Scrollhammer: Order of the Black Worm
I'll start working on this later. Eventually. Maybe. --Dagoth Guy 15:26, 18 December 2012 (UTC)
Introduction[edit]
[lore and stuff goes here]
History[edit]
Mannimarco and Galerion[edit]
Summary:
- Mannimarco lived on the island Artaeum, the third largest island in the Summerset archipelago.
- Mannimarco was said to be highly intelligent, as was his fellow student Vanus Galerion, founder of the Mages Guild. Galerion had a "light and warm" heart, while Mannimarco unsurprisingly had a "dark and cold" heart.
- Mannimarco used necromancy and trapped souls even while studying.
- Galerion eventually confronted Mannimarco about his use of necromancy beneath the Ceporah Tower. Mannimarco ignored Galerion's warning.
- Mannimarco was later sent to Tamriel by his masters, either on an undescribed errand or as a rather feeble punishment for his dark interests. Regardless, he used the opportunity to gather followers and spread his vile practices.
- Galerion left for the mainland as well, disgusted by the short-sighted ways of the Psijic Sages, determined to both curtail Mannimarco and set up a new occult organization.
- Mannimarco's evil began spreading throughout Tamriel and he gathered a following of Necromancers.
- He became the first lich. It is not specified if he was the first lich ever or the first humanoid to make the transformation. He lost his body and mind; he became a living, moving corpse. His blood became acid, and all manner of repulsive things happened to him.
- Galerion left the Mages Guild, calling it "a morass" of political infighting and tortuous bureaucracy.
- Galerion attacked Mannimarco in a great battle, where he called Mannimarco "The Worm King".
- Mannimarco began to unleash incredibly powerful death spells. However, he felt his depraved powers fail, and the battle was won by the Guild. Approximately a thousand men total died in the battle, Galerion included, and it appeared that Mannimarco had died as well.
Dragonbreak and Apotheosis[edit]
[explanation of the events of Daggerfall and how Mannimarco became a god goes here]
Fall of the Mages Guild[edit]
[heavily skewed explanation of the events of Oblivion goes here]
The Black Arts[edit]
[explanation of the specifics of necromancy and how it works in tES goes here]
Arkay the Enemy[edit]
Once Mannimarco too was a but a lowly mortal, but through his will, he entered the ranks of the gods. Now, he seeks to share his glory with those who would call themselves his faithful.
Most Necromancers are fools and weaklings. Fodder for the witchhunters. But those who serve the Order of the Black Worm, they are the chosen of the Worm King. In the days to come, few will dare to stand against their might. But one obstacle remains. His name is Arkay.
He was also a man who entered the ranks of the gods. The similarities between his mortal life and Mannimarco are nothing short of astonishing. It is only proper that they should be enemies.
Arkay's Blessing prevents the souls of men, beastmen, and elves from being used without consent. Arkay's Law prevents those buried with the proper rituals from being raised to serve the practitioners of the Black Arts. It is well known that Arkay's Blessing is flexible to those with daring, but Arkay's Law is unwavering.
Even now the Order of the Black Worm prepares and bides its time. Its Scholars befriend kings with honeyed words and bind them to their will. Its Priests send missionaries to the unbound dead, so that all the nations of dead might carry His banner and His banner alone. And the Hidden, as always, wait in the darkness.
For soon the time will come when they shall strike. The Temples of Arkay will be torn stone from stone. The blood of his priests will sate the Order's thirst; their bones will rise as its servants. The name Arkay will be struck from the records. Only He shall hold sway over life and death. Only one name shall be whispered in fear. The name of the Order's lord and master; Mannimarco, the King of Worms.
The following book contains the rules necessary to field an Order of the Black Worm army in games of Scrollhammer.
General Rules[edit]
Shade of the Revenant: A model with this rule is able to use Soul Trap on Common Race models.
Undead Racial Traits:
Undead are Fearless.
Lumbering Walk: Undead cannot March.
Unburdened by Life: Undead have Feel No Pain, Immune to Poison, and are unaffected by disease. They are not mortals.
Sload Racial Traits:
Dread Sorcerers: Sloads get +1 to all attempts at casting spells.
Stoic Deliberation: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Sloads. As long as the majority of the models in a unit marked in this way are Sloads, that unit is Stubborn, and may choose to automatically fail any Morale test if it so desires.
Corpulence: Sloads cannot March. While in water Sloads have a 6" movement rate, but while on land their movement rate is reduced to 2".
Diseases[edit]
Disease: Whenever a model is attacked by a model with the Disease special rule, roll 1d6. on a roll of 6, the attacked model contracts that disease. Once one model in a unit has contracted a disease, any further disease rolls only cause more instances of the first disease the unit contracted.
Disease List:
Chills: Disease. An extremely dangerous disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. Models that have been infected by Chills are afflicted with -1 Initiative until cured.
Brown Rot: Disease. A mild disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. Models that have been infected by Brown Rot are afflicted with -1 Strength until cured.
Astral Vapors: Disease. An acute disease that can be contracted from magical creatures such as undead or golems. It has no physical symptoms, but it adversely affects your Magicka while making you more vulnerable to the magical attacks of others. Models that have been infected by Astral Vapors are afflicted with -1 Magicka until cured.
Crimson Plague: Disease. [Insert description here]. Models that have been infected by Crimson Plague are afflicted with -1 Initiative and -1 Attack to a minimum of 1 until cured.
Carrion Worms: Disease. A parasite that devours the flesh of those it has infested and will occasionally crawl out of its host by eating a hole in its skin. Models that have been infected with Carrion Worms are afflicted with -1 Strength until cured. Models that have been infected with Carrion Worms must also perform a Leadership test every turn until cured, the failure of which will cause them to be afflicted with -1 Weapon Skill and -1 Ballistic Skill for the remainder of that turn. Models that fail the Leadership test must also perform a Fear check.
