Cities of SigmarBattlemage
5"
5
6+
6
WARSCROLL

Battlemage

Masters of the arcane arts, the grizzled Battlemages of the Collegiate Arcane summon lethal storms of magic to lay waste to their foes and shield their comrades from harm with protective enchantments.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wizard’s Staff
Wizard’s Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Battlemage is a single model armed with a Wizard’s Staff.

ABILITIES

Magic of the Realms: Battlemages are as varied as the Mortal Realms themselves, and each knows how to harness the arcane might of the land they call home.
When you select this model to be part of your army, you must choose the realm that your Battlemage comes from. You can choose from the following realms: Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish or Ulgu. Add 1 to casting rolls for this model if the battle is taking place in the realm it comes from.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

In addition, this model knows the spell from this warscroll that includes the name of the realm it comes from. For example, Battlemages that come from Azyr know Chain Lightning.

Chain Lightning (Azyr): Lightning bursts from the wizard’s fingertips and arcs towards the enemy with crackling fury.
Chain Lightning has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. Then,roll a dice for every other enemy unit within 6" of the original target. On a 4+, that unit suffers D3 mortal wounds.

Fireball (Aqshy): The wizard claps their hands, conjuring a small orb of flame that they hurl at the foe.
Fireball has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. If the enemy unit has 1 model, it suffers 1 mortal wound; if it has 2 to 9 models, it suffers D3 mortal wounds; and if it has 10 or more models, it suffers D6 mortal wounds.

Mystifying Miasma (Ulgu): The wizard creates a numbing fog that causes their foolish foes to listlessly stagger and stumble.
Mystifying Miasma has a casting value of 4. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit cannot run until your next hero phase. In addition, subtract 2 from charge rolls for that unit until your next hero phase.

Pall of Doom (Shyish): A cloud of terrifying darkness pours forth and engulfs the wizard’s foes.
Pall of Doom has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 2 from the Bravery characteristic of that unit until your next hero phase.

Pha’s Protection (Hysh): The wizard calls upon the beneficent Guardians of Light to protect their allies from harm.
Pha’s Protection has a casting value of 5. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks that target that unit until your next hero phase.

Shield of Thorns(Ghyran): At the wizard’s command, crawling brambles burst from the ground, forming a living barrier around their allies.
Shield of Thorns has a casting value of 5. If successfully cast, pick 1 friendly unit within 18" of the caster that is visible to them. Until your next hero phase, any enemy unit that finishes a charge move within 3" of that unit suffers D3 mortal wounds.

Transmutation of Lead (Chamon): As the wizard gestures at their foes, their weapons and armour become significantly heavier and more cumbersome.
Transmutation of Lead has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic of the unit you picked, rounding up. In addition, if that unit has a Save characteristic of 2+, 3+ or 4+, you can re-roll hit rolls of 1 for attacks that target that unit until your next hero phase.

Wildform (Ghur): The wizard transforms their allies into swift-moving bestial forms.
Wildform has a casting value of 5. If successfully cast, pick 1 friendly unit within 12" of the caster that is visible to them. Add 2 to run and charge rolls for that unit until your next hero phase.

KEYWORDS
ORDER, HUMAN, CITIES OF SIGMAR, COLLEGIATE ARCANE, HERO, WIZARD, BATTLEMAGE
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The COLLEGIATE ARCANE keyword is used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Behemoth

The WIZARD keyword is used in following Cities of Sigmar warscrolls:

None
Leader
Leader, Behemoth

The BATTLEMAGE keyword is used in following Cities of Sigmar warscrolls:

Leader
Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020