Scrollhammer: House Dagoth

This is a work in progress of Sixth House, for Scrollhammer, by Dagoth Guy.

These guys.

Contents

IntroductionEdit

A House UnmournedEdit

[Lore and stuff goes here]


[And here]


[etc., etc.]


"The Sixth House was not dead, but only sleeping. Now it wakes from its long dream, and with its Lord, Dagoth Ur, it comes forth to free Morrowind of foreign rulers and divine pretenders. When the land is swept clean of false friends and greedy thieves, the children of Veloth will build anew a garden of plenty in this blighted wasteland."


Blight and the Divine DiseaseEdit

[Lore and stuff goes here] I AM THE SHARMAT I AM OLDER THAN MUSIC WHAT I BRING IS LIGHT WHAT I BRING IS A STAR WHAT I BRING IS AN ANCIENT SEA WHEN YOU SLEEP YOU SEE ME DANCING AT THE CORE IT IS NOT A BLIGHT IT IS MY HOUSE I PUT A STAR INTO THE WORLD'S MOUTH TO MURDER IT TEAR DOWN THE PYLONS MY BLIND FISH SWIM IN THE NEW PHLOGISTON TEAR DOWN THE PYLONS MY DEAF MOONS SING AND BURN AND ORBIT ME I AM OLDER THAN MUSIC WHAT I BRING IS LIGHT WHAT I BRING IS A STAR WHAT I BRING IS AN ANCIENT SEA [And here]


The following book contains the rules necessary to field a House Dagoth army in games of Scrollhammer.

General RulesEdit

Ash Creature Racial Traits:

Ash Creatures have Fearless and are unaffected by disease.


Blight DiseasesEdit

Every turn, all models in base contact with a model that has been infected by a Blight Disease must roll 1d6; On a roll of 6 the model in base contact contracts the same Blight Disease as the infected model. Once a unit has aquired a Blight Disease, they may only gain more instances of that particular Blight, except if they would gain corprus. Blight Diseases ignore ordinary disease resistance and can not be cured by ordinary means of curing disease.

Blighted Aura: Each turn, all models in base contact with this unit must roll a D6. On a result equal to or higher then the number in parenthesis the unit is granted a random blight disease. Another dice roll will then determine what the disease is- rolled on the Blight List or Greater Blight list, as noted.

Blighted Attack: Whenever an enemy model is struck by this unit in melee (saved or not), roll a D6. A result equal to or higher then the number in parenthesis grants the model a random blight disease. Another dice roll will then determine what the disease is- rolled on the Blight List or Greater Blight list, as noted.

Blight List

  • 1-2: Ash Woe Blight
  • 3-4; Black-Heart Blight
  • 5-6; Corprus

Greater Blight List

  • 1: Ash Woe Blight
  • 2; Ash-chancre
  • 3; Black-Heart Blight
  • 4; Chanthrax Blight
  • 5-6; Corprus

Corprus Aura: Each turn, all models in base contact with this unit must roll a D6. On a result equal to or higher then the number in parenthesis, the unit is granted Corprus Disease.

Corprus Attack: Whenever an enemy model is struck by this unit in melee (saved or not), roll a D6. A result equal to or higher then the number in parenthesis grants the model Corprus.


Blight Disease List:

Ash Woe Blight: Blight Disease. Models that have been infected by Ash Woe Blight are afflicted with -2 Magicka until cured.

Ash-chancre: Blight Disease. Models that have been infected by Ash-chancre are afflicted with -2 Leadership until cured.

Black-Heart Blight: Blight Disease. Models that have been infected by Black-Heart Blight are afflicted with -1 Strength and -1 Toughness until cured.

Chanthrax Blight: Blight Disease. Models that have been infected by Chanthrax Blight are afflicted with -1 Initiative, -1/3 of their natural movement speed, and -1 Attack to a minimum of 1 until cured.


Corprus: When a model has been infected by Corprus it loses all spell casting abilities, becomes Immune to Disease, and gains +1S and +1T. Corprus can not be cured by any means.

At the end of a player's turn should they have units infected by Corprus perform a Leadership test for each infected model. (Models of the same unit can be rolled together). On a failure the model(s) is/are removed from the game, and the Sixth House player that infected the model(s) gains the same number of Corprus tokens. A model that is Monstrous and removed in this fashion instead generates 3 Corprus Tokens.

Once a Sixth House player has accumulated at least 5 Corprus tokens they may roll a dice at the start of their turn. On 4+ they may immediately then Deep Strike a 5-20 unit of Corprus stalkers, each model costing one Corprus token. This may be performed multiple times, so long as the Sixth House player has at least 5 Corprus tokens, or a roll of 1-3 is made.


The Nerevarine, Honorer of the Tribe UnmournedEdit

Once, long ago, Dagoth Ur and Lord Nerevar were friends and brothers, in peace and in war. No houseman ever served Nerevar better or more faithfully. Much that Dagoth Ur did was at his command, at great cost to himself, and his honor. Yet beneath Red Maintain, Nerevar struck down his loyal servant and friend, for the sole crime of guarding that which Nerevar himself had bound him by oath to defend. It was a cruel blow and a bitter betrayal. But it was not the end. Now Dagoth Ur and his house have returned, coming forth to free Morrowind of foreign rulers and divine pretenders. Though the Sixth House has been long in reawakening they have not forgotten Nerevar's transgressions. Still, inspite of his betrayal, remembering their old friendship, Dagoth Ur would yet forgive him. For the fellowship and honor that they once shared, if the Nerevarine would but pledge that friendship anew, Dagoth Ur would raise him high in his service, granting him counsel, wisdom, and all the power he needs to set the world aright.

A Sixth House Army may take the Nerevarine from the great houses of Morrowind as an HQ choice, should their opponent not be using him already. Should this be done the Nerevarine uses the following as his Great House Allegiance:

House Dagoth: The Nerevarine has +1T, +1S, Feels no Pain, and due to Azura's enmity, each enemy may force Nerevarine to re-roll one dice each game turn. A Nerevarine serving House Dagoth can never carry the Old Man's Lucky Coin, nor the Moon and Star. Instead the Nerevarine may purchase Myocardic Uninty for +20 points, which grants him a 5+ ward save and Disease: Corprus Aura (6+), Corprus Attack (5+). The Nerevarine ignores unit type restrictions when choosing magic items and Artifacts from the Sixth House armory and may select spells from both army booklets.

See Great Houses of Morrowind for rules for the Nerevarine.


Army ListEdit

OverviewEdit

A House Dagoth army uses the following list:

Heroes: Ash Vampire, Sixth House Minister

Core: Sleeper Cultists, Sixth House Retainers, Ash Zombies, Ash Wights

Elite: Ash Ghouls, Houndmaster & Blighted Nix Hounds, Ash Deathguard, Ascended Sleepers

Support: Corprus Stalkers, Lame Corprus, Corprus Beasts, Sixth House Bianzhong


HeroesEdit

AshVampire.png

Ash VampireEdit

"Vampires are loathsome monsters, creations of false gods and Western necromancers. The kinsmen of Lord Dagoth have been called 'ash vampires' by the ignorant, but they are not vampire in any way. They are wise and powerful, long-lived and masterful in sorcery -- but they are ageless, immortal wizards, like all of Lord Dagoth's kin -- and not vampires."

Miles behind the Ghostfence, into the dreaded Red Mountain, where the sky rages, lie enormous and ancient Dwemer ruins. In the endless maze-complexes beneath these ruins dwell creatures of enormous power and intellect. These are the 'Ash Vampires', or as they call themselves; The Heartwights. Originally brothers and generals of Voryn Dagoth long ago in the First Era, when the Dunmer were still yet Chimer. In that age long past, they were once proud members of House Dagoth, and loyal followers of the First Council and the hortator, Indoril Nerevar. After the war with the Dwemer ended, Lord Dagoth and his brethren were betrayed, and slain at the hands of Nerevar and the Tribunal.

No one realized it at the time -perhaps not even Dagoth Ur himself- however, a connection had been forged between the souls of Lord Dagoth, his brothers, and the Heart. They had embraced their final rest in the real world, yet found they themselves awake in the Dream-sleeve. More than three thousand years later, in the Second Era, when all that remained of Sixth House was naught but a distant memory, they returned. Dagoth Ur and his brothers woke from their long slumber, and took the heart chamber for their own, fighting off the Tribunal again and again. No matter how many times the Tribunal destroyed Dagoth Ur and the Heartwights, in the end they would always return, waiting at the Heart, freshly revived yet again. It was a hopeless battle that the Tribunal fought, and after suffering devastating losses, they were finally forced to retreat from Red Mountain. Realizing that they could not win against Dagoth Ur and his Ash Vampires in open combat, it is then the Tribunal resorted to the construction of the Great Ghostfence.

After securing the crater Red Mountain, the Heartwights quickly spread across the volcano to assume control of the abandoned Dwemer citadels, each claiming one in their own name. Within these citadels, the Heartwights secured the ancient tools and research of the Dwemer, which would help them in acheiving their ultimate goal: The building of a new God, Akulakhan, the destruction of the Tribunal, and the expulsion of the Imperials and all other outlander invaders from their native homeland. The Tribunal and their supporting forces continued to made seasonal campaigns against Dagoth Ur and his Ash Vampires, but never succeeded in gaining ground inside the ghostfence. The tide turned completely in favour of the House Dagoth however, when Almalexia and Sotha Sil lost the Dwemer artifacts Sunder and Keening to Dagoth Odros and Vemyn. From this point on the Tribunal retreated to their respective God-Cities, no longer showing their faces into the public, and House Dagoth began to grow in power and influence at ever faster rate.

The Ash Vampires play a integral part in Dagoth Ur's plans, as generals, councilors, and champions of the Sixth House. Heartwights are not normal ash creature however; they are somehow directly connected to Dagoth Ur, and as a such, are completely different from the other sleepers. The Heartwights appear to control the magical manifestation of their flesh with uncanny skill. Making good use of their ability to shape corprusflesh, the Ash Vampires sculpt immeasurably strong and powerful bodies for themselves, appearing as large, pale, muscular Dunmer. While their physical prowess may be impressive, it is but only second to the terrible magicks that they wield, possesing mystic abilities far surpassing those of any mortal. The powers of the Ash vampires is nearly godlike, a fact that became terrifyingly obvious after two Heartwights managed to defeat two Gods of the Tribunal one-on-one. And with the Heart of Lorkhan in Dagoth Ur's possession, their powers will only continue to increase.

210 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model.

  • If the Ash Vampire has a Dwemer Animunculi retinue he loses Independent Character status and becomes a unit.

40mm x 40mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Vampire 5 4 4 5 3 5 2 9 5 4+

Wargear: Hand Weapon

Spells: Select two of the following- Curse-of-Ash, Curse-of-Flesh, Hand of the Sixth House, Wrath of the Six House, Summon Flame Atronach.

An Ash Vampire may take up to three additional spells from this book's spell list as follows:

  • Any Alteration Spell +8 pts
  • Any Destruction Spell +20 pts
  • Any Illusion Spell +20 pts
  • Any Mysticism Spell +10 pts
  • Any Restoration Spell +8 pts
  • Destruction Spells, casting cost 13+ or lower: +10 pts
  • Illusion Spells, casting cost 13+ or lower: +10 pts
  • Summon Frost Atronach (cast on 12+) (+30pts)
  • Summon Storm Atronach (cast on 15+) (+50pts)

See Scrollhammer: Daedra Cults for rules for Daedra.

Special Rules:

Vestigial Skills: An Ash Vampire retains some of the abilities it had in its previous life. It receives two of the following bonuses. If both are placed into the same class then an additional, more powerful effect is provided. See Scrollhammer: Dwemer Animunculi for rules for Dwemer Animunculi.

  • Warrior: +1WS and +1S
  • Skirmisher: +1I and +1A
  • Mage: +2 Magicka
  • Artificer: +1 Magicka, gains 40 pts worth of Dwemer Animunculi bodyguards at no point cost.
  • Warrior (x2): +1WS, +1S, +1T
  • Skirmisher (x2): +1WS, +1I, +1A
  • Mage (x2): +2 Magicka, recieve an additional non-Conjuration spell from the Spell List for free
  • Artificer (x2): +1 Magicka, +1W, gains an additional 60pts worth of Dwemer Animunculi

Dagoth's Chosen: Ash Vampires are the Lieutenants of the Sixth House reborn, and are granted a measure of the Dreamer's Divinity. Whenever an Ash Vampire is reduced to 0 Wounds, remove any Dwemer Animunculi bodyguard, and roll 1d6 every turn thereafter. On a roll of 6, the Ash Vampire returns to life at the place where he died with one wound remaining.

Honorable and Cordial: If an Ash Vampire has Ancient Dagoth Brandy, instead of drinking it, they may offer it to an enemy Independent Character at the beginning of a round of a Challenge. If the enemy Independent Character refuses they strike at 1 I for the rest of this turn, and instead the Ash Vampire drinks it. If the Independent Character accepts they have -1S and -1T for the rest of this turn. Regardless of accepting or not the Ancient Dagoth Brandy is consumed.

Sportsman: During a Challenge involving an Ash Vampire, if the enemy character is the one who issued the Challenge, then that enemy's first blow automatically strikes the Ash Vampire.

Disease: Corprus Aura (6+), Corprus Attack (5+)

An Ash Vampire may replace his hand weapon with:

  • Sixth House Bell Hammer +25 pts
  • Sixth House Dual Sickles +20 pts
  • Ash Staff +25 pts
  • Sixth House Dagger +8 pts

An Ash Vampire may take:

  • Ash Statue +7 pts
  • Belt of Heartfire +35 pts

An Ash Vampire may take one of the following:

  • Blood Ring +15 pts
  • Soul Ring +12 pts
  • Heart Ring +30 pts

An Ash Vampire may take one of the following:

  • Sixth House Amulet +15 pts
  • Amulet of Heartheal +40 pts
  • Amulet of Heartthrum +35 pts
  • Amulet of Heartfire +35 pts
  • Amulet of Heartrime +40 pts

An Ash Vampire may take any number of magic items from the armory where appropriate.


Dagoth Gares' Ilunibi.jpg

Sixth House MinisterEdit

The ministers of House Dagoth serve as intermediaries between Red Mountain and the various cultists and lesser Ash Creatures, relaying and directing orders from Dagoth Ur and his Ash Vampires to the the rank and file of the Sixth House. They are the wardens of the secret bases of the Sixth House scattered across Morrowind, and they are the priests of the Sixth House cult. From their hidden shrines they lead their congregation in sharing the sacraments of flesh and blood, and dreaming the dreams of their Lord. The ministers of House Dagoth are tasked with overseeing that the servants of the Sixth House grow strong and wise in Lord Dagoth's ways, and to this end they lead the Children of His Flesh in contemplation, so that they might enter even-more-deeply into the profound enlightenment of the divine dreamworld.

70 pts. Hero. Independent Character, Skirmish, Infantry, Ash Creature. Single Model.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Ghoul Minister 4 3 4 3 3 4 2 8 5 5+

Wargear: Ash Staff, Sixth House Robes.

Spells: Select three of the following- Curse-of-Ash, Spark, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists.

A Sixth House Minister may take up to two additional spells from this book's spell list as follows:

  • Any Alteration Spell +8 pts
  • Any Destruction Spell +20 pts
  • Any Illusion Spell +20 pts
  • Any Mysticism Spell +10 pts
  • Destruction Spells, casting cost 13+ or lower: +10 pts
  • Illusion Spells, casting cost 13+ or lower: +10 pts
  • Destruction Spells, casting cost 13+ or lower: +10 pts
  • Summon Flame Atronach (cast on 8+) +15pts

See Scrollhammer: Daedra Cults for rules for Daedra.

Special Rules: Causes Fear

Dromotropic Harmony: Friendly units within 8" of the Sixth House Minister roll on the Greater Blight List rather then the normal Blight List. Units that have Corprus Attack within 12" of the Ash Minister have -1 to the required roll for their Corprus Attack to grant corprus. Does not stack with Tonal Synchronotropism.

Spitefulness: When the Sixth House Minister is slain the model that killed the Sixth House Minister must automatically roll on the Greater Blight list to see what disease they are granted.

Disease: Blighted Aura (6+), Blight Attack (5+)

A Sixth House Minister may take:

  • Ash Statue +7 pts
  • Belt of Wisdom +12 pts

An Ash Ghoul Minister may be upgraded into a:

  • Ash Poet Minister(+2 WS, +1I, +1A, +2Mg, Blighted Aura (5+), Blight Attack (4+)) for +25 pts
  • Ascended Sleeper Minister(+1BS, +1T, +3Mg, Blighted Aura (5+), Blight Attack (4+), Causes Terror) for +35 pts

A Sixth House Minister may take up to 40 pts of magic items from the armory where appropriate.