Slug Famine: ????? (Was the disease that caused the Thrassian Plague, which was basically Tamriel's version of the Black Death, so maybe symptoms similar to bubonic plague?)
Corpse Counts[edit]
- The Corpse Counts may freely be accessed by all players
- For every model that dies on the table top, the Corpse Counts increase.
- When ever a Corpse Count is used to create undead, the count used is reduced by the number of undead created.
Fresh Corpse Count
- Most living models will add to the Fresh Corpse Count when they die. This includes all Common Races as well as some others, such as Falmer.
- The Fresh Corpse Count may be used to create "fleshy" undead (Zombies, Mummies, Bonewalkers, Draugr, etc.).
Decayed Corpse Count
- When a fleshy undead model dies, it adds to the Decayed Corpse Count.
- The Decayed Corpse Count may be used to create skeletal undead (Skeletons, Skeleton Champions, Bonelords, etc.).
- Skeletal undead do not add to the Corpse Counts when slain.
Army List[edit]
Overview[edit]
Heroes: Master Necromancer, Lich, Sload Warlock
Core: Skeletons, Zombies, Ghosts
Elites: Skeleton Champions, Revenants, Wraiths, Mummies, Bone Colossus
Support: Necromancer Cabal, Worm Anchorites, Unliving Beasts, Thrassian Plaguewrights, Worm Eremites
Heroes[edit]
Master Necromancer[edit]
[description goes here]
~100 pts (~130pts for Transcendent Necromancer)
Hero. Independent Character, Skirmish, Infantry, Imperial. Single Model
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Master Necromancer | 2 | 4 | 2 | 3 | 2 | 2 | 2 | 9 | 6(7) | - |
Transcendent Necromancer | 2 | 4 | 2 | 3 | 3 | 2 | 2 | 9 | 7(8) | - |
A Master Necromancer may be changed to
- Breton for +? pts
- Altmer for +? pts
Wargear: Necromancer Oblate's Robes, Sorcerer's Staff
Spells: Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies
A Master Necromancer knows 2 spells, other than Summon Daedra or Reanimate Undead spells, of your choice.
The Master Necromancer may take up to 2 additional spells(or 3 if a Transcendent Necromancer) from these schools of magic for the following costs:
- Any spell(other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +8 pts
- Any spell(other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +20 pts
- Summon Flame Atronach (cast on 8+) +15pts
- Summon Frost Atronach (cast on 12+) (+30pts)
- Summon Storm Atronach (cast on 15+) (+50pts)
- Summon Skeletal Minion +12 pts
- Summon Skeletons +20 pts
- Summon Skeletal Horde +40 pts
- Invoke Ghost +12 pts
- Animate Zombie Horde +25 pts
- Animate Skeletal Horde +25 pts
Special Rules: Shade of the Revenant, Hatred (Servants of Arkay)
A Master Necromancer may upgrade his Necromancer Oblate's Robes to Necromancer Nazirite's Robes for +? pts
A Master Necromancer may replace his Sorcerer's Staff with a Hand Weapon or a Dagger for free. The Hand Weapon or Dagger may be upgraded to:
- Elven (+4pts)
- Glass for (+8pts)
- Ebony for (+8pts)
A Master Necromancer may take a Guardian Stone Blessing for +10 pts.
A Master Necromancer may take any number of magic items from the armory where appropriate.
Lich[edit]
Unbound by the needs and the weaknesses of flesh, Liches were once great necromancers who sought to gain immortality by turning themselves undead through using spells and rituals. The intricacies of such a transformation are both complex and esoteric, and one must be a maverick arcanist in order even understand such a process, let alone properly execute it. The most common fate of those who seek lichdom is to waste years on fruitless research before simply giving up out of sheer frustration. For necromancers less cautious in their experimentation, death is not uncommon. There are some, however, who do not fail in achieving what the seek, who have the intellect and determination necessary to solve the Riddle of Life and Death. Those necromancers who succeed in their quest to transcend mortality become Liches, the Eternal Archimandrites of the Order of the Black Worm. All Liches are powerful spellcasters, and can resists various attacks. Liches are notoriously difficult to destroy, due to both the protective enchantments they carry and the unspeakable soul-binding magicks that anchor them to the mortal world. It is rumoured that the most powerful and ancient of Liches can not be stopped even by death, that their spirit persists after the destruction of their body so that they might return to wreak havoc in a new form.
~200 pts.
Hero. Independent Character, Skirmish, Infantry, Undead. Single Model.
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Lich | 2 | 5 | 4 | 4 | 5 | 2 | 2 | 10 | 8 | 6+ |
Wargear: Sorcerer's Staff
Spells: Animate Skeletal Minion, Animate Skeletons, Animate Skeletal Horde, Animate Zombie Minion, Animate Zombies, Animate Zombie Horde
A Lich knows 3 spells, other than Summon Daedra or Reanimate Undead spells, of your choice.
Special Rules: Shade of the Revenant, Hatred (Servants of Arkay)
Liches cause Terror.
A Lich may take:
- Necromancer Oblate's Robes +? pts
- Necromancer Nazirite's Robes +? pts
The Lich may take up to 4 additional spells from these schools of magic for the following costs:
- Any spell(other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +8 pts
- Any spell(other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +20 pts
- Summon Flame Atronach (cast on 8+) +15pts
- Summon Frost Atronach (cast on 12+) (+30pts)
- Summon Storm Atronach (cast on 15+) (+50pts)
- Summon Skeletal Minion +12 pts
- Summon Skeletons +20 pts
- Summon Skeletal Horde +40 pts
- Invoke Ghost +12 pts
- Animate Dread Zombie Minion +? pts
- Animate Dread Zombies +? pts
- Animate Dread Zombie Horde +? pts
A Lich may take up to three unbound familiars. For every 20 points spent in this fashion they may purchase an additional spell of your choice for the normal cost. Unbound familiars may not be re-summoned when slain, but multiples of the same kind may be purchased.
