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==Spells== A compendium of the spells used by Warriors of Elsweyr. ===School of Destruction=== 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. 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) 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. Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame. Magicka Drain: Cast on 12+, 1-handed, cast anytime. Choose a model in base contact with caster. That model suffers Magicka Drain(total). Flamewave: Cast on 13+. Shooting attack. S4 AP1, Fire and Charge 1, Template, Multiple Wounds(d3), flame. Flash of Light: Casts on 13+. Shooting attack. S3 AP0, Move and Fire 5, Range 30", flame. Hit models are Blinded until the end of next turn. Lightning Cone: Cast on 14+, shooting attack. S3 AP0, Fire and Charge 2, Template, hits cause Magicka Drain(1), shock. 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. Wind of the Blazing Sands: Casts on 20+. Shooting attack. S7 AP1, Ignores Cover. Move or Fire 4, range 42", flame. Models hit are Blinded until the beginning of next turn. Glass Storm: Casts on 27+. Cast Glass Storm during your shooting phase. A model casting Glass Storm 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 beginning of your next turn all enemy models within 12" of caster take a S3 AP2 (mundane) hit at the beginning of every phase, and fire ranged weapons as though under the effects of Night Fighting. ===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. ===School of Alteration=== 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. Strength of Senche: Casts on 10+. Caster's unit is not encumbered by their armor this turn. 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. Portentous Barrier: Casts on 16+ at any time. Caster's unit, but not the caster, have +1 to their armor save this turn. Multiple instances do not stack. Great Burden: Casts on 17+. Opponents movement phase, Range 18", requires LOS. Target unit moves 2" slower per move, march and charge, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack. Blessing of the Twin Moons: Casts on 19+. May be cast any time. Caster gets +4 to his armor save this turn. Multiple instances do not stack. Lunar Barrier: Casts on 24+ at any time. Caster's unit, but not the caster, have +2 to their armor save this turn. Multiple instances do not stack. Does not stack with Portentous Barrier. ===School of Illusion=== Sand in the Eyes: Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round. Dust Cloud: Casts on 5+ at any time. Caster gains Chameleon(+1) until end of turn. Multiple instances do not stack. Thief's Trick: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible. 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+ at any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack. Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible. Vanish Without a Trace: Cast on 20+, cast at the beginning of any phase. Until the end of your next turn caster is Invisible. ===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. 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. Lunar Gaze: Casts on 11+. Your movement phase, no hands required to equip. Caster's unit gains Move Through Cover until end of turn. 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. S'rendarr's Peace: 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. Moonpath: Casts on 20+. Your movement phase, no hands required to equip. Target unit within 6" of caster ignores terrain(except impassable terrain) until the beginning of your next turn. ===School of Restoration=== Lick Wounds: Cast on 5+ during any movement phase. Caster is Healed on a 6. 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. Magicka Weave: 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. Fadomai's Blessing: Casts on 5+. Cast any time. Caster gets one free re-roll of a d6 this phase. You must abide by the second result. This spell 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+. Howl of S'rendarr: Casts on 9+. Any time (Clan Mother 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. 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. Mara's Blessing: Casts on 10+. Any time (Clan Mother only). Cure all diseases from caster's unit. Mara's Touch: Casts on 11+. Any time (Clan Mother only). Cure all diseases from another unit within 6" of caster. [[Category:Scrollhammer]]
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