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==Spells== A compendium of the spells used for a Great Houses of Morrowind army. Spells labelled as "Temple only" may only be given to Warrior Priests, Priests, Ordinators, and Special Characters where allowed. ===School of Destruction=== Hex: Cast on 3+, 1-handed, cast during the close combat phase. Choose a model in base contact with caster. That model re-rolls rolls of 6 to hit this round. Black Hand: Cast on 3+, 1-handed, close combat phase. This is a Poisoned(5+) poison spell Hand Weapon (but can only be dual wielded with a non-spell weapon). Inferno Hand: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S3 AP1, Fire and Charge 1, range 6", flame. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a flame spell weapon. Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP1, Fire and Charge 1, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking. Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP3, Fire and Charge 1, range 6", frost. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon. Soulpinch: Cast on 3+, shooting attack. Fire and Charge 3, Range 18". Hits cause Magicka Drain(1). Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1, range 18", flame. Spirit Knife: Cast on 4+, shooting attack. S3 AP1, Move and Fire 1, range 18". Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock. Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost. Daedric Bite: Cast on 8+. Shooting attack. S6 AP2, Move and Fire 1, range 24" Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on. Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24", flame. Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost. Poisonblast: Cast on 9+, shooting attack. S1 AP0 Blast, Move and Fire 1, Range 24", Poisoned(4+). Lower Resists: Cast on 7+, shooting attack. Fire and Charge 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, that unit has Lowered Resists(see the spell effects rules in the Scrollhammer Rulebook) Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock. Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame. Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost. Wall of Flames: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12". This shooting attack does not have to target a unit; the rest of caster's unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of flames. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S4 AP1 Ignores Cover flame hit. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover flame hit. At the beginning of your next turn, remove the wall from play. Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock. God's Fire: Cast on 23+, shooting attack. S8 AP1, Ignores Cover. Move or Fire 1, Large Blast, Range 24", Multiple Wounds(d3), flame. God's Frost: Cast on 23+, shooting attack. S4, ignores armor saves, Ignores Cover. Move or Fire 1, Large Blast, Range 24". Models hit are reduced to Initiative 1 until end of turn. Toxic Cloud: Cast on 23+, shooting attack. S1, ignores armor saves, Ignores Cover. Move or Fire 1, Large Blast, Range 30", Poisoned(4+), Shred. ===School of Conjuration=== Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn. Bound Armour: Cast on 4+, movement phase. Caster's armor or robe is replaced by magic Heavy Armour(5+) until end of turn. Bound Helm: Cast on 4+, 1-handed, movement phase. Caster's Helm(or lack thereof) is replaced by a magic Helm with "bearer may re-roll one failed armour saving throw of 1 per turn" until end of turn. Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn. Bound Shield: Cast on 4+, 1-handed, movement phase. Equips a Shield in casting hand until end of turn. Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn. Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn. Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn. Bound Katana: Cast on 8+, close combat phase. Equips a Bound Katana in both hands until end of turn. Summon: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning. Raise Skeletal Minion: Cast on 7+, Necromancy, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades. Raise Skeletons: Cast on 10+, Necromancy, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades. Raise Skeletal Horde: Cast on 20+, Necromancy, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades. For Skeleton rules, see [[Scrollhammer: Dragons]]. Invoke Ancestral Ghost: Cast on 7+, Necromancy, Summon Horde,(Temple Only). Cast during your movement phase. Summon an Ancestral Ghost with no upgrades. Invoke Bonelord: Cast on 18+, Necromancy, Summon Horde,(Temple Only). Cast during your movement phase. Summon a Bonelord with no upgrades. See the Scrollhammer rulebook for further information on Summon Horde. ===School of Alteration=== Tinur's Hoptoad: Caster makes an incredible, magically charged leap. Casts on 3+, 1-handed, your shooting phase. If caster is on foot, caster may march an extra 1" this turn. Flame/Frost/Shock Barrier: Casts on 6+, 1-handed, and may be cast any time. Caster gets +2 to his Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element. Multiple instances per element do not stack. Burden: Casts on 7+. Cast at the beginning of your opponent's movement phase. Range 24", requires LOS. Target unit moves, marches and charges 1" slower than normal, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack. First Barrier: Casts on 8+, 1-handed, may be cast any time. If caster has no armor save, his armor save becomes 6+ this turn. Caster's armor save cannot be reduced to worse than 6+ this turn. Unstable Blink: Casts on 9+, your shooting phase, as long as caster is not in close combat. Roll the scatter die. Move caster 2d6" in the direction shown. If a Hit is rolled, move caster 2d6" in the direction you wish. Ignore units and terrain for this move. If caster would leave the battlefield, he is placed into reserve. If caster lands on dangerous or impassable terrain, he must take a dangerous terrain test(and move him off the impassable terrain, so he is as near as possible to his starting point while touching the impassable terrain). If caster would land within 1" of an enemy unit, place him over 1" away from that unit, as near as possible to his starting point. Flame/Frost/Shock Shield: Casts on 12+, 1-handed, at any time. Caster gets +1 to his armour save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances of the armour bonus or of any one element do not stack. Levitate: Casts on 14+, your movement phase. If caster is on foot, he counts as a Flyer this turn. Third Barrier: Casts on 16+, 1-handed, may be cast any time. If caster has an armor save of less than 4+, his armor save becomes 4+ this turn. Caster's armor save cannot be reduced to worse than 4+ this turn. Sixth Barrier: Casts on 26+, 1-handed, may be cast any time. If caster has an armor save of less than 2+, his armor save becomes 2+ this turn. Caster's armor save cannot be reduced to worse than 2+ this turn. Ascendant Shield: Casts on 28+, your movement phase. Until the beginning of your next turn, caster has a 4+ Ward Save (or +3 to his Ward Save if he already has a Ward Save) against spells, is a Flyer, and for each time his Ward Save succeeds against spell damage, he gains +1 Power Dice in addition to his normal replenishment at the beginning of your next turn. Multiple instances do not stack. Vivec's Kiss: Cast on 8+, any time (Temple Only). Caster's unit treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. Swimmer's Blessing: Casts on 9+, your movement phase (Temple Only). Caster's unit treats water features as Open Terrain this turn, and may march through water an additional d6". Multiple instances do not stack. Crushing Burden of Sin: Casts on 20+, opponents movement phase, Range 12", requires LOS (Temple Only). Target unit may not march or make Sweeping Advance rolls this turn. All its movement distances are halved, including charge range. Multiple instances do not stack. ===School of Illusion=== Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase. Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cast on 5+, shooting attack. Fire and Charge 3, Range 18". Models hit must must re-roll all Power Dice whenever they successfully casts a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Alad's Caliginy: A blinding darkness obscures the vision of the enemy. Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round. Light: Casts on 6+. Your shooting phase. Cast on any enemy unit that caster's unit shot at this turn. Neither that unit nor caster's unit gain cover saves from Night Fighting until the beginning of your next turn. Brevusa's Averted Eyes: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible. Medusa's Gaze: Cast on 11+, 1-handed, close combat phase, beginning of Fight sub-phase. Choose a model in base contact with caster. That model is Paralyzed this phase. Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn. Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack. Concealment: Cast on 20+, cast at the beginning of any phase. Until the end of your next turn caster is Invisible. Mass Paralysis: Cast on 26+, shooting attack. Move or Fire 1, Range 18". A unit hit by Mass Paralysis is Paralyzed. As long as they are Paralyzed in this way, they cannot move, march or charge until the end of next turn. Almalexia's Calming Touch: A peaceful sensation, the power of the Merciful One, overwhelms the enemy. Cast on 5+, close combat phase, start of the Fight sub-phase(Temple Only). Choose a model in base contact with caster, other than a Physical God, Monstrous Creature, or Undead model. That model takes a Leadership test on its own value. If it fails, it cannot attack this round, and loses a Frenzied state if it has one. May only be cast on any one model once per turn. Devotion Undying: Cast on 7+ (Temple Only). Cast in response to a unit within 12" of caster failing a morale check. That unit may re-roll the failed morale check. Father's Hand: Cast on 7+, may be cast at any time (Temple Only). Caster gets +1 to his Ward Save (or gets a 6+ Ward Save if he doesn't already have