CoreEdit

DunmerCultist.png

Sleeper CultistsEdit

"Sleepers! awake! The Sixth House is Risen and Lord Dagoth is its Glory!"

"Crazies with clubs have been attacking non-Dunmer. Call themselves Sleepers. Some folks hurt. A few killed. Sleepers go nuts when you try to arrest them, so we have to put them down. Some are strangers we can't trace. Others are locals, gone nuts. Ones we capture alive have complete amnesia, no idea where they are or what's going on. Just keep talking gibberish about the Sixth House awakening, serving Lord Dagoth, running foreigners out of Morrowind. Sounds like a new crazy cult or something."

Ever since Dagoth Ur's victory over the Tribunal in securing the Heart Chamber, violent blight winds began to sweep down from Red Mountain with ever greater frequency. The Ash storms carry with them dangerous magicks, and their foul winds serve as a means to broadcast the dream-sendings of Dagoth Ur to the Dunmer of Morrowind. It begins with a completely normal Dunmer starting to hear whispers in their head, their sleep being plagued by nightmares, awaking up exhausted after a full night's rest; small things, things that they'd likely dismiss at first without a second thought. It ends with them waking up in the middle of the night to wander the streets, preaching heresies and mad poetry with a voice that isn't their own; with loosing track of what is real and what is dream; with waking up one morning covered in blood and holding a strange knife. These are the Sleepers, perfectly normal Dunmer on the outside, but have been claimed by the Sixth House. Recruited from the disaffected, members of the criminal underworld, the poor, or anyone else who would take joy in seeing the false gods of the Tribunal cast down and the dogs of the empire driven from Dunmers' the ancestral homeland, Sleeper Cultists fulfill the vital roll of acting as House Dagoth's hands with in the cities of the Dunmer, performing assassinations, sabotage, sowing dissent, or any other task that brings the Sixth House closer to its goal. The Temple estimates that every town in Vvardenfell contains organized cells of Sixth house cultists.

Occassionally in the lands of Morrowind, one might come across a naked, raving mad Dunmer, screaming prayers to Dagoth Ur and to the Sixth House while frantically attacking anything that gets too close. These wretched madmer are known as Dreamers. Once Sleeper Cultists who realized what was happening to them, they chose to embrace service to the Sixth House, and in return for their loyality, Dagoth Ur has shared his divine dream with them, signifing their official welcome to the ranks of House Dagoth. However, Dagoth Ur's dream is something that mortals were never meant to behold, and as such, this event tends to thoroughly shatter the minds of those that experience it. Freshly driven insane and filled with the extacy of having been blessed with their Lord's everlasting glory, Dreamers devote their every action towards their frantic, fanatical worship of Dagoth Ur.

8 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Sleeper Cultist 3 3 3 3 1 7 1 7 2 -
Dreamer 3 3 3 3 1 7 1 7 3 6+

Wargear: Hand Weapon, Shortbow

Spells: Earwig, Shadow Form, Brevusa's Averted Eyes.

Special Rules: Infiltrate, Fleet of Foot, Stealth.

A unit of Sleeper Cultists may:

  • Upgrade one model to Dreamer(Fearless, +1 Mg) for +15 pts. A Dreamer is a Character.

Any number of Sleeper Cultists may replace their Hand Weapons with:

  • Dagger (free)
  • Dagoth Dagger +2 pts per model

Any number of Sleeper Cultists may replace their Shortbows with:

  • Longbow +1 pts per model
  • Second Hand Weapon +1 pts per model
  • Shield (free)

All Cultists in the unit except for the Dreamer(if taken) may take Leather Armor for +1/2 pt per model


Sixth House RetainersEdit

"We do not fear death. Life is a dream. Blood is a dream. We sleep in one soul, the soul of Lord Dagoth."

Guided by dream-sendings, Dreamer Cultists will eventually make their way to one of the many hidden shrines of the Sixth House, where they shall be inoculated with Corprus. This is the first step an Ash Cultist takes on their journey towards enlightenment and oneness with His flesh. Normally, as mortals were never meant to hold the power of the divine, Corprus causes those infected with it to develop horrible, debilitating mutations as well as causing progressive degradation of the mind; but in those who have dreamed the self-same dream as Dagoth Ur, the divine disease is able to realize its true potential, eliciting a far different effect upon the flesh of one has been so blessed. The first stage of corprus evolution, that of an Ash Slave, is marked by the point when the mutations caused by the divine disease become outwardly noticeable. While nothing about them has seems to changed drastically, there is still obviously something very off about their appearance, giving them a uncanny presence. The Ash slaves are the most common form of ash creature, and they compose the lowest rank of the members of House Dagoth.

As the cultists evolve through the stages towards enlightenment, they are to be prepared for their service to the House. They will either, as suits their abilities, become Holy Warriors or Priests. Advanced Ash Slaves who are perparing to become Holy Warriors are known as Ash Guards. They serve as simple rank-and-file soldiers, acting as the guards to the secret strongholds of the Sixth House, in order to protect them against military incursions from the Temple Orders. Even those as lowly in the ranks of the Sixth House as the Ash Slaves and their ilk have tasted of the divine immortality offered by Lord Dagoth, and have therefore become unable to fear death or blood. The bodies of those who would become Holy Warriors are enhanced by corprus, providing them capabilities beyond those of normal mortals.

The other path an evolving cultist might take is to become a priest of the Sixth House. Their starting duties lie in tending to the needs of fellow cultists and helping Sleepers and Dreamers with their rituals. An advanced ash slave who is preparing to becoming a priest is known as an Ash Skirmisher. While they retain the disturbing, uncanny appearance typical of Ash Slaves, they come across as friendly and welcoming, and strangely charismatic. Possessing a powerful grip on the art of magic, they search for people who are potentially suitable for indoctrination as Sleeper Cultists. They enlighten these individuals by sending their Lord's compulsions couched within dream imagery, and recruit willing mer into the service of the Sixth House. Whatever an Ash Skirmisher watches, their Lord watches with them.

9 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-18 models per unit

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Slave 2 3 3 3 1 4 1 7 4 6+
Ash Guard 3 2 3 3 1 4 1 7 2 5+
Ash Skirmisher 3 3 3 3 1 6 2 7 0 6+

Special Rules:

Specialists: Each unit may be composed of any combination of the three types of Retainers, representing the different specialties of the lowest echelons of those who serve the Sixth House. Each Retainer has different choices of weapons and talents, as described below.

  • Ash Slaves: Armed with Claws. Know two of the following spells: Curse-of-Ash, Spark, Earwig, First Barrier, Lower Resists.
  • Ash Guards: Armed with Shield. An Ash Guard must take a Hand Weapon OR a Spear.
  • Ash Skirmishers: Armed with Hand Weapon OR Spear, and a Short Bow. An Ash Skirmisher must take a Dagger OR a Second Hand Weapon.

Disease: Blighted Aura (6+), Blight Attack (5+)

For every six models in the unit, one of the following upgrades may be made:

  • Upgrade one model to Champion(+1 A) for +6 pts. A Champion is a Character.
  • Upgrade one model to Standard Bearer for +3 pts
  • Upgrade one model to Musician for +3 pts


StarWoundEnemy.jpg

Ash ZombiesEdit

"WHERE ARE YOU, LORD? We cannot hear you.... SPEAK to us! PLEASE!"

In order to grow closer to divinity, the Ash Slaves delve themselves ever further into Dagoth Ur's divine song, an odd and confusing experience for the cultists at first, but they hum along in their own lesser way with their lord. To an outsider's view, it would seem that the cultists blabber about trivial things, write incoherent poetry, decorate their strongholds, and rearrange furniture over and over. But only those who are willing and worthy to awake from their slumber are able to hear the divine song, and understand the meaning of the scrabbled Sixth House verse, often carved on the chest of a freshly-murdered imperial.

