Endless Spells – Malevolent Maelstrom

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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+)
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.
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).
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!
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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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).
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.
© Vyacheslav Maltsev 2013-2025