Cosmology

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  • Cosmology is one the 10 magic paths. it consists of the following spells:
    0: Altered Sight
    1: Touch the Heart
    2: Mind Games
    3: Truth of Time
    4: Ice and Fire
    5: Perception of Strength
    6: Unity in Divergence
    Duality: All Cosmology spells are divided into two versions; Cosmos and Chaos. When Casting Cosmology spells, always
    declare which version of the spell you are using.
    Whenever a spell from Cosmology is successfully cast and caster had no Cosmology counter, it gains a counter matching
    that version; a Cosmos counter for Cosmos version, or a Chaos counter for Chaos version.
    Non-Bound Spells from Cosmology have {their Casting Values reduced by 2} when cast by a Caster with a Cosmology
    counter matching the version of the Spell that is cast (i.e. Cosmos versions of spells have reduced casting values for
    casters with a Cosmos counter, and vice versa for Chaos). When a Caster attempts to cast a Cosmology spell of a version
    not matching its counter, it immediately loses its Cosmology counters.
    At the end of each of your Magic Phases, replace all your Cosmos counters with Chaos counters, and all Chaos counters
    with Cosmos counters.

    #NameCasting ValueRengeTypeDurationEffect
    0Altered Sight7+ {5+}24"Cosmos: Augment
    Chaos: Hex
    Lasts one TurnCosmos: The target gains +1 Weapon Skill and +1 Ballistic Skill.
    Chaos: The target suffers -1 Weapon Skill, to a minimum of 1, and -1 Ballistic Skill.
    1Touch the Heart7+ {5+}18"Cosmos: Focused
    Augment
    Chaos: Focused
    Hex
    Direct Damage
    InstantCosmos: The target Recovers 1 Wound.
    Chaos: The target suffers 1 hit that automatically wounds with Armour Piercing
    (6).
    2Mind Games7+ {5+}18"Cosmos: Augment
    Chaos: Hex
    Remains in PlayCosmos: The target gains +1 Leadership.
    Chaos: The target suffers -1 Leadership.
    3Truth of Time9+ {7+}18"Cosmos: Augment
    Chaos: Hex
    Lasts one TurnCosmos: When the target rolls a Charge Range, Flee Distance, Pursuit Distance or Overrun
    Distance, it rolls an additional D6.
    Chaos: When the target rolls a Charge Range, Flee Distance, Pursuit Distance or Overrun
    Distance, it rolls one less D6 than normal.
    4Ice and Fire9+ {7+}18"Hex
    Missile
    Damage
    InstantCosmos: The target suffers 2D6 Strength 3 hits with Flaming Attacks and Divine Attacks.
    Chaos: The target suffers 2D6 Strength 3 hits with Armour Piercing (3).
    5Perception of Strength10+ {8+}18"Cosmos: Augment
    Chaos: Hex
    Lasts one TurnCosmos: The target gains +1 Strength.
    Chaos: The target gains -1 Strength.
    6Unity in Divergence11+ {9+}18"Cosmos: Augment
    Chaos: Hex
    Direct Damage
    Cosmos: Lasts one Turn
    Chaos: Instant
    Cosmos: All models in the target unit gain a Ward Save (5+).
    Chaos: Each model in the target unit suffers a Strength 3 hit.

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