | |||||||
Swarming Bites Anti-INFANTRY (+1 Rend) | 2D6 | 4+ | 4+ | - | 1 |
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Tendrils of Light and Shadow | |||||||
Tendrils of Light and Shadow | 4 | 3+ | 3+ | 1 | D3 |
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Scream of Terror [Shoot in Combat, Anti-INFANTRY (+1 Rend)] | ||||||||
Scream of Terror Shoot in Combat, Anti-INFANTRY (+1 Rend) | 10" | 6 | 2+ | 3+ | 2 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Deathly Touch | ||||||||
Deathly Touch | 4 | 4+ | 4+ | - | 1 |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Amberbone Claws and Fangs [Anti-MANIFESTATION (+1 Rend)] | |||||||
Amberbone Claws and Fangs Anti-MANIFESTATION (+1 Rend) | 6 | 4+ | 2+ | 2 | 3 |
![]() |
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, INCARNATE, FLY, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Scything Oar [Crit (2 Hits)] | |||||||
Scything Oar Crit (2 Hits) | 3 | 4+ | 3+ | 1 | D3 |
![]() |
KEYWORDS | CORE, MOVE |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Lashing Tendrils of Energy [Crit (2 Hits)] | |||||||
Lashing Tendrils of Energy Crit (2 Hits) | 2D6 | 2+ | 3+ | - | 1 |
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
- 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. | ||
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Transmuting Rays [Crit (Mortal)] | |||||||
Transmuting Rays Crit (Mortal) | 2D6 | 3+ | 3+ | 1 | 1 |
![]() |
![]() |
KEYWORDS | CORE, MOVE |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Quicksilver Blades [Crit (Mortal)] | |||||||
Quicksilver Blades Crit (Mortal) | 12 | 3+ | 3+ | 1 | 1 |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Gnashing Jaws [Charge (+1 Damage)] | |||||||
Gnashing Jaws Charge (+1 Damage) | 10 | 4+ | 2+ | 1 | 1 |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
- 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... | ||
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
- 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. | ||
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Spectral Riptide [Charge (+1 Damage)] | |||||||
Spectral Riptide Charge (+1 Damage) | 8 | 2+ | 3+ | 1 | 1 |
![]() |
KEYWORDS | CORE, MOVE |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Burning Breath [Shoot in Combat, Anti-WAR MACHINE (+1 Rend)] | ||||||||
Burning Breath Shoot in Combat, Anti-WAR MACHINE (+1 Rend) | 10" | D6 | 2+ | 3+ | 2 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Flaming Maw [Anti-WAR MACHINE (+1 Rend)] | ||||||||
Flaming Maw Anti-WAR MACHINE (+1 Rend) | 2D6 | 2+ | 3+ | 2 | 1 |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
- 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. | ||
![]() |
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
- 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. | ||
![]() |
![]() |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| ||
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. | ||
![]() |
![]() | 6 |
KEYWORDS | SPELL |
| ||
The MANIFESTATION keyword is used in the following Endless Spells warscrolls:
The ENDLESS SPELL keyword is used in the following Endless Spells warscrolls:
| ||
![]() |
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! | ||
The FLY keyword is used in the following Endless Spells warscrolls:
The WARD keyword is used in the following Endless Spells warscrolls:
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.The WIZARD keyword is used in the following warscrolls:
![]() |
KEYWORDS | CORE, MOVE, CHARGE |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
![]() |
KEYWORDS | BANISH |
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.The WIZARD, INFANTRY and HERO keywords are used in the following warscrolls:
![]() |
![]() |
KEYWORDS | UNBIND |