one) until end of turn. Multiple instances do not stack. ===School of Mysticism=== Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn. Dispel: Cast on 8+ at any time. Remove all ongoing magical effects from caster's unit. Purge Magic: Cast on 9+ at any time. Range 18", requires LOS. Remove all ongoing magical effects from another target unit. Word of Motion: Caster performs a telekinetic incantation, causing objects to create a path for him. Cast on 10+, your movement phase. Caster's unit gains Move Through Cover until end of turn. Almalexia's Grace: Cast on 8+ at any time (Temple Only). Remove an ongoing magical effect of your choice from caster's unit. Vivec's Feast: Cast on a 8+ (Temple Only). Cast in response to an enemy spell of which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of a 5+, the enemy spell is negated, and up to 2 Power Dice are restored to caster. Sotha's Mirror: Cast on 9+ (Temple Only). Cast in response to a single enemy shooting attack, melee attack or spell of any kind which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 6, the attack or spell is negated, and its original source unit takes a Strength d6 AP d6 spell damage hit. Vivec's Command: Cast on 18+ (Temple Only), cast during your shooting phase. Move any unit within 12" of caster 2d6" as you please, except within 1" of an enemy, out of coherency, off the table, or onto impassable terrain. ===School of Restoration=== Fortify Strength: Casts on 4+. 1-handed, any time. Caster gets +1 Strength this turn. Multiple instances do not stack. Fortify Speed: Casts on 4+. 1-handed, any time. Caster gets +1 basic movement speed and charge range this turn. Multiple instances do not stack. Fortify Agility: Casts on 4+. 1-handed, any time. Caster gets +1 Initiative this turn. Multiple instances do not stack. Powerwell: Casts on 4+. 1-handed, any time. Caster counts as having +d3 Magicka at the beginning of your next turn. Multiple instances do not stack. Turn of the Wheel: Casts on a 5+, any time. Caster gets one free re-roll of a d6 this phase(you must abide by the second result). Can only be cast once per phase. Flame/Frost/Shock/Poison Guard: Casts on 7+. 1-handed. Caster gets Feel No Pain against the chosen element this turn. Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details). Hearth Heal: Cast on a 8+. Cast during any movement phase. Heal caster on a 5+. Blood Gift: Casts on 9+. Cast at the beginning of any phase. Caster counts as having +1 W this phase. At the end of the phase, he loses the +1 W this ability gave him; if this would bring him down to 0 Wounds, it brings him down to 1 Wound instead. Multiple instances do not stack. Might: Casts on 13+. Any time. Caster's unit gets +1 Strength this turn. Multiple instances do not stack. Quicksilver: Casts on 13+. Any time. Caster's unit gets +1 basic movement speed and charge range this turn. Multiple instances do not stack. Nimbleness: Casts on 13+. Any time. Caster's unit gets +1 Initiative this turn. Multiple instances do not stack. Wisdom: Casts on 13+. Any time. Every model in caster's unit counts as having +1 Magicka at the beginning of your next turn. Multiple instances do not stack. Hand of Righteousness: Cast on 4+, 1-handed, close combat phase(Temple Only). This is a spell Hand Weapon (but can only be dual wielded with a non-spell weapon) with Absorb Health(6+). Mother's Kiss: Cast on 5+ during any movement phase(Temple Only). Caster is Healed on a 6. Mother's Balm: Cast on 5+, cast anytime (Temple Only). Remove from caster of ONE ongoing negative effect that is altering one of his following characteristics: WS, BS, S, T, I, or movement speed. Mother's Embrace: Cast on 8+ during any movement phase(Temple Only). Target model, other than caster, within 6" of caster is Healed on a 6. Holy Word: Casts on 9+, at the start of any Shooting Phase(Temple Only). Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit falls back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way. Vivec's Tears: Cast on 11+, any time (Temple Only). Cure all diseases currently affecting caster's unit. Vivec's Touch: Cast on 11+, any time (Temple Only). Cure all diseases currently affecting another unit within 6" of caster. Vivec's Mercy: Cast on 12+, your movement phase (Temple Only). Target unit within 6" of caster becomes immune to all diseases not already affecting it until the beginning of your next turn. Ordeal of Saint Olms: Cast on 14+, any time (Temple Only). An exhaustion overwhelms the enemy. Target unit within 12" of caster loses their charge bonus. Sotha's Aegis: Cast on 16+, 1-handed (Temple Only). Cast in response to an enemy spell which would target or immediately effect caster, a friendly unit within 6" of caster, or another one of caster's spells. Caster attempts to Ward the enemy spell, even if it is not against him or his unit. If he succeeds, caster and all friendly units within 6" count as having successfully Warded the spell. [[Category:Scrollhammer]]
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