Lumineth Realm-lordsHyshian Twinstones
Endless Spell

Hyshian Twinstones

Pairs of prism-like jewels easily the size of the mages who conjure them, in times of great peril, Hyshian Twinstones can be wrenched from the heart of the Realm of Light to manifest as reservoirs of arcane power. As one is exhausted, the other regenerates its magical force, harnessing the aetheric energy expended around it in a constant feedback loop.

Unit Size: 1      Points: 30
Battlefield Role: Endless Spell


Hyshian Twinstones is a single model.

PREDATORY: Hyshian Twinstones is a predatory endless spell. It can move up to 8" and can fly.


Summon Hyshian Twinstones: The caster calls forth two giant crystal teardrops that orbit around each other.
Summon Hyshian Twinstones has a casting value of 7. Only LUMINETH REALM-LORDS WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Hyshian Twinstones model wholly within 6" of the caster.


Reservoir of Power: The twinstones glow brighter with each spell cast, forming a reservoir from which the Lumineth can draw greater power.
When this model is set up, place a D6 beside it with the 1 facing up. Each time a spell is successfully cast by a unit within 12" of this model and not unbound, after the effects of the spell have been resolved, increase the value of the dice beside this model by 1 (to a maximum of 6).

If a LUMINETH REALM-LORDS WIZARD attempts to cast a spell while they are within 12" of this model, before making the casting roll, the player controlling that WIZARD can say that they will draw on the power of the twinstones. If they do so, add the value of the dice beside this model to the casting roll. Then, after the effects of the spell have been resolved, change the value of the dice beside this model back to 1.

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.

The LUMINETH REALM-LORDS and WIZARD keywords are used in following Lumineth Realm-lords warscrolