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==Spells== ===School of Destruction=== 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). 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: 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. 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. 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. Cripple: Cast on 15+, shooting attack. Fire and Charge 1, Range 18". Target enemy unit has -1S or -1T until the start of your next turn. Does not stack. 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=== Soulpinch: Cast on 3+, shooting attack. Fire and Charge 3, Range 18". Hits cause Magicka Drain(1). 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. Spirit Knife: Cast on 4+, shooting attack. S3 AP1, Move and Fire 1, range 18". 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. Banish Daedra: Casts on 9+, at the start of any Shooting Phase. Range 6", requires LOS. Target a Daedra model, other than a Physical God, within 6" of caster. That model must take a Leadership test on its own value. If it succeeds, neither it nor any model in the unit it is currently in may be targeted by this spell again this turn. If it fails, it is removed as a casualty. Call Flame Thralls: Cast on 14+, summon. Summons two Flame Atronachs, regardless of other summons the caster has in play. Lasts until end of turn; the caster may cast at a higher difficulty, prolonging the effect by one game turn for every +4 more required to cast. Recasting will desummon any present thralls. Spirit Fist: Cast on 18+, shooting attack. Range 18", Move and Fire 1. Can only target mortals. Target infantry unit must make a morale test, and on a failure 1d3 models are instantly removed. Call Frost Thralls: Cast on 20+, summon. Summons two Frost Atronachs, regardless of other summons the caster has in play. Lasts until end of turn; the caster may cast at a higher difficulty, prolonging the effect by one game turn for every +4 more required to cast. Recasting will desummon any present thralls. Call Storm Thralls: Cast on 25+, summon. Summons two Storm Atronachs, regardless of other summons the caster has in play. Lasts until end of turn; the caster may cast at a higher difficulty, prolonging the effect by one game turn for every +4 more required to cast. Recasting will desummon any present thralls. Conjurer's Helper: Cast on 30+, 2-handed, may be cast any time. Summons a Flame Atronach, Frost Atronach, and Storm Atronach until the end of your turn. Summon/Call: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. Called units and Thralls follow the same rules, save that they do not count against the summon limit, and leave play after a certain amount of time. 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. Swiftswim: Casts on 10+, your movement phase. Caster's unit treats water features as Open Terrain this turn, and may march through water an additional d6". Multiple instances do not stack. Pack Mule: Casts on 10+. Caster's unit is not encumbered by their armor this turn. 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 12+ during your movement phase. If caster is on foot, he counts as a Flyer 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 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack. Protect: Casts on 17+. Caster's unit gets +1 to its armor save this turn. Multiple instances do not stack. Quicksilver Flesh: Casts on 18+, 1-handed, may be cast any time. Caster gains ''Feel No Pain (5+)'' until end of turn. Aegis: Casts on 20+. 1-handed, may be cast any time. Caster gets +4 to his armor save this turn. 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. 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. Cacophony: Casts on 6+, your shooting phase. Range 18", requires LOS. Targets an enemy unit. Each model in that unit that rolls power dice must re-roll results of 6, until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Chameleon: Casts on 6+. 1-handed, any time. Caster gains Chameleon(+1) until end of turn. Multiple instances do not stack. Mindless Frenzy: Cast on 8+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster takes an Ld test on its own value. If it fails, and it is currently locked in close combat, failed rolls to hit from that unit (outside of challenges) score hits on themselves, rather than missing, 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. 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. Muffletongue: Casts on 14+. Your shooting phase, 1-handed. Range 12", requires LOS. Targets an enemy unit. Each model in that unit takes an Mg test(using its base value) on d6. Each model that fails are Silenced until the end of next turn. Horrifying Blindness: Cast on a 15+ during the close combat phase, at the beginning of the Fight sub-phase. Target unit within 6" of caster is Blinded this round. Daylight: Casts on 16+. Cast at the beginning of your turn. Weather. Night Fighting is no longer in effect until the end of your next turn. Gaze Upon Dibella: Casts on 18+. Close combat phase. Target a unit within 6" of caster. That unit is Paralyzed this phase. Spectral Form: Casts on 20+. Cast at the beginning of any phase. Caster becomes Invisible(this effect lasts indefinitely). Magelock: Casts on 22+, 2-handed. This is a shooting attack with Move and Fire 1, Range 18". