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==Spells== ===School of Destruction=== 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. 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. 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. Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost. Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock. Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost Frost Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S3AP5 frost hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model. Wall of Frost: 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 frost. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S3 AP0 Ignores Cover frost hit that Chills on striking. 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 frost hit that Chills on striking. At the beginning of your next turn, remove the wall from play. ===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 Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger 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. ===School of Alteration=== 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. 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 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack. Soften the Meal: Casts on 18+, 1-handed, may be cast at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, every model in that unit has -1 Toughness. Multiple instances do not stack. ===School of Illusion=== Screams from Beneath: Cast on 4+, shooting attack. Fire and Charge 1, Range 36". Models hit must must re-roll all Power Dice whenever they successfully cast 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). Vision of Eyelessness: Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round. Lure Prey: Cast on 7+ at the beginning of your opponent's close combat phase. Targets an enemy unit that could charge caster's unit this phase. That unit must take a Leadership test on its lowest value. If it fails, it must attempt to charge caster's unit. Deathly Trance: 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 Commanded until the beginning of your next turn. If it fails, you Command that model until the end of this turn. Shadow Walk: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible. Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack. Enslave: Cast on 14+. 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 Commanded until the beginning of your next turn. If it fails, you Command that model until the end of next turn. Cripple Prey: Cast on 14+. Shooting attack. Move and Fire 1, range 18β. Models hit are Paralyzed until the end of next turn. Feast of Suffering: Cast on 14+. Shooting attack. Move and Fire 2d6, range 12β. Models hit are Blinded until end of turn. For each enemy model hit, caster immediately takes a S2AP0 hit. Wail of the Wretched: Cast on 18+, shooting attack. Fire and Charge 1, Range 36β. The unit hit, if it has not already taken a Morale check this turn, must immediately pass a Morale check or flee. All models in the unit must must re-roll all Power Dice whenever they successfully cast 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). Impenetrable Gloom: Cast on 19+ at the beginning of any phase. Caster's unit gain Chameleon(+2) until end of turn. This does not stack with other Chameleon effects, or with multiple instances of itself, but it does stack with all other types of cover saves as normal. ===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. ===School of Restoration=== Scargrowth: Cast on 6+ during any movement phase, 1-handed. 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). Flesh Mend: Cast on 9+ during any movement phase, 1-handed. Caster is Healed on a 5+. [[Category:Scrollhammer]]
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