Lumineth Realm-lords – Archmage Teclis and Celennar, Spirit of Hysh
16
4+
10
WARSCROLL

Archmage Teclis and Celennar, Spirit of Hysh

Teclis is a paragon of magical talent, a deific presence who has only become more powerful since uniting his soul with the lunasphinx Celennar. Their mastery of light protects the Lumineth armies whilst searing the foe to scattering ashes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lunar Staff
Lunar Staff18"12+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword of Teclis
Sword of Teclis1"24+2+-3D3
Moonbright Talons
Moonbright Talons1"3+3+-22
DAMAGE
Wounds SufferedMoveMoonbright TalonsAura of Celennar
0-412"616"
5-710"512"
8-108"48"
11-136"36"
14+4"24"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 660
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Archmage Teclis is a named character that is a single model. He is armed with the Sword of Teclis and the Lunar Staff, and he carries the Discs of the Aelementiri.

CELENNAR: Teclis is accompanied by Celennar, Spirit of Hysh, who attacks with Moonbright Talons. For rules purposes, Celennar is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Archmage: When Teclis concentrates deeply enough, not even the most powerful wizards in the Mortal Realms can unbind his spells.
At the start of your hero phase, you must say if this model will cast 1 spell, 2 spells or up to 4 spells. If this model will cast 1 spell, when it attempts to cast that spell, it is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6) and it cannot be unbound.

If this model will cast 2 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6). Enemy WIZARDS can attempt to unbind these spells.

If this model will cast up to 4 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 10 that cannot be modified (do not roll 2D6). Enemy WIZARDS can attempt to unbind these spells.

Aura of Celennar: The presence of Celennar grants nearby allies arcane knowledge and insight.
Add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS units within range of this model’s Aura of Celennar ability. The range of the Aura of Celennar ability for this model is shown on the damage table above.

Discs of the Aelementiri: Teclis has mastered all four aelementiri disciplines. He carries at his belt magical discs that can cause the realm around him to absorb hostile magic.
In your hero phase, in addition to casting 1, 2 or up to 4 spells, this model can automatically dispel 1 endless spell (do not roll 2D6). In the enemy hero phase, this model can automatically unbind 1 enemy spell (do not roll 2D6).

Seeing Stone of Celennar: A priceless gift from Celennar to Teclis, this allows the bearer to see the flow of magic itself – and alter it to his whim.
Each time a friendly unit within range of this model’s Aura of Celennar ability is affected by an endless spell or a spell cast by an enemy WIZARD, you can roll a dice. On a 4+, ignore the effects of that spell or endless spell on that unit. Then, pick 1 enemy unit within 18" of that unit. That enemy unit suffers D3 mortal wounds. The range of the Aura of Celennar ability for this model is shown on the damage table above.

MAGIC

Teclis is a WIZARD. The number of spells that he can cast is determined using the Archmage ability above. He can attempt to unbind any number of spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield, Protection of Teclis and Storm of Searing White Light spells.

Protection of Teclis: Teclis opens his arms wide, creating a field of glowing energy that protects all of his allies that are nearby.
Protection of Teclis has a casting value of 10. If successfully cast, until your next hero phase, roll a dice each time you allocate a wound or mortal wound to a friendly unit wholly within 18" of the caster. On a 5+, that wound or mortal wound is negated. This spell cannot be cast in the same hero phase as Protection of Hysh.

Storm of Searing White Light: Beams of light shoot out from the caster’s forehead, cleaving through nearby enemies.
Storm of Searing White Light has a casting value of 10. If successfully cast, roll a dice for each enemy unit within 18" of the caster and visible to them. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, MONSTER, HERO, WIZARD, TECLIS
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

The LUMINETH REALM-LORDS keyword is used in following Lumineth Realm-lords warscrolls:

None
Battleline
Leader
Leader, Behemoth
Behemoth
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.
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.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.

The ORDER keyword is used in following Lumineth Realm-lords warscrolls:

None
Battleline
Leader
Leader, Behemoth
Behemoth

The AELF keyword is used in following Lumineth Realm-lords warscrolls:

None
Battleline
Leader
Leader, Behemoth

The LUMINETH REALM-LORDS keyword is used in following Lumineth Realm-lords warscrolls:

None
Battleline
Leader
Leader, Behemoth
Behemoth

The MONSTER keyword is used in following Lumineth Realm-lords warscrolls:

Leader, Behemoth
Behemoth

The HERO keyword is used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth

The WIZARD keyword is used in following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020