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 4d6. If it fails, the unit has -2 to all Power Die until otherwise dispelled or removed. May not stack. Torments of Oblivion (Witches/Warlocks only): Cast on a 23+ at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's toughness is reduced to an unmodifiable 1(instant death is still calculated using its original toughness, however), and its armor save is reduced to an unmodifiable "-". Blood Frenzy (Witches/Warlocks only): Cast on 25+. Your shooting phase, 2-handed. Range 24", requires LOS. Targets an enemy unit. Target unit must make a morale test. If failed the unit strikes itself 1d6 times for every 5 models within it. Mind Shackles (Witches/Warlocks only): Cast on 25+, shooting phase, requires LOS. Target unit within 18" must roll 2d6+3 under Ld. For each point of failure the unit is paralyzed for a game turn. At the start of the enemy player's turn they may roll again to attempt to dispel the effect early. ===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. Soul Leech: Cast on 4+, 1-handed. Cast during the close combat phase. This spell counts as spell hand weapon(but can only be dual wielded with a non-spell weapon). It has Absorb Magicka(4+) on striking, and Absorb Health(6+). Soul Thirst: Cast on 7+ in response to a friendly model within 6" of caster attempting to cast a spell. Remove any number of Soul Gem counters from caster and/or from the target of this spell. Add that number to the casting roll. Dispel: Cast on 8+ at any time. Remove all ongoing magical effects from caster's unit. Dispulsion: 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. 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. Greater Disupulsion: Cast on 16+ at any time. Range 18", requires LOS, large blast. Units covered or partly covered by the blast have all ongoing magical effects removed. Displacement: Cast on 20+, 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. Break the Bonds: Cast on 22+ at any time. Range 24", requires LOS, large blast. Units covered or partly covered by the blast have all ongoing magic effects removed. Any beneficial spells removed in this fashion may not be recast until the end of the opponent's upcoming turn. ===School of Restoration=== Fortify Swordsmanship: Casts on 4+. 1-handed, any time. Caster gets +1 Weapon Skill this turn. Multiple instances do not stack. Fortify Marksmanship: Casts on 4+. 1-handed, any time. Caster gets +1 Ballistic Skill this turn. Multiple instances do not stack. Fortify Strength: Casts on 4+. 1-handed, any time. Caster gets +1 Strength this turn. Multiple instances do not stack. Fortify Endurance: Casts on 4+. 1-handed, any time. Caster gets +1 Toughness 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. Fortify Willpower: 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. Minor Healing: Cast on 5+ during any movement phase. Caster is Healed on a 6. Mara's Balm: Casts on 5+. Cast anytime. Remove from caster of ONE enemy ongoing negative effect that is reducing one or more of his following stats: WS, BS, S, T, I, or movement speed. Prayer to Zenithar: 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. Resist Flame/Frost/Shock/Poison: 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). 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. Fortify Health: 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. Turn 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. Mara's Embrace: Casts on 10+ during your movement phase. Target model, other than caster, within 6" of caster is Healed on a 6. Alternatively, you may target a model with a Wounds characteristic of 1 in a Core unit from this army book. Roll a d6. On a 6, a slain model in that unit of the exact same profile as the model targeted is immediately placed back in that unit, and may perform all actions as normal this turn. This cannot bring back a model that has not already been slain. This alternative effect may only revive on model in each of your units per turn. Arkay's Chastisement: Casts on 12+. Shooting attack, Fire and Charge 1, template. A unit hit by this weapon must take a Leadership test on the lowest value available. If the test is failed, the unit suffers a number S5AP0 flame hits that ignores Feel No Pain equal to the number of Undead models hit by the template, with all wounds allocated against Undead models in the unit. If the unit consists entirely of Undead and failed the Leadership test, the unit must fall back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way. Finesse: Casts on 13+. Any time. Caster's unit gets +1 Weapon Skill this turn. Multiple instances do not stack. Aim: Casts on 13+. Any time. Caster's unit gets +1 Ballistic Skill this turn. Multiple instances do not stack. Might: Casts on 13+. Any time. Caster's unit gets +1 Strength this turn. Multiple instances do not stack. Resilience: Casts on 13+. Any time. Caster's unit gets +1 Toughness 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. Grace of the Nines: Casts on 14+. Any time. Target friendly unit within 12" becomes Immune to Fear, Terror and Panic this turn. Shout to Talos: Casts on 18+. Any time. Caster's unit gets +1 Strength and +1 Weapon skill this phase. Multiple instances do not stack. [[Category:Scrollhammer]]
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