In the caves and strongholds far removed from watching eyes, cultists practice these rituals, and eventually ascend to the next stage in their evolution. As the Corprus brings them ever towards divinity, the disease mutates the Ash Cultists ever more in turn. During the transition to their next stage of enlightenment, Ash Slaves undergo a severe change. The disease causes the top half of their face to cave-in, leaving a gaping hole where their eyes and nose used to be, and revealing and an empty and rotting skull cavity within. Perhaps more disturbing than the deformities themselves is the fact that the Ash Zombies do not seem to be impaired by them in the slightest; they have lost their eyes, but their sight has only become clearer. They have lost their brain, yet they understand so much more now than they ever had before. This shows that the cultist truly has passed beyond their former mortal boundaries. The corprus strengthens their bodies beyond their former limits; even through they can't use magic in their current state, they are incredibly strong and durable, able to rip a man to shreds with their bare hands and shrug off considerable damage without effort. Wounds on their corprus-blessed bodies knit back together and lost limbs seamlessly grow back. Ash Zombies are often used as something akin to shock-troops; during this stage of enlightenment the Ash cultists' insanity has reached its peak, fervently giving worship to their Lord even as they frantically throw themselves at their enemies, desperate to draw the blood of any who oppose the Sixth House.

11 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-20 models per unit

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Zombie 3 3 4 3 1 5 2 7 0 6+

Wargear: Hand Weapon

Special Rules: Causes Fear, Frenzy

Disease: Blighted Aura (6+), Blight Attack (5+)

A unit of Ash Zombies may:

  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts

The entire unit may replace their Hand Weapons with:

  • Spear OR Pike +1 pts per model

Any number of Ash Zombies may each be given:

  • Second Hand Weapon +1 pts per model
  • Javelins +1 pts per model

The entire unit may upgrade any or all of their weapons to:

  • Dwarvern +3 pts per weapon per model(or +6 pts for all weapons)


The Sixth House.jpg

Ash WightsEdit

"We see you, false one. Your flesh will feed us all."

Ash Wights are terrible creatures of a magical nature created by the Sixth House cult and its Lord, Dagoth Ur. They generally resemble Ash Zombies, save for the small growths now budding within their empty skull cavity, and for fact they have become more advanced in controlling the corprus disease. After a gradual period an Ash Zombie will eventually regain its magical abilities, their consciousness ever shifting, waking and dreaming. They become more proficient at spellcasting than they ever were before, able to control the schools of magic with ease, making them dangerous enemies to face. After reaching this stage, an Ash Zombie becomes a creature known as an Ash Wight, and is gifted a robe signifying their new rank within the Sixth House. Ash Wights cut off and eat exceptionally large amounts of corprus weepings in order to grow their strength.

Elite Ash Wights that possess exceptional magical abilities will generally become ash priests when they advance in rank in House Dagoth. These promising Ash Wights on the verge of their next evolution are called Ash Sorcerers. Their blight infection is even more advanced than that of their kin, the small corprus growths slowly beginning to fill the empty hole in the Ash Sorcerer's face. They are generally very vengeful creatures, and they fanatically travel great distances to murder and dismembered those who oppose their Lord Dagoth Ur.

12 pts per model. Core. Skirmish, Infantry, Ash Creature. 5-14 models per unit

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Wight 3 3 3 3 1 4 1 7 2 6+
Ash Sorcerer 3 3 3 3 2 4 1 7 4 6+

Wargear: Hand Weapon

Spells: Select two of the following- Curse-of-Ash, Sparks, Firebolt, Earwig, First Barrier, Lower Resists.

Special Rules: Causes Fear

Disease: Blighted Aura (6+), Blight Attack (5+)

A unit of Ash Wights may:

  • Upgrade one model to Ash Sorcerer(+1W, +2Mg) for +14 pts. An Ash Sorcerer is a Character.
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
  • Upgrade one model to Musician(can always rally) for +10 pts

Any number of Ash Wights may each be given:

  • Longbow +1 pts per model

The entire unit may upgrade any or all of their weapons to:

  • Dwarvern +4 pts per weapon per model(or +8 pts for all weapons)


EliteEdit

AshGhoul.jpg

Ash GhoulsEdit

"You have chosen war with Dagoth Ur. We grieve for your loss, but we will not spare you. You refused the sweetness of Lord Dagoth's friendship. Now know the bitterness of his fury."

An Ash Wight or Sorcerer who is especially deep in the heart of Lord Dagoth's mysteries will eventually grow a flute-like proboscis from the gaping hole in what was once their face. This creature is known as an Ash Ghoul, a priest of the Sixth House. At this stage of corprus evolution, their flesh grows to contain ever more divine power, and their magical powers increase dramatically in tandem.

Able to channel the divine influence of Dagoth Ur to unwary Dunmer, the hidden caves and strongholds of the Sixth House seem to strum with divine melodies at their very presence, calling out to Sleepers and Dreamers to them in oneness with His flesh. Ash Ghouls are formidable foes indeed, as their minds and bodies are spiraling towards the divine in an ever-faster rate. No mere simple brute or senseless lunatic, the Ash Ghoul is extremely intelligent and capable of cunning tactics, and possesses the skill and strength to put such a mind to devastating use. Even without the threat of their fearsome magic, Ash Ghouls are not to be underestimated. Despite their emaciated appearance, Ash Ghouls are deceptively strong: possessing incredible strength and endurance far beyond that of an ordinary mortal.

Even through the Ash Ghoul's body is marvelously saturated with the divine power of their Lord's blessings, they still among the least of His servants, as Ash Poets, Ascended Sleepers, and Ash Vampires stand high above them in Dagoth Ur's bountiful grace. An Ash Ghoul especially high in their Lord's grace will mutate even further; the tentacle-like organ growing from the hole in their face will grow larger and more pronounced. Eventually this growth will begin to encompass it's entire skull. These Ash Ghouls on the verge of enlightenment are known as an Ash Poets; Ash Cultists of extreme intelligence and power that have nearly completed their path towards achieving oneness with their Lord. Ash Poets, filled with near peerless wisdom in the ways of Dagoth Ur, choose to speak only through metaphors, parables, and verse, phrasing everything in riddles and rhymes, as they see the world in a different, divine perspective. Ash Poets are among the strongest of the Sixth House Cultists.

25 pts per model. Elite. Skirmish, Infantry, Ash Creature.3-15 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Ghoul 4 3 4 4 2 4 2 7 4 5+
Ash Poet 6 3 4 4 2 5 3 8 6 5+

Wargear: Hand Weapon, Sixth House Robes

Spells: Select two of the following- Curse-of-Ash, Sparks, Firebolt, Earwig, First Barrier, Ash Feast, Poisonblast, Lower Resists.

Special Rules: Causes Fear

Disease: Blighted Aura (6+), Blight Attack (5+)

A unit of Ash Ghouls may:

  • Upgrade one model to Ash Poet(+2 WS, +2 Mg, +1 Ld, +1 I, +1 A, Blighted Aura (5+), Blight Attack (4+)) for +32 pts. An Ash Poet is a Character.
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
  • Upgrade one model to Musician(can always rally) for +10 pts

Any number of Ash Ghouls may replace their Hand Weapons with:

  • Sixth House Dual Sickles +12 pts per model
  • Sixth House Bell Hammer +12 pts per model
  • Ash Staff +10 pts per model

Any number of Ash Ghouls may take:

  • Sixth House Amulet +5 pts per model

The entire unit may upgrade their Hand Weapons to:

  • Dwarvern +4 pts per model

The Ash Poet may take an additional spell of your choice from the School of Illusion, Mysticism, Restoration, or Alteration for +15 pts, and may trade any number of his 2 starting spells for spells from the School of Mysticism.

The Ash Poet may take up to 20 pts of magic items, where appropriate, from the armory. For every three models in the unit, an Ash Ghoul may take up to 10 pts of magic items, where appropriate, from the armory.


NixHound.jpg

Houndmaster & Blighted Nix Hound PackEdit

"Our herds are sick. And the game animals -- kagouti, alit -- they grow sick, too. When blight storms come, animals walk in the storms. They get sick, get the red taint. Then they go crazy, bite and fight, go mad, kill everything. Without the herds, without the game, we must starve."

In the ancient cave complexes, ruins and towers scattered around Vvardenfell, various Sixth House cults are hidden. Here the Sleepers and Dreamers go to when they are exposed, to join in with the well-organized and connected cults. Here these cultists are prepared for the coming struggle to regain Morrowind- trained to become raiders and irregular troops. All kinds of dangerous creatures are also bred in these well-hidden strongholds. The most fierce Nix-Hounds are being blighted and trained to become frenzied beasts of war. A normal Nix-Hound can already pose a threat to an unprepared warrior or adventurer, having big, rending claws and a sharp mouth built to suck blood from warm-blooded creatures. A blighted Nix-Hound however, becomes large, strong, and almost insanely aggressive and fierce. A team of Dreamer cultists is necessary to coordinate the blighted creatures, and prevent them from attacking anything in sight.

14 pts per Houndmaster. Elite. Skirmish, Infantry, Ash Creature. 1-3 models per unit.

7 pts per Nix Hound. Elite. Horde, Beast. 5-6 models per Houndmaster.

25mm x 25mm base for Houndmaster, 25mm x 50mm base for Hounds.

Name WS BS S T W I A Ld Mg Sv
Houndmaster 3 3 4 3 2 4 1 7 3 5+
Nix Hound 3 0 3 3 1 6 1 6 0 5+

Houndmaster Wargear: Whip

Houndmaster Spells: Curse-of-Ash, Spark, Earwig, First Barrier, ?????

Houndmaster Rules: Causes Fear

Handler: A Houndmaster gives a +2 Leadership bonus to his associated Blighted Nix Hounds.

Houndmaster Disease: Blighted Aura (6+), Blight Attack (5+)

Blighted Nix Hound Wargear: Claws

Blighted Nix Hound Rules: Fast, Fleet of Foot

Feral: If a Houndmaster is slain, the Blighted Nix Hounds associated with the slain Houndmaster become their own unit and must take a leadership test. If the unit passes the test, they frenzy. If the unit fails the test, they flee.

Blighted Nix Hound Disease: Blighted Aura (6+), Blight Attack (5+)


Ash DeathguardEdit

"Fire, poisons, claws, pincers, wheels... what slave knows what the lover feels?"

An Ash Cultist in similar progress as the Ash Poet, an Ash Guard is a creature in between the Ash Ghoul and the powerful Ascended Sleeper. It's skull slowly deforms into a shape similar to a large, magical flute. A creature like this who chose the path to become a Sixth House holy-warrior is called an Ash Deathguard. Posessing enormous powers and intelligence, and speaking, like the Ash Poet in riddles, rhymes and songs. An Ash Deathguard, having earned it's terrible name this way, has the holy task of protecting his fellow Ash Cultists. While the lower Ash Guards protect small, hidden Sixth House shrines from intrusions, the Ash Deathguards protect the greatest shrines of the Sixth House servants lying beneath the Red Mountain, inside the dreaded region of the Ghostfence. A region which the Temple Buoyant Armigers dread to go into, with all the right reasons.

25 pts per model. Elite. Skirmish, Infantry, Ash Creature. 4-10 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ash Deathguard 6 6 4 4 2 5 2 7 2 5+

Wargear: Hand Weapon, Sixth House Robes

Spells:

Special Rules: Causes Fear, Preferred Enemy (all Common Races except Dark Elf)

Disease: Blighted Aura (6+), Blight Attack (5+)

A unit of Ash Deathguard may:

  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
  • Upgrade one model to Musician for +10 pts

Any number of Ash Deathguard may take:

  • Second Hand Weapon +4 pts per model
  • Shield +4 pts per model

Any number of Ash Deathguard may replace held weapons with:

  • Long Bow and Dagger +6 pts per model
  • Sixth House Dual Sickles +12 pts per model
  • Sixth House Bell Hammer +12 pts per model

Any number of Ash Deathguard may take:

  • Sixth House Amulet +5 pts per model

Each Ash Deathguard may upgrade his Hand Weapons or Long Bow and Dagger to:

  • Dwarvern +6 pts per weapon
  • Ebony +10 pts per weapon


AscendedSleeper3.png

Ascended SleepersEdit

"You think what you do has meaning? You think you slay me, and I am dead? It is just dream and waking, over and over, one appearance after another, nothing real. What you do here means nothing. Why do we waste our breath on you?"

Having reached the final stage of enlightenment and evolution, the poetry of the former Ash Poet becomes so sublime that all transcription becomes impossible, except by way of sheet music, the orchestration of which will slowly drive mortals into an irrevocable madness. At this point, the cultist has become more dream than flesh. Their form has become so distorted that they are rendered completely unrecognizable from their former mer-ish appearance. Where once was their face, a huge mass of osseous tentacles and flute-like growths now dominates the front of their body. These deranged creatures are known as Ascended Sleepers, though the fools of the Tribunal Temple simply call such terrifying creatures Flute-and-Pipe-Ogres, in reference to the great flute-organs that comprise what passes for their skull, which they use in their strange rituals and to perform extreme feats of magic and tonal architecture. Ascended Sleepers are also known to be extraordinarily intelligent, having experienced the secrets of the Dream-sleeve, and being ascended from it, seeing reality as it truly is: a dream. They have attained full enlightenment in the ways of Lord Dagoth, and have woken up from their former mortal illusions. Ascended Sleepers devote themselves towards furthering their Lord's goals, they are able to spread Dagoth Ur's influence across great distances, broadcasting His dream-influences to everyone in their reach. The mere presence of an Ascended Sleeper can cause every Sleeper and Dreamer cultist within the area to become possessed by the Sixth House even from far away, and those possessed will be unable to be freed from their dreams unless the creature is completely destroyed.

All but the very strongest warriors, sorcerers, and mages must take great caution when confronting an Ascended Sleeper; deceptively unaggressive and slow, Ascended Sleepers posses a terrifying mastery of the arcane arts, able to cast extremely powerful and destructive spells in quick succession with little trouble. In addition to their arsenal of magic, Ascended Sleepers have reached full control of the divine seed implanted into their bodies, and as such are capable of enormous feats of strength and endurance. They shrug off all but the mightiest blows, and posses enough strength in their deceptively atrophied limbs to send a fully-grown warrior flying. Because of their incredible intelligence, strength, and magical power, they are feared even by the elite orders of the Ordinators and Buoyant Armigers, but not even the gristly rumors do them justice. Ascended Sleepers are always feared more by those who have encountered one once before.

55 pts per model. Elite. Skirmish, Infantry, Ash Creature. 1-3 models per unit

40mm x 40mm base.

Name WS BS S T W I A Ld Mg Sv
Ascended Sleeper 4 4 4 4 3 4 2 7 8 5+

Wargear: Tentacles

Spells: Curse-of-Ash, Shockball.

Ascended Sleepers may each purchase two additional spells and/or replace Curse-of-Ash/Shockball with any spell for the following price:

  • Any Alteration Spell +4 pts
  • Any Restoration Spell +4 pts
  • Any Mysticism Spell +8 pts
  • Any Illusion Spell +8 pts
  • Destruction spells cast on 13+ or less +8 pts
  • Destruction spells cast on 14+ mana +16 pts
  • Summon Flame Atronach (cast on 8+) +15 pts
  • Summon Frost Atronach (cast on 12+) +30 pts
  • Summon Storm Atronach(cast on 15+) +50 pts

See Scrollhammer: Daedra Cults for rules for Daedra.

Special Rules: Causes Terror

Disease: Greater Blighted Aura (5+), Greater Blight Attack (4+)

Any number of Ascended Sleepers may take:

  • Sixth House Amulet +15 pts per model
  • Ash Statue +7 pts per model


SupportEdit

CorprusStalkerByTheMinttu.jpg

Corprus StalkersEdit

"The 'corprus men,' they crawl from under the mountain. They prey in the night like demons. They follow the blight storms, walk in the storms, bring death, disease. Hunters won't hunt, herders won't herd. Scared to go out on the land. Ahemmusa are people of peace, not of war. We fight, we die; we don't fight, we die. We must have help, or there will be nothing left."

Not everyone blessed with Lord Dagoth's gift of divinity reaches towards the stages of an Ash cultist. In fact, most people aren't able to control the blessing, and as a result it will ravage their minds and bodies. Native Dunmer call it a disease: 'soul sickness' or 'corprus disease'. The effects of corprus on it's victims vary from person to person, for some people the progress goes by very quickly and painfully, while for others it's very slow. The bodies of all victims however, will eventually twist and grow in unnatural ways, large flesh growths appear all over their bodies. The skin turns pale-white and flesh falls off and grows back in a rapid rate. This victim is known as a Corprus Stalker. The mind of the corprus stalker will slowly detoriate and become more and more demented, until it is reduced to a mindless, demented creature. As a result of corprus however, they've become immortal, doomed to wander aimlessly in a demented state for eternity. Dunmer families who've had a family member infected with corprus disease usually send them to the Corprusarium of Telvanni Lord Divayth Fyr. Here they remain in safety, and are calmed down by music.

Corprus stalkers aren't harmless however. Great care must be taken in approaching them because their dementia renders them very aggressive, furthermore their bodies have become extremely tough as a result of the corprus disease. Crazed humanoid creatures roam the region inside the ghostfence, and the ashlands around it. Appearing from nowhere during the red blight storms, killing off people and lifestock. Great risk comes with fighting these creatures as one can become infected with crippling blight diseases and even runs the risk of catching corprus and turning into a corprus stalker himself. Most frightening of all is the fact that Corprus Stalkers seem able to be controlled by Sixth House cultists, obeying their master's every whim.

11 pts per model. Support. Horde, Infantry, Ash Creature. 5-20 models per unit

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Corprus Stalker 1 0 4 4 1 1 1 7 0 6+

Wargear: Claws

Special Rules: Causes Fear, Feel No Pain, Frenzy.

Disease: Corprus Aura (5+), Corprus Attack (4+)



Lame CorprusEdit

"There's blight plague in Fort Buckmoth! Trooper went mad, turned into a fat, beast with sores and flabby chunks of flesh hanging off. Then he dropped dead, just like that. You can't make me go anywhere near that fort."

Victims struck by Corprus Disease will become incredibly deformed, their minds and bodies twisted beyond imagination. A victim quickly becomed aggressive, demented, and dangerous enough to be called a Corprus Stalker, but in this stage the disease is just beginning to wreak havoc actoss the victim's body. In the advanced stage of corprus, the skeletal structure will start to twist and flesh will fall off and grow back in an ever-faster rate until their bodies are swollen greatly out of proportion. These creatures are known as Lame Corprus.

Even besides the dangerous blight and corprus diseases it can spread upon contact, and often being controlled by Sixth House cultists, the Lame Corprus is a creature to be greatly feared by peasants and warriors alike. Stumbling into camps and villages during the raging blight storms, they will murder and slaughter anything they can get their diseased claws upon. The corprus disease greatly increases the strength of the former Corprus Stalkers, making the advanced victims of the disease incredibly dangerous opponents, able to rip fully-grown men in pieces like savage animals.

25 pts per model. Support. Horde, Infantry, Ash Creature. 1-6 models per unit

40mm x 40mm base.

Name WS BS S T W I A Ld Mg Sv
Lame Corprus 1 0 4 5 2 1 2 7 0 6+

Wargear: Claws

Special Rules: Causes Fear, Feel No Pain, Frenzy

Disease: Corprus Aura (5+), Corprus Attack (4+)


CorprusBeasts.png

Corprus BeastsEdit

Unfortunate indeed are those wretched few who manage to survive into final stages of Corprus. Corprus Beasts are those whom the blight has reduced to freakish abominations. There is nothing which is at once both so pitiful and so terrible to behold as they.

As Corprus infection progresses, it mutates the afflicted in ever more horrible and unnatural ways. Their flesh both decays and regenerates at once, becoming ever and ever more cancerous. Their forms are twisted and corrupted beyond all recognition, growing ever more strange and monstrous. There is no limit to which the Divine Disease might deform their bodies, and as such no two of the afflicted are ever quite the same; some might be mutated into hulking beasts with unnatural strength, others might be reduced to little more than perforated mounds of flesh or puddles of cancer.

The degradation of afflicteds' flesh is matched only by that of their minds. Nothing is left of who they once were. Where once there were the thoughts of an intelligent being, now not even madness remains. Nothing is left in those afflicted with such advanced stages of Corprus save for hunger; hunger and malice.

Support, Horde, Infantry, Ash Creature. Can be taken as 10-20 man sized, or 6-12 Large, or 3-6 Hulking.

25mm x 25mm base or 40mm x 40mm base.

Name WS BS S T W I A Ld Mg Sv Points
Man 3 3 3 3 1 2 1 5 0 6 6
Large 3 3 4 4 1 1 1 5 0 5 10
Hulking 3 3 5 5 3 1 1 5 0 5 30

Wargear: Claws

Special Rules: Causes Fear, Feel No Pain, Frenzy

Corprus Mutations: There is no limit to the shapes Corprus Beasts might take. You may perchase upgrades for the entire unit for the listed cost per model.

Mutation Man-sized Large Hulking Effect
Latent Reflexes 0.5 pts 1 pts 3 pts +1 WS
Strength 2 pts 3 pts 10 pts +1 S
Tumors 2 pts 3 pts 6 pts +1 T
Bulbous 3 pts 6 pts 12 pts +1 W
Crazed 2 pts 4 pts 10 pts +1 A
Andrenal Glands 0.5 pts 1 pts 3 pts +1 I
Overgrown Carapace 1 pts 3 pts 8 pts +1 Sv
Cancerous 2 pts 6 pts 12 pts 5+ Ward Save
Hopping 1 pts 2 pts 6 pts Fleet of Foot
Beast Morphology 1 pts 3 pts 10 pts +6" Assault
Unstable 0.5 pts 1 pts 4 pts (1)
Immobile 0.5 pts 1 pts 3 pts (2)
Lasher 1 pts 2 pts 5 pts (3)

(1) When the model is slain it deals a S(S) blast hit to all nearby enemies. Enemy models slain by this attack grant Corprus Tokens. The owner may optionally detonate any number of models when the unit assaults or is assaulted.

(2) The model becomes Immobile but gains +1W and +T

(3) The model may make a special shooting attack that uses the following profile-

  • Man-sized: S(S), Fire and Charge 1, 6"
  • Large: S(S), Fire and Charge 1, 8"
  • Hulking: S(S), Fire and Charge 1, 10"

Disease: Corprus Aura (5+), Corprus Attack (4+)


Sixth House BianzhongEdit

It is remarkably easy to tell when one enters Sixth House territory- the festering, darkened tunnels are tell-tell signs of such places. There is more then just the red hue of light, and moldy scent, but also the faint, hushed noise of song imagined by no mortal. Upon the light of moons, this same song can be heard near Ash Statues of the Sixth House. It through this poisonous, jarring sound that the members of House Dagoth worship and grow closer to their lord.

The combination of wails and tintinnabulation have profound effects on mortals, especially those who have never been exposed to the sinister aspect of House Dagoth. Confusion and terror seep into ones mind, ushering and begging them to perform vile deeds, tugging away at their sanity. During large skirmishes or battles the Sixth House will construct a mighty bianzhong to take with their forces. Dragged by hordes of dunmer and Ash Slaves, the instrument is brought directly to the field of war, and then set upon by a handful of Bell Ringers; Ash Zombies nearing the next stage of ascendancy. These ringers seemingly become possessed, striking at the bells in fits of ecstasy and fervor. Ash creatures and fellow initiates delight in the proceeding song. The exact opposite effect is had on formations of men, who quickly give into despair as they behold the reveling Sixth House.

Support. Artillery. 1 artillery per unit, 1-3 Bell Ringers per Sixth House Bianzhong.

25mm x 25mm base(Bell Ringers), 50mm x 100mm base(Bianzhong).

Name WS BS S T W I A Ld Mg Sv Cost
Bianzhong - - - 7 4 - - - - - 60
Bell Ringer 3 3 3 3 1 4 1 7 0 6+ 25

Crew: 1-3 Sixth House Bell Ringers

Wargear: Sixth House Bell Hammer

Bianzhong Rules: Immobile

Construct: The Bianzhong model is Immune to Poison and Immune to Disease; the Bell Ringers are likewise Immune to Disease, being Ash Creatures.

The Poison Song: Every round that a Sixth House Bianzhong is played by one or more Sixth House Bell Ringers it effects all units within 18". The effects of multiple Sixth House Bianzhongs do not stack; if the area of effect of two or more overlap, use the effects of the one being played by more Sixth House Bell Ringers.

Harmonious Tintinnabulation: The more Bell Ringers there are working the Bianzhong the greater its effect:

  • 1: +1 Ws for House Dagoth units
  • 2: -1 Ld for non-House Dagoth units
  • 3: +1 T for House Dagoth Units and -1 WS for non-House Dagoth Units.

Bell Ringer Disease: Blighted Aura (6+), Blight Attack (5+)


Special CharactersEdit

Lord High Councilor of House Dagoth

Dagoth Ur, the SharmatEdit

"What a world.... Perhaps we shall never know. But as I have sympathy for you, and the melancholy fate of all mortals, I shall weep for your death."

Sharmat and Dream-sleeved inversion, Dagoth Ur once served as the Lord High Councilor of the Sixth House in an age lost past. Now, in this new era, he returns as its god. The Dreamer is awake, and the Sixth House wakes with him. From beneath Red Mountain, Dagoth Ur and his ash vampires returned to the waking world, and as their first act toward setting the world aright, they reclaimed the Heart of Lorkhan, preventing the Tribunal from restoring their profane power. The Pretenders of the Tribunal have proven that they were not worthy of the Heart. See what the they have done. The Tribunal, like ghouls, fed on the nobility, heroism, and trust of their king. They lied to their people, hiding their foul murder of Nerevar and the true source of their profane Divinity. They've sacrificed the honor and dignity of the Dunmer race, and handed over their ancient land to the mongrel dogs of the Empire. But now the Heart has a new master. Whereas the Tribunal guarded the Heart with jealousy and secret, selfish greed, Dagoth Ur shares the power he has from the Heart to help free his mortals from their ancient fears of the gods.

As a mortal, Lord Voryn Dagoth was the the friend, brother, and closest shield-companion of the Hortator, Lord Nerevar Indoril, in peace and in war. No houseman ever served Nerevar better or more faithfully. Much that Dagoth Ur did was at his command, at great cost to himself, and his honor. Yet beneath Red Maintain, Nerevar struck down his loyal servant and friend, for the sole crime of guarding that which Nerevar himself had bound him by oath to defend. It was a cruel blow and a bitter betrayal. But it was not the end.

Now Dagoth Ur and his house have returned, coming forth to free Morrowind of foreign rulers and divine pretenders. Dagoth Ur shall free the Dunmer from the Imperial yoke, and cast down the false gods of the Temple. He will lead them out of their ancient superstitions, and gift them with intimate knowledge of the divine. Through the power of Akulakhan, Second Numidium, Dagoth Ur shall liberate first Vvardenfell, then Morrowind, and then the rest of Tamriel from the Mongrel armies of the Empire. Through the power of the Heart, Dagoth Ur shall liberate all mortals from ancient superstitions, and glorify their crusade against the gods. In time, every mortal in Tamriel shall feel the liberating contact with the divine. Who knows what we might be capable of once we no longer fear death?

Go unto the Sharmat Dagoth Ur as a friend.

AE HERMA MORA ALTADOON PADHOME LKHAN AE AI.

600 pts. Dagoth Ur may be taken as a Hero choice. Independent Character, Skirmish, Infantry. Single Model.

50mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Dagoth Ur 8 6 5 6 4 4 3 10 10 - (3++)

Wargear: Claws

The Mask of the Dreamer: Dagoth Ur wears a mask bearing the great solar disc of the Sixth House Cult. It Causes Terror at -1Ld

Spells: Hand of the Sixth House, Wrath of the Six House, Plaguebloom, Command Mortal, Deathly Weakness, Curse-of-Fire, Curse-of-Ash, Curse-of-Flesh, Curse-of-Ghosts, Curse-of-Seed, Curse-of-Despair.

Curse-of-Dreams: This is a shooting attack, cast on a 25+, Illusion. Enemy units within 12" must make a morale test, and on a failure flee. On a roll of 11+ the unit is additionally inflicted with 1d3 cases of Corprus.

Wrath of Dagoth: Dagoth Ur inhales the base matter of Nirn, and exhales a wave of Padhomic change that purges what it does not perfect. This is a shooting attack, cast on a 20+. S8 AP7, Move and Fire 2, Range 24". Destruction. A unit wounded by this attack loses 1S, 1T, 1I, an inch of movement, and an attack until the start of your next turn. Does not stack.

Inverse-Necromancy: Ash Vampires and Dagoth Ur all bear a connection to the Heart of Lorkhan, and among themselves, allowing him to restore his lieutenants back to function at a whim. Cast on 25+. This spell may be cast at any time. This turn, once only, when you would roll for Dagoth's Chosen, an Ash Vampire is instead resurrected on a roll of 3+, and at 2 wounds.

Ash Storm: Cast on a 25+, this spell may be cast at any time. A churning cloud of Ash blankets the battlefield, choking and befuddling all man and mer. This is a status effect that lasts 1d3 turns after casting. At the start of each player's turn, each of their units that are not a majority Ash Creature take 1d6 S3 (magic) hits. A model or unit that is wounded must roll on the normal Blight List.

Special Rules: Regenerate (5+)

Rising Divinity: Dagoth Ur is a Physical God with (only) a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, Feel no Pain.

I Dream That I Am Alive: Whenever Dagoth Ur is reduced to 0 Wounds, roll 3d6 every turn thereafter. On a roll of 13+, Dagoth Ur returns to life at the place where he died with one wound remaining.

The Dreamer Is Awake: Dagoth Ur is unaffected by Illusion magic and gains +5 to all spellcasting rolls.

Thief of Brass: Dagoth Ur ignores the immunity to Illusion magic normally possessed by mechanical creatures, such as Fabricant Automatons and Dwemer Animunculi.

Tonal Synchronotropism: Friendly units within 16" of Dagoth Ur roll on the Greater Blight List rather then the normal Blight List. All units (other then Dagoth Ur) within this area of effect have -1 to the required roll for bestowing a disease. Does not stack with Dromotropic Harmony.

Disease: Corprus Aura (4+), Corprus Attack (2+)

Dagoth Ur may take:

  • Ash Staff +25 pts
  • The Heart of Lorkhan: +2S, +2T, +2I, Critical Strike (5+), IDTIAA: Brings back at 2 wounds rather than 1, and has his Regeneration upgraded to 4+. +250 pts


EquipmentEdit

Basic EquipmentEdit

The following is a list of the base items used by House Dagoth.

Leather armor is Light Armor(6+).

Sixth House Robes are unarmored clothing.

Dwarvern weapons are Elven Weapons(+1 AP). Sixth House and Ash weapons are Ebony Weapons(+1S)

Sixth House Bell Hammer: +3 Strength, +2 AP, Very Unwieldy. Two hands.

Sixth House Dual Sickles: +1 Strength, +1 Attack, the bearer may Parry as if they were using a shield. Two Hands.

Whip: +1 WS, -1 AP. A model wielding a whip counts as having Causes Fear vs beasts. If they already have Causes Fear, then they count as having Causes Terror vs beasts. If they already have Causes Terror, then they receive a further +1 WS vs beasts.


Magic ItemsEdit

The Magic Items available to House Dagoth 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. (Replacements are only available to models which could take that class of item to begin with).


Weapons and StavesEdit

Weapon of Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike.

Leech Weapon: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, roll a d6. On a 6, bearer regenerates a wound.

Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit.

Weapon of Might: Melee weapons only, upgrade. +10 pts. +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.

Weapon of Unraveling: Ranged weapons only, upgrade. +4 pts. For each hit with this weapon, roll a d6. On a 6, all ongoing magical effects on hit unit are removed.

Weapon of Gibbering: Ranged weapons only, upgrade. +8 pts. Models hit by weapon are Silenced until the beginning of your next turn.

Staff of Black Hope: A model wielding a Staff of Black Hope is allowed to cast Curse-of-Flesh once per turn at no Mg cost. +12 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.

Staff of Forgetfulness: Staff. Once per game the wielder may designate a model within 24" that is in line of sight. Remove a random spell from the targeted model. +20 pts.

Dagoth Dagger: Magic Damage. Ignores armor when charging from cover or out of a state of Invisibility. A model wounded by a Dagoth Dagger has its natural movement speed halved for the next two turns.

Ash Staff: +1 Magicka. Bearer gets +4 to rolls to cast spells that grant disease while using this staff.

Sixth House Dagger: +1 Strength. Ignores armor when charging from cover or out of a state of Invisibility. On a melee attack with an Ash Dagger, the bearer may reroll failed tests to infect the attacked opponent with a disease.


Armor and ShieldsEdit

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.

Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner.

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 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.

Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.

Robes of the Watchful Touch: Robes. Provides wearer with a 6+ Ward save (Or +1 to their ward save, should they have one) 10 pts.

Cowl of Blackened Heart: (Helm) Ash Ghouls, Ash Deathguard, Ascended Sleepers, and Sixth House Minister only. Grants the bearer Hatred (all Common Races except Dark Elf). +12 pts

Robes of Tainted Marrow: Artifact. Robes. Caster loses 1T, gains 1Mg, and receives +2 to all spellcasting rolls. +25 pts.

Shield of Mourning: Bearer causes Fear to Dark Elves. If the bearer already has Causes Fear, then instead the bearer causes Terror to Dark Elves. +10 pts

Belt of Wisdom: Belt. Bearer has +1 Magicka. +12 pts.

Belt of Heartfire: Artifact, Belt, Ash Vampire only. Bearer has a 5+ Ward Save against Poisoned and Flame attacks. Bearer has +1 Wound.


Other ItemsEdit

A model may only have one amulet and one ring.

Sixth House Amulet: Bearer has a 6+ ward save. +15 pts

Amulet of Slow Falling: Bearer never has to make Dangerous Terrain Tests. +5 pts.

Ring of Pitted Dreams: Should the bearer have a Disease Aura the roll required to bestow Diseases is decreased by 1, down to a minimum of 3+. +8 pts.

Ring of Flame/Frost/Shock Bite: Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts.

Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts.

Sigil of Awakening: (amulet) Bearer's Mg counts as an unmodified 10 when resisting silence effects and they additionally have +1 Mg. +12 pts.

Ash Statue: All enemy models within 3" of a model carrying an Ash Statue receive -1 Ld.

Blood Ring: Artifact, Ash Vampire only. Bearer has a 3+ Ward Save against Flame attacks, and Flame attacks lose any Multiple Wounds effect against bearer. Bearer has Feel No Pain(6+).

Soul Ring: Artifact, Ash Vampire only. Bearer may ignore illusion spells on a d6 3+. Bearer's Magicka dice cannot be drained by any enemy effects.

Heart Ring: Artifact, Ash Vampire only. Bearer has a 3+ Ward save against Flame, Shock, Frost, and Magic attacks. Additionally, the bearer is allowed to cast Dispel once per turn at no Mg cost.

Amulet of Heartheal: Artifact, Ash Vampire only. Flying movement type. +1 Strength.

Amulet of Heartthrum: Artifact, Ash Vampire only. Bearer has a 3+ Ward Save against Shock damage, and cannot lose Magicka dice from effects that deal Shock damage. Bearer has +3 Magicka.

Amulet of Heartfire: Artifact, Ash Vampire only. 4+ cover save, including in close combat. +2 Initiative.

Amulet of Heartrime: Artifact, Ash Vampire only. Enemy attacks get -1 to hit bearer(but not his unit). Conjuration spells cost 1 less Magicka for bearer to cast, to a minimum of 1. +1 Magicka.


ConsumablesEdit

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

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 the Waves: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts

Potion of Dispel: Remove all ongoing magical effects from drinker'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 Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 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 Wisdom: 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

Potion of Skill: Drinker gets +1 WS this turn. +3 pts

Potion of Marksmanship: Drinker gets +1 BS this turn. +4 pts

Corprus Weepings: Corprus weepings are hardened secretions that fall from the fleshy sores of corprus victims. Heals eater on a d6 5+ on consumption. +5 pts

Ash Salt Brine: Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Drinker gets a 6+ Ward save (or +1 to his ward save) against magic for the duration of this turn. + 5 pts

Sacrament of Flesh: Heals eater on a d6 2+ on consumption. +25 pts

Sacrament of Blood: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts.

Ancient Dagoth Brandy: A well matured spirit produced by House Dagoth sometime before the War of the First Council. It is a rare nectar beyond compare, distilled ages before your ancestor's ancestors. Drinker gains +1S and +1T this turn. +10 pts


SpellsEdit

A compendium of the spells used by House Dagoth.


School of DestructionEdit

Hex: Cast on 3+, 1-handed, cast during the close combat phase. Choose a model in base contact with caster. That model re-rolls rolls of 6 to hit this round.

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).

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.

Soulpinch: Cast on 3+, shooting attack. Fire and Charge 3, Range 18". Hits cause Magicka Drain(1).

Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1, range 18", flame.

Spirit Knife: Cast on 4+, 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.

Dagoth's Bosom: Casts on 6+, shooting attack, Fire and Charge 1, Range 12". If it hits, the unit hit loses it's charge and counter-charge bonus until the beginning of your next turn.

Ash Feast: Cast on 8+, 1-handed, close combat phase. This is a Poisoned(4+) poison spell Hand Weapon (but can only be dual wielded with a non-spell weapon).

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.

Hand of the Sixth House: Casts on 8+. Cast at the beginning of your assault phase. Choose WS, BS, S, T, I, A, Ld or Mg. Choose a model in base contact(or up to 1 base away from) caster. That model's chosen stat is reduced by 1 this round of combat, to a minimum of 1. Bearer gains +2 in that stat this round of combat.

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.

Shockball: Cast on 9+, shooting attack. S5 AP0 Blast, Move and Fire 1, Range 24", hits causes Magicka Drain(1), shock.

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.

Deathly Weakness: Cast on 10+, shooting attack. Fire and Charge 1, Range 24". If the enemy unit is hit, until the beginning of your next turn, that unit loses any Immunities to Poison and Disease.

Curse-of-Ash: Cast on 10+, 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 any one Blight Disease (not Corprus) of your choosing.

Wrath of the Sixth House: Casts on 10+. Move and Fire 1, S3, AP0, Range 12", hits automatically. Choose WS, BS, S, T, I, A, Ld or Mg. Choose a model in hit unit. The chosen stat on that model is reduced by 1 this turn, to a minimum of 1. Bearer gains +1 in that stat this turn.

Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame.

Curse-of-Flesh: Cast on 15+, 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 Corprus.

Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock.

Plaguebloom: Casts on 20+, shooting attack. S1 AP7. Move or Fire 1, Large Blast, Range 24". Models hit by this spell are granted a Blight Disease of your choosing.

Curse-of-Fire: Casts on 23+, shooting attack. Move or Fire 1, Range 24". The model hit by this spell must make a Toughness test. On a failure it is dealt four S8, magic, flame hits, and contracts Ash Woe Blight Disease.

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 ConjurationEdit

Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.

Curse-of-Ghosts: Cast on 20+, shooting attack. Move or Fire 1, Range 24". Target model if hit, is haunted by anguished ghosts. For 1d3 turns the model has -2WS, and is dealt a S4 magic hit at the start of their turn.


School of AlterationEdit

Flame/Frost/Shock Barrier: 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.

First Barrier: Casts on 8+, 1-handed, may be cast any time. If caster has no armor save, his armor save becomes 6+ this turn. Caster's armor save cannot be reduced to worse than 6+ 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.

Third Barrier: Casts on 16+, 1-handed, may be cast any time. If caster has an armor save of less than 4+, his armor save becomes 4+ this turn. Caster's armor save cannot be reduced to worse than 4+ this turn.

Sixth Barrier: Casts on 26+, 1-handed, may be cast any time. If caster has an armor save of less than 2+, his armor save becomes 2+ this turn. Caster's armor save cannot be reduced to worse than 2+ this turn.

Ascendant Shield: Casts on 28+, your movement phase. Until the beginning of your next turn, caster has a 4+ Ward Save (or +3 to his Ward Save if he already has a Ward Save) against spells, is a Flyer, and for each time his Ward Save succeeds against spell damage, he gains +1 Power Dice in addition to his normal replenishment at the beginning of your next turn. Multiple instances do not stack.


School of IllusionEdit

Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cast on 5+, shooting attack. Fire and Charge 3, Range 18". Models hit must must re-roll all Power Dice whenever they successfully casts 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).

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.

Shadow Form: Cast on 8+, 1-handed, cast any time. Caster gets Stealth(+1) this turn, even it in close combat. Multiple instances do not stack.

Brevusa's Averted Eyes: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible

Medusa's Gaze: Cast 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.

Curse-of-Despair: Cast on 23+, shooting attack. Range 24". The model hit by this spell must make a morale test. On a failure it is Paralyzed until the end of that player's upcoming turn.


School of MysticismEdit

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.

Life Force: Casts on 10+, 1-handed, assault phase. Counts as a spell close combat weapon. For each unsaved wound dealt by this weapon, caster regenerates a wound on a 5+.

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.

Charma's Breath: Casts on 13+, shooting attack. Fire and Charge 1, template, Poisoned(5+). For each unsaved wound dealt by this spell, caster regenerates a wound on 6+.

Curse-of-Seed: Casts on 23+, shooting attack. Range 24". The model hit by this spell must make a Toughness test. On a failure it is afflicted with a Corprus-seed- the model gains Corprus and any time it deals a wound the caster restores a wound of its own.


School of RestorationEdit

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).

Carcass of the Saint: Casts on 10+. Caster loses 1S, 1T, or 1A for the duration of this turn, but regenerates a wound on a D6 roll of 4+.

Bleeding Heart: Casts on 15+. Designate a friendly model within 3" of the caster. Remove it from the game. For each remaining wound this model had roll a dice, and the caster regenerates a wound of their own on 4+.