Endless Spells – The Shards of Valagharr

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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+)
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.
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.
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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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.
© Vyacheslav Maltsev 2013-2025