- Dread Zombie (+?pts)
- Skeleton Champion (+?pts)
- Wraith (+?pts)
A Lich may take any number of magic items from the armory where appropriate.
Sload Warlock[edit]
A powerful race of necromancers hailing from the Coral Kingdom of Thrass, the Sload are a force to be feared. Sworn enemies of the Altmer, they have plagued the Summerset Isles for centuries. They are perhaps most famous for the Thrassian Plague, a disease unleashed hundreds of years ago which led to the suffering and death of one-third of the inhabitants of Tamriel. These loathsome arcanists are masters in the spells of necromancy and teleportation, as well as other, forbidden magicks that are feared and shunned by other races. The Sload as a whole have no grasp of pity, altruism, or loyalty to anyone but themselves. They are willing to bypass any morals or laws to further advance themselves in the field of magic. Keen with flight technology, they are another race that has developed advanced airships.
~85 pts.
Hero. Independent Character, Skirmish, Infantry, Sload. Single Model.
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Sload Warlock | 1 | 4 | 3 | 2 | 2 | 2 | 1 | 7 | 6 (7) | - |
Wargear: Necromancer Oblate's Robes
Spells: Animate Skeletal Minion, Animate Zombie Minion, Levitate, Teleport
A Sload Warlock knows 3 spells, other than Summon Daedra or Reanimate Undead spells, of your choice.
Special Rules: Shade of the Revenant
The Sload Warlock may take up to 2 additional spells from these schools of magic for the following costs:
- Any spell (other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +15 pts
- Any spell (other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +25 pts
- Bound Weapon Spells: +8 pts each
- Summon Scamp (cast on 4+) (+10pts)
- Summon Hunger (cast on 7+) (+15pts)
- Summon Flame Atronach (cast on 8+) +15pts
- Summon Dremora (cast on 9+) (+20pts)
- Summon Golden Saint (cast on 9+) (+20pts)
- Summon Dark Seducer (cast on 9+) (+20pts)
- Summon Winged Twilight (cast on 11+) (+30pts)
- Summon Clannfear (cast on 11+) (+30pts)
- Summon Frost Atronach (cast on 12+) (+30pts)
- Summon Storm Atronach (cast on 15+) (+50pts)
- Summon Daedroth (cast on 20+) (+100pts)
- Invoke Ghost +12 pts
- Animate Zombies +17 pts
- Animate Skeletons +17 pts
A Sload Warlock may upgrade his Necromancer Oblate's Robes to Necromancer Nazirite's Robes for +? pts
A Sload Warlock may take up to 60 pts of magic items from the armory where appropriate.
Core[edit]
Skeletons[edit]
Throughout Tamriel, the long-dead lurk in the shadows, only bones remaining, but nevertheless moving with mysterious unlife. Many of these skeletons are servants of necromancers; others, damned souls cursed to walk Nirn even after all their flesh has rotted away. But all are silent, mindless killers, deserving no pity from the living.
4 pts per model.
Core. Horde, Infantry, Undead. 10-40 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Skeleton | 3 | 3 | 2 | 2 | 1 | 2 | 1 | 5 | 0 | - |
Wargear: Skeletons carry a Hand Weapon and Shield.
Special rules:
Skeletons cause Fear.
The entire unit may replace its Hand Weapons and Shields with:
- Short Bow (free)
- Longbow (free)
- Spear and Shield (+1 pts/model)
Zombies[edit]
Rotting corpses imbued with a false mockery of life, Zombies are often raised by Necromancers as expendable servants and soldiers. Zombies are not generally considered to be very dangerous, due to their slow gait and relative weakness. This is no reason to underestimate them, however, as hordes of such creatures can overwhelm even the greatest of warriors, and they are known to carry a multitude of infectious diseases.
4 pts per model.
Core. Horde, Infantry, Undead. 10-40 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Zombie | 2 | 2 | 3 | 4 | 1 | 1 | 1 | 5 | 0 | - |
Dread Zombie | 3 | 3 | 3 | 4 | 2 | 2 | 1 | 7 | 0 | - |
Wargear: none
Special rules:
Zombies cause Fear.
Disease Dread Zombies have Brown Rot
The entire unit may be upgraded to:
- Dread Zombies +? pts per model
The entire unit may take (or, in the case of Dread Zombies, replace their Brown Rot with) the following diseases:
- Brown Rot +? pts per model
- Chills +? pts per model
- Astral Vapors +? pts per model
- Crimson Plague +? pts per model
- Carrion Worms +? pts per model
- Slug Famine +? pts per model
Ghosts[edit]
Called upon and bound to the of service of a Necromancer, Ghosts were once mortals, but are now trapped between here and Aetherius. They exist as spirits only, but are more than capable of causing harm to those that they attack. Although relatively weak, the incorporeal nature of such beings makes them difficult and disturbing foes indeed.
4 pts per model.
Core. Horde, Infantry, Undead. 10-60 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ghost | 2 | 0 | 2 | 2 | 1 | 2 | 1 | 5 | 2 | - |
Wargear: none
Special Rules:
Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost.
Elites[edit]
Skeleton Champions[edit]
Created through more potent and time-consuming reanimation rituals, Skeleton Champions are far stronger than their lesser undead brethren. Knowing no fear, no pain, no rest, no compassion nor doubt, Skeleton Champions are implacable warriors that will stop at nothing to fulfill their master's ever order.
~21 pts per model.
Elite. Skirmish, Infantry, Undead. 6-16 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Skeleton Champion | 4 | 3 | 4 | 4 | 2 | 3 | 2 | 8 | 0 | 6+ |
Wargear: Skeleton Champions carry a Hand Weapon and Shield.
Special rules:
Skeleton Champions cause Fear.
