Mystical Monuments

A catch-all category for the mystical relics, monuments, and ruins that don't fit comfortably elsewhere. Mystical Monuments are best treated as impassable terrain for movement and Line of Sight, and a particularly large or complex one might combine several terrain elements, such as a hill or an obstacle.

Examples of Mystical Monuments

A few examples follow, using the rules above unless stated otherwise.

Altar of Khaine

All units within 6" of an Altar of Khaine are subject to the rules for Frenzy -- lost as soon as a unit moves out of range. A unit already subject to Frenzy instead gains +2 Attacks, but must re-roll a passed Leadership test to restrain itself from charging.

Arcane Ruins

Any Wizard within 6" of Arcane Ruins may re-roll failed attempts to channel power and dispel dice.

Bane Stone

Hits made against units within 6" of a Bane Stone get a +1 bonus to wound.

Charnel Pit

All units within 6" of a Charnel Pit suffer a -1 penalty to their Leadership. Undead units within 6" also gain the Regeneration (6+) special rule.

Elven Waystone

Any Wizard within 6" of an Elven Waystone adds +1 to their channelling attempts.

Idol of Gork (or Possibly Mork)

Units that start the turn within 6" of the Idol can re-roll a failed charge distance roll.

Magic Circle

Units within 6" of a Magic Circle have the Magic Resistance (2) special rule.

Sinister Statue

At the start of each player turn, roll a die for every unit within 6" of the Sinister Statue. On a 4+, nothing happens; on a 1-3, beams of light blaze from its eyes and the unit suffers D6 Strength 4 hits.

Sorcerous Portal

At the start of the Magic phase, after power and dispel dice are generated but before any spells are cast, the Sorcerous Portal belches forth a spell of its own. Roll 2D6 on the table below to see which:

2D6Result
2-4Soulblight (Lore of Death)
5-6Wyssan's Wildform (Lore of Beasts)
7Plague of Rust (Lore of Metal)
8-9The Speed of Light (Lore of Light)
10-12Fireball (Lore of Fire)

The spell needs no line of sight, always targets the closest unit (regardless of range or whether it's in combat), is automatically cast, and can't be dispelled. If it has a choice of casting values, it's assumed to be cast at the lower one.

Wyrding Well

Provided it's not in combat, a unit within 3" of a Wyrding Well can drink from it at the end of its Movement phase -- roll a D6 on the table below for the outcome:

D6Result
1Magical Poisoning. The unit can't take any voluntary action (shooting, casting, channelling, using magic items, etc.) until the start of the following turn.
2-4Ailments Banished. The unit immediately recovers 2D6 Wounds' worth of models, as the Lore of Life's Regrowth spell.
5-6The Gift of Oblivion. The unit is subject to the rules for Stupidity and is Unbreakable for the rest of the game.

Working…