Endless Spells – Chronomantic Cogs

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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+)
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.
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.

Faction Rules

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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).
© Vyacheslav Maltsev 2013-2025