The unit may upgrade one model to Skeleton Juggernaut(+1 W, +1 A) for +20 pts
The entire unit may replace its Hand Weapons and Shields with:
- Longbow (free)
- Spear and Shield +1 pts per model
- Pike +2 pts per model
- Great Weapon or Poleaxe +3 pts per model
The entire unit may take:
- Plate Armour(5+) +3 pts per model
- Full Plate Armor(4+) +6 pts per model
The Skeleton Juggernaut may take up to 18 pts of magic items where appropriate from the armory.
Revenants[edit]
[description goes here]
16 pts per model.
Elite. Horde, Infantry, Undead. 5-20 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Revenant | 3 | 3 | 3 | 4 | 2 | 3 | 1 | 8 | 3 | - |
Wargear: Hand Weapon
Spells: Frostbite
Special rules:
Revenants cause Fear.
Any number of Revenants may each replace the Frostbite spell in their off hand with one of the following:
- a Shield +2pts per model
- Lower Resists +4pts per model
- Magicka Drain +6pts per model
- Icy Spear +6pts per model
Any number of Revenants may each be given the following:
- Light Mail(6+) +3pts per model
Wraiths[edit]
Creatures seemingly wrought from pure shadow, the presence of a Wraith is preceded by a an almost palpable sense of dread. Wraiths are the spirits of long dead mages, trapped into this state either by the circumstances surrounding their death, or by being called up from the dead by a more powerful Wizard. Less than pleased with being denied their after life, Wraiths carry with them an unrelenting hatred for this plane of existence. So great is their malice towards the living that controlling them is less an issue of telling them what to kill, but what not to.
? pts per model.
Elite. Horde, Infantry, Undead. ?-? models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Wraith | 3 | 0 | 3 | 3 | 1 | 3 | 2 | 7 | 2 | - |
Gloom Wraith | 4 | 0 | 3 | 4 | 2 | 3 | 2 | 8 | 3 | - |
Wargear: none
Special Rules:
Wraiths cause Fear.
Gloom Wraiths cause Terror.
Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost.
The entire unit may be upgraded to:
- Gloom Wraiths +? pts per model
Mummies[edit]
There is far more that a Necromancer can create from a corpse than a mere Zombie. By soaking a fresh body in a bath of salts for a month and wraping it in linen, a Necromancer can preserve a corpse against decay. By ritually reanimating and imbuing a corpse prepared this way with stronger magicks, a necromancer might create a Mummy. Such creatures are not only stronger and more durable than lesser undead, but also more independent and understanding of orders. Barring damage or heavy use, a Mummy can serve its master almost indefinately.
? pts per model.
Elite. Horde, Infantry, Undead. ?-? models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Mummy | 3 | 2 | 3 | 4 | 2 | 2 | 1 | 6 | 0 | 6+ |
Greater Mummy | 3 | 2 | 4 | 5 | 3 | 2 | 1 | 7 | 0 | 6+ |
Wargear: none
Special rules:
Mummies cause Fear.
Disease Mummies have Brown Rot
One model may be upgraded to:
- Greater Mummy +? pts
The entire unit may take replace their Brown Rot with:
- Crimson Plague +? pts per model
- Slug Famine +? pts per model
Bone Colossus[edit]
[description goes here]
70 pts per model.
Skirmish, Monstrous Creature
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Bone Colossus | 4 | - | 5 | 6 | 4 | 1 | 2 | 8 | 0 | - |
Wargear: none
Special rules:
Bone Colossi cause Terror.
(note: move to support?)
Support[edit]
Necromancer Cabal[edit]
Necromancy is all too often a taboo and shunned school of magic, it's practitioners feared and reviled by the common people in most lands; Only in Alinor and the Imperial Province are the Black Arts practiced openly. In order to avoid persecution of their works, those mages and sorcerers who would wish to learn and study Necromancy must do so in secret, away from the ignorant fears and inhibitions of populated areas. Hiding themselves in caves and ancient ruins, Necromancers will often organize themselves into small cabals, so that they might benefit from a collective security and work together in their dark research. Such cabals form the main body of the Order of the Black Worm, comprising the vast majority of its members.
~12 pts per model.
Support. Skirmish, Infantry, Imperial. 10-20 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Necromancer | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5 | - |
Necromancers may be changed to
- Breton for +1 pts per model
- Altmer for +2 pts per model
Wargear: Necromancer's Robes, Sorcerer's Staff OR Dagger
Spells:Animate Skeletal Minion, Animate Zombie Minion. Necromancers have up to two additional spells of your choice from the Schools of Destruction, Alteration, or Illusion(cast on 13+ or lower). Every model in the unit must take the same spells.
Special Rules: Shade of the Revenant, Hatred (Servants of Arkay)
Emissaries are Characters
The entire unit may:
- Upgrade one model to Emissary(+1 Mg, +1 Ld) for +10 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts
- Upgrade one model to Musician(can always rally) for +5 pts
The Emissary may take up to 10 pts of magic items where appropriate from the armory.
The Emissary may take an additional appropriate spell(cast on 13+ or lower), or a spell from the school of Mysticism(cast on 13+ or lower) from the armory for +5 pts.
Worm Anchorites[edit]
There are those among the ranks of the Order of the Black Worm that see necromancy not merely as an art, but as a religion; Those who have accepted the words of the King of Worms, and realized the true potential of necromancy as a path to transcendence. Powerful in the Black Arts and wise in the teachings of Mannimarco, Worm Anchorites are the priests and curates of the Order. These dark sorcerers fully devote themselves to the mastery of their craft, ever seeking to become closer to their god.
~30 pts per model.
Support. Skirmish, Infantry, Imperial. 3-6 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Worm Anchorite | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 8 | 5 (6) | - |
Worm Anchorites may be changed to
- Breton for +1 pts per model
- Altmer for +2 pts per model
- Sload for +? pts per model
Wargear: Necromancer Oblate's Robes, Sorcerer's Staff
Spells: Animate Skeletal Minion, Animate Zombie Minion.
