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==Spells== The following spells are available to wizards in the Holds of Skyrim army: ===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. 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. Fire Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, that unit takes S4AP0 flame hits equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn. Thunder Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, that unit takes S3AP0 shock hits that cause Magicka Drain(1) equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn. Ice Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, that unit takes S3AP0 frost hits that Chill on striking equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn. 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. 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 Flame 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 S5AP0 flame 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. Lightning 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 S4AP0 shock hit at Initiative 10 each round of combat, until the beginning of your next turn. Models hit suffer Magicka Drain(1). Only one Cloak can be active at once on a model. 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 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. 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. 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=== 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. 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=== Magelight: Cost 1, 1-handed, may be cast any time. Caster ignores Night Fighting, and enemies ignore Night Fighting against him, this turn. Blade Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, until the beginning of your next turn friendly units that are locked in combat with that unit get +1 WS. Remove the marker at the beginning of your next turn. Shatter Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, all models in that unit that are within 3" of the marker get -1 to their armor saves until the beginning of your next turn. Remove the marker when an enemy unit moves within 3" of it, or at the beginning of your next turn. 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. Dragonhide: Cast on 20+, may be cast any time on a turn caster does not shoot. Caster gets Feel No Pain(2+) against non-spell damage this turn. ===School of Illusion=== Rally: Cast on 8+, during your movement phase, on a fleeing unit within 36" and line of sight of caster. That unit may immediately attempt to rally at its full Leadership value, regardless of how many models remain. 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. Call to Arms: Cast on 26+, during your movement phase. A model casting Call to Arms 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. All friendly units within 12" of caster gain +1 WS, +1 BS, +1 Attacks and Feel No Pain until the beginning of your next turn. ===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. 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. ===School of Restoration=== 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. Repel 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. 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. Guardian Circle: Casts on 24+, during your movement phase. A model casting Guardian Circle 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. Undead units cannot voluntarily move within 6" of caster until the beginning of your next turn. Caster Heals 1 wound automatically. [[Category:Scrollhammer]]
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