Special Rules: Shade of the Revenant, Hatred (Servants of Arkay)
A Worm Anchorite may purchase up to three spells from the armory, as included in this list:
- Any Alteration Spell (+3pts)
- Any Bound Item Conjuration Spell (+6pts)
- Any Restoration Spell (+4pts)
- Any Mysticism Spell (+6pts)
- Illusion spells cast on a 12+ or lower (+6pts)
- Illusion spells cast on a 13+ or higher (+11pts)
- Destruction spells cast on a 12+ or lower (+6pts)
- Destruction spells cast on a 13+ or higher (+11pts)
- Necromancy spells cast on a 12+ or lower (+11pts)
Any number of Worm Anchorites may replace their Sorcerer's Staff with a Hand Weapon or a Dagger for free.
Worm Anchorites may take up to 16 points of magic items from the armory where appropriate.
Unliving Beasts[edit]
While the Arts of Necromancy can be practiced on animals, such experiments rarely produce interesting results. The servant's ability to follow directions seems to be related to the subject's intelligence in life. While raising the corpse of a man, elf, or beastman can produce a useful servant, the corpses of animals produce mere guard dogs at best. Often a raised animal is unable to distinguish its master from the rest of the living and many amateur practitioners have been torn apart by the animal servants they created.
~7 pts per model.
Support. Horde, Beasts, Undead. 10-20 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Skinned Hound | 2 | 0 | 3 | 4 | 1 | 4 | 2 | 6 | 0 | - |
Bonewolf | 3 | 0 | 3 | 3 | 1 | 5 | 2 | 6 | 0 | - |
Wargear: Claws, Teeth
Special rules: Frenzy
Unliving Beasts cause Fear.
Thrassian Plaguewrights[edit]
The slug-men of Thrass are infamous for their skill at creating and manipulating disease. Indeed, it was none other than the sload who were responsible for the outbreak of the Thrassian Plague, a devastating pandemic which wiped out more than half the population of Tamriel. Plaguewrights are sload sorcerers who have taken up the art of epidemic magicks, seeking control over the spread of all forms of pestilence. They dedicate their time to concocting and studying diseases, and are always on the lookout for new test subjects to practice their experiments on.
? pts per model.
Support. Skirmish, Infantry, Sload. 3-6 models per unit.
40mm x 40mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Plaguewright | 1 | 4 | 3 | 3 | 2 | 2 | 1 | 6 | 6 | - |
Wargear: Necromancer's Robes
Spells: Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Soul Trap, Levitate, Teleport
Special Rules: Shade of the Revenant
Epidemiologist: ????? (Allows you raise zombies with a disease upgrade at the cost of increasing the difficulty of the spell.)
- Chills: -1 to cast
- Brown Rot: -1 to cast
- Astral Vapors: -2 to cast
- Crimson Plague: -3 to cast
- Carrion Worms: -4 to cast
- Slug Famine: -4 to cast
Fleshshapers are Characters.
The entire unit may:
- Upgrade one model to Fleshshaper(+1Mg, +1 to cast Epidemiologist spells) for +? pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +? pts
Plaguewrights may take up to 12 points of magic items from the armory where appropriate.
The Fleshshaper may take up to 20 points of magic items from the armory where appropriate.
Worm Eremites[edit]
The process of becoming a Worm Eremite, the unliving martyrs of the Order of the Black Worm, is only undertaken by the most devoted and reverent of Mannimarco's followers. A creature very similar to a Lich, a Worm Eremite retains all the intellect and magickal potency they had once possessed in life. There is, however, one key factor which separates them from Liches; They lack free will. Worm Eremites are bound undead, meaning that they are forever compelled to serve the one who created them. For the Worm Eremites, however, this is not a curse or a scourge, but a blessing. Created by and beholden to only Liches and greatest of living Necromancers, Worm Eremites have bound themselves into a state in which they might never cease their sacred duty to the Order of the Black Worm, and to their eternal service to their God.
~55 pts per model.
Support. Skirmish, Infantry, Undead. 1-4 models per unit.
25mm x 25mm base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Worm Eremite | 2 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 6 (7) | - |
Wargear: Necromancer Oblate's Robes, Sorcerer's Staff
Spells: Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies
A Worm Eremite knows one of the following spells:
- Firebolt
- Flames
- Fireball
- Incinerate
- Shock
- Sparks
- Chain Lightning
- Lightning Bolt
- Ice Spike
- Frostbite
- Ice Storm
- Icy Spear
- Poisonblast
Special Rules: Shade of the Revenant, Hatred (Servants of Arkay)
Worm Eremites cause Fear.
Disease: Worm Eremites have Carrion Worms
A Worm Eremite may purchase up to two spells from the armory, as included in this list:
- Any Alteration Spell (+3pts)
- Any Bound Item Conjuration Spell (+6pts)
- Any Restoration Spell (+4pts)
- Any Mysticism Spell (+6pts)
- Illusion spells cast on a 12+ or lower (+6pts)
- Illusion spells cast on a 13+ or higher (+11pts)
- Destruction spells cast on a 12+ or lower (+6pts)
- Destruction spells cast on a 13+ or higher (+11pts)
- Necromancy spells cast on a 12+ or lower (+11pts)
Any number of Worm Eremites may replace their Sorcerer's Staff with a Hand Weapon or a Dagger for free.
Worm Eremite may take up to 30 points of magic items from the armory where appropriate.
Special Characters[edit]
Mannimarco, the King of Worms[edit]
[description goes here]
475 pts.
Mannimarco may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Undead. Single Model.
50 x 50 base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Mannimarco | 3 | 5 | 4 | 4 | 7 | 4 | 3 | 10 | 10 | - (4++) |
Wargear:
Staff of Worms: Whenever Mannimarco casts a Reanimate Undead spell, he may take a -4 to cast in order to raise an additional 1d3 undead. All undead risen by Mannimarco have +1WS and +1S.
Robes of the Worm King: Blood-red robes that float and shift as though living; When ever Mannimarco is wounded in close combat the attacker receives a 4+ poisoned hit. Additionally, each player turn the first hostile magick that would effect Mannimarco is ignored on a D6 4+. On a failure the ward save may still be taken.
Spells: Mannimarco knows all the Necromancy and Mysticism spells in this book, as well as Poisonblast, Incinerate, Icy Spear, Bestow Illness, Bestow Contagion, God's Fire, God's Frost, Toxic Cloud.
Asystole: Cast on 19+. Shooting attack. S8 AP3, Move and Fire 1, Range 24". This spell only effects mortals.
Thanasia: Cast on 23+, shooting attack. S6 AP2, Ignores Cover. Move or Fire 1, Large Blast, Range 24". This spell only effects mortals.
?????(needs more unique spells)
Special Rules: Shade of the Revenant, Hatred (Servants of Arkay)
Invisible Woe: Mannimarco causes Terror, and, in addition, he also ignores enemy Undead's fearlessness.
Demi-God: Mannimarco is a Physical God. However, his Ward Save granted by this rule is only a 4+.
Lord of the Writhing Host: All Zombies and Dread Zombies raised by Mannimarco have the Carrion Worms upgrade.
Acquainted With Death: Mannimarco recieves +10 to spellcasting rolls when casting Conjuration, Necromancy, and Destruction spells.
As Above, So Below: ?????
?????: Mannimarco starts the game with a personal corpse count of 30. This personal corpse count can be used for reanimating both skeletal and fleshy undead.
?????(needs more special rules)
N'Gasta[edit]
[description goes here]
340 pts.
N'Gasta may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Sload. Single Model.
40 x 40 base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
N'Gasta | 2 | 5 | 3 | 3 | 3 | 2 | 2 | 8 | 9 | 6+ |
Wargear:
Crimson Robes of N'Gasta: N'Gasta counts as having Feels No Pain versus all spells and magical effects.
Amulet of the Deep Ones: N'Gasta may automatically cast Levitate and Teleport for only 1 power die each.
Spells: Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Apoptosis, Soul Trap, Levitate, Teleport, (needs a few deadra summoning spells)
N'Gasta! Kvata! Kvakis!: Dark wispers fill the target's head with secrets mortal minds were never meant to know, either driving them insane or merely stunning them for a time. This is a shooting attack, cast on (3 dice or so) for enemy model. Cast on (5 dice or so) for target enemy unit. Range 18". Target must roll 2d6+3 under Ld. For each point of failure it/they are paralyzed for a game turn. At the start of the enemy player's turn the afflicted unit may roll 2d6+3 under LD to attempt to dispel the effect early.
Gate: ????? (large blast. teleports all models within the AoE to wherever N'Gasta chooses within range. N'Gasta himself does not need to be included in the spells effects)
Soul-Snare: Casts on 24+. Cast during your shooting phase. Weather effect. Until the beginning of your next turn, when ever any mortal model dies within 15" of Ngasta, he and his joined unit gain a re-roll die. Re-roll die may be used for striking, wounds, or spell casting.
?????(needs another unique spell or two)
Special Rules: Shade of the Revenant
Venerable Sorcerer: N'Gasta gains +3 to all spellcasting rolls.
The Time is Now, The Curse is Spoken: ?????
Arise Demon and be Named Vengeance: ????? (some sort of bonus to daedra summoning spells, and some sort of bonus to the daedra summoned)
Oblivion Portal: N'Gasta has Deep Strike.
All the dead are fair curency: ????? (N'Gasta's Soul-Snare affects allied models as well as enemies. He may also cast Soul Trap on allied models aswell.)
Favored of Clavicus Vile: At the begining of the game, N'Gasta receives 1d3 wish counters. At an appropriate time in the game, N'Gasta may expend a wish counter to make a wish as per the rules outlined in the Pacts with Clavicus Vile section of the Daedra Cults army list. N'Gasta has a +(1d2) bonus to his roll to determine the results of a wish.
Rules for making pacts with Clavicus Vile are found here: Scrollhammer: Daedra Cults.
Beldoh the Undying[edit]
[description goes here]
65 pts.
Beldoh the Undying may be taken as an Elite choice. Independent Character, Skirmish, Infantry, Undead. Single Model.
25 x 25 base.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Beldoh the Undying | ? | ? | 4 | 5 | 3 | ? | 2 | ? | ? | ? |
Wargear: Shield of Blood Feast, Silver Hand Weapon w/ Leech Weapon upgrade
Special Rules:
Beldoh the Undying may take:
- Plate Armour(5+) +3 pts
- Full Plate Armor(4+) +6 pts
Equipment[edit]
Basic Equipment[edit]
Necromancer's Robes are unarmored clothing
Necromancer Oblate's Robes are unarmored clothing that give +1 Mg.
Necromancer Nazirite's Robes are unarmored clothing that give +2 Mg.
Sorcerer's Staff is a staff which lets its bearer reroll 1 Power Die per game turn(you must abide by the second result).
Magic Items[edit]
The Magic Items available to the Order of the Black Worm are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model.
Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with).
Weapons and Staves[edit]
Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves.
Weapon of Withering: Weapon upgrade for +8 pts. Models hit by weapon have -1 S until the end of next turn.
Weapon of Convulsion: Weapon upgrade for +8 pts. Models hit by weapon have -1 T during this round of combat(if the hit is in melee) and during the next round of combat.
Weapon of Draining: Weapon upgrade for +8 pts. Models hit by weapon have -1 Mg until the end of their controller's next turn.
Leech Weapon: Weapon upgrade for +10 pts. Weapon has Absorb Health(6+).
Weapon of Transmogrify: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn.
Weapon of Striking: Melee weapons only, upgrade. +10 pts. Weapon gets +1 to hit.
Weapon of Might: Melee weapons only, upgrade. +10 pts. Weapon strikes at +1 Strength.
Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Models hit by this weapon have Lowered Resists until the end of next turn.
Staff of Levitation: Staff. Bearer gets +4 to rolls to cast Levitation. +5 pts.
Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Move and Fire 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts.
Shimsil: ????? (artifact ebony shortsword from tES III: Morrowind. gives stealth bonuses to the bearer.) +? pts.
Staff of Carnal Channeling: ????? (summons a Dread Zombie minion.) +? pts.
Staff of Doubt: Staff. Enemy models in base contact with caster must make an Initiative check at the beginning of each Fight sub-phase. If they fail, they are Paralyzed until end of turn. +10 pts.
Staff of Tombs: Staff. Bearer gets +d3 skeletons added to units of Skeletons he summons using Necromancy while wielding this staff. +10 pts.
Armor and Shields[edit]
Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer.
Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer.
Armour of Resist Magic: Armour upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.
Armour of Strength: Armour upgrade for +15 pts. Bearer has +1 S.
Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element.
Shield of Resist Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.
Shield of Blood Feast: Shield upgrade for +8 pts. Bearer gets +2 to their regeneration rolls for all spells or enchantments which grant regeneration after having dealt an unsaved wound.
Belt of Wisdom: Belt. Bearer has +1 Magicka. +12 pts
Boots of Unlife: Boots. Skeletons and Skeleton Champions only. Bearer and his unit can March during the shooting phase as normal. +25 pts.
Robes of Sacrifice: Unarmored Clothing. You may, at any time, choose to remove a model from bearer's unit as a casualty. Each time you do this, bearer gains a Power Die. +15 pts.
Robes of the Lich: Unarmored Clothing. Bearer suffers a -1 penalty to Toughness, but receives a +4 bonus to all spell casting rolls. +? pts.
Robes of Arkay's Abnegation: Unarmored Clothing. Bearer gets +4 to rolls for casting Necromancy spells. +20 pts.
Iron Crown: Helm. Lich only. Bearer recieves a +2 to all spell casting rolls and may purchase an additional spell from his spell list. +30 pts
Bloodworm Helm: Bizarre in appearance, the Bloodworm Helm is a construct of eldritch bone. Forged through the dark magic of Mannimarco, King of Worms, it grants dark powers of sorcery to its wearer. Whoever bears it on his head becomes immersed in the black rites of the King of Worms, and the dead beckon to his command from their graves. Artifact, Helm. The bearer of the Helm of Worms may reroll any number of Power Dice each time he attempts to cast a Necromancy spell. He must abide by the second result. Undead he Summons have +1WS +1S. +25 pts.
Mantle of Woe: Artifact, Robes. ????? ( Penalty to Sv and Ld. Significant bonus to spell casting and reanimating undead. During the day, when the bearer is outside of area terrain or buildings, they have -1 Toughness.) +? pts.
Other Items[edit]
Amulet of Crimson Despair: If bearer inflicts one or more casualties this turn, 1 Power Die is restored to him at the end of turn. +7 pts.
Amulet of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 pts.
Amulet of Protection: Bearer has a 6+ ward save. +15 pts.
Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 pts.
Ring of Resist Element: Choose Fire, Frost, or Lightning. Bearer has 6+ ward save( or +1 to his ward save) against that element. +10 pts.
Ring of Necrosis: All offensive Necromancy spells casted by the bearer have +1AP. +? pts.
Ahzidal's Ring of Necromancy: Artifact, Ring. ????? (Makes undead created by the bearer detonate in a small explotion when killed. Explosion is small, so maybe just affects models in base contact instaed of a Blast template?)
Black Soul Gem: Bearer may re-roll the dice to determine how many Undead are Reanimated each time he casts a Necromancy spell. He must abide by the second result. +20 pts.
Sands of Resolve: Lich only, one per model. Bearer has +1 S and +1Sv. +? pts.
Necromancer's Amulet: Artifact, Amulet. ????? (Grants the Bearer magicka absorption, regeneration, a bonus to spell casting, and a Sv bonus.) +? pts.
Tome of Unlife: Artifact. Artifact. Bearer knows the spells ?????, ????? and ????? in addition to his other spells. He gets +3 to his attempts to cast these spells. +80 pts.
Consumables[edit]
Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn.
Scrolls:
Scrolls are available for all spells in the army spell list except Summon/Necromancy spells.
Scroll of Cast on 4+ or Lower Spell: +5 pts
Scroll of Cast on 5-8+ spell: +10 pts
Scroll of Cast on 9-12+ spell: +20 pts
Scroll of Cast on 13-19+ spell: +30 pts
Scroll of Cast on 20-25+ spell: +45 pts
Scroll of Cast on 26+ or Higher spell: +60 pts
Potions:
The following potions are available to this army:
Potion of Healing: Heals drinker on a d6 5+ on consumption. +5 pts
Potion of Magicka: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts
Water-Breathing Potion: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts
Strong Potion of Healing: Heals drinker on a d6 2+ on consumption. +25 pts
Strong Potion of Magicka: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts.
Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts
Potion of Invisibility: Drinker is Invisible this turn. +12 pts
Potion of Cure Disease: Cures all Disease from caster's unit. +6 pts
Potion of Dispel: Remove all ongoing magical effects from caster's unit. +10 pts
Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts
Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts
Potion of Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts
Potion of Reflection: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts
Potion of Cure Paralysis: Remove all ongoing Paralysis and Chill effects from drinker's unit. +4 pts
Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts
Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts
Potion of Strength: Drinker gets +1 S this turn. +4 pts
Potion of Agility: Drinker gets +1 I this turn. +4 pts
Potion of Intelligence: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts
Potion of Endurance: Drinker gets +1 T this turn. +5 pts
Spells[edit]
School of Destruction[edit]
Flames: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP0, Fire and Charge 2, 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: S1 AP0, Fire and Charge 2, 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: S1 AP0, Fire and Charge 2, range 6", frost, chills 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 frost spell weapon with Chills on striking.
Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1,range 18", flame.
Dread Curse: Cast on 3+. 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.
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)
Grave Curse: 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.
Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.
Poisonblast: Cast on 9+, shooting attack. S1 AP0 Blast, Move and Fire 1, Range 24", Poisoned(4+).
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
Bestow Illness: Cast on 12+, shooting attack. Fire and Charge 1, Range 18". If the enemy model is hit, it must take a Toughness test. If the model fails the test, it contracts the caster's choice of either Chills, Brown Rot, or Astral Vapors.
Magicka Drain: Cast on 12+, 1-handed, cast anytime. Choose a model in base contact with caster. That model suffers Magicka Drain(total).
Bestow Contagion: Cast on 17+, shooting attack. Fire and Charge 1, Range 18". If the enemy model is hit, it must take a Toughness test. If the model fails the test, it contracts the caster's choice of either Crimson Plague, Carrion Worms, or Slug Famine.
Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock.
Firestorm: Cast on 20+. May only be cast during your shooting phase. A model casting Firestorm cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Place the Large Blast Marker over caster so that the center circle is entirely within caster's base. Every enemy unit under the marker is hit once for each model under it. These hits are S8 AP1, Shred, Ignores Cover, Multiple Wounds(d6), flame.
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.
Blizzard: Cast on 27+. Cast Blizzard during your shooting phase. A model casting Blizzard cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Weather effect. Until the end of next turn, all enemy models within 12" of caster take a S4AP0 frost hit at the beginning of every phase that Chills them until the end of next turn.
School of Conjuration[edit]
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.
Teleport: ????? (honestly I have no idea how this would work on the tabletop)
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.
Summon Skeletal Minion: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades.
Summon Skeletons: Cast on 10+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades.
Summon Skeletal Horde: Cast on 20+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades.
Invoke Ghost: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Ghost with no upgrades.
School of Necromancy[edit]
Atrophy: Cast on 7+. Shooting attack. S5 AP1, Move and Fire 1, range 24". This spell only effects mortals.
Apoptosis: Cast on 11+. Shooting attack. S7 AP2, Move and Fire 1, Range 36". This spell only effects mortals.
Reanimate Dead: (casting requirements vary) A reanimated unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. For every undead model raised through Necromancy, the appropriate Corpse Count must be reduced. See the Scrollhammer Rulebook for further information on Summoning.
Animate Skeletal Minion: Cast on 6+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades.
Animate Skeletons: Cast on 9+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades.
Animate Skeletal Horde: Cast on 17+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades.
Animate Zombie Minion: Cast on 6+, Summon Horde. Cast during your movement phase. Summon a Zombie with no upgrades.
Animate Zombies: Cast on 9+, Summon Horde. Cast during your movement phase. Summon d3 Zombies with no upgrades.
Animate Zombie Horde: Cast on 17+, Summon Horde. Cast during your movement phase. Summon 2d6 Zombies with no upgrades.
Animate Dread Zombie Minion: Cast on ?+, Summon Horde. Cast during your movement phase. Summon a Dread Zombie with no upgrades.
Animate Dread Zombies: Cast on ?+, Summon Horde. Cast during your movement phase. Summon d3 Dread Zombies with no upgrades.
Animate Dread Zombie Horde: Cast on ?+, Summon Horde. Cast during your movement phase. Summon 2d6 Dread Zombies with no upgrades.
School of Alteration[edit]
Feather: Cast on 3+ at any time. 1-handed. Caster is not encumbered by his armor this turn.
Flame/Frost/Shock Shell: 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.
Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.
Flame/Frost/Shock Shield: Casts on 12+. 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances per element do not stack.
Levitate: Casts on 12+. Your movement phase. If caster is on foot he counts as a Flier this turn.
Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.
Ebonyflesh: Casts on 14+. 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.
School of Illusion[edit]
Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase.
Strike Blind: Cast on 6+, 1-handed, during the close combat phase. This spell Blinds a target model within 6" of caster until end of turn.
Command Mortal: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, you Command that model until end of turn.
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.
Paralyze: Casts 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.
Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible.
Harthoon's Heavy Eyes: ????? (shooting attack. The target's WS and BS are reduced to 1, and the target loses 2" from it's movement rate.)
School of Mysticism[edit]
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.
Reflection: Casts on 9+. 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 S4 spell damage hit that ignores armor saves.
Absorption: Casts on 12+. Cast in response to a single enemy spell that would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 5+, the spell is negated, and caster gains an additional +d3 Power Dice when he replenishes his Power Dice at the beginning of your next turn.
Detect Life: Casts on 12+. 1-handed, cast during your shooting phase. Models in target unit within 6" of caster that are not artillery pieces, Automatons or Undead lose all Cover Saves until end of turn.
Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Undead models in target unit within 6" of caster loses all Cover Saves until end of turn.
Misericorde: Casts on 14+. Any time. Caster nominates a target model within 12" that has only 1 wound, or 1 wound remaining. Should the caster hit this model in melee or a ranged weapon then remove it from the game. This effect lasts for that player turn.
School of Restoration[edit]
Minor Healing: Cast on 5+ during any movement phase. Caster is Healed on a 6.
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).
Healing: Cast on 8+ during any movement phase. Caster is Healed on a 5+.
Heal other: Cast on 8+ during any movement phase. Target model, other than caster, within 6" of caster is Healed on a 6.
Disrupt Undead: Casts on 9+, at the start of any Shooting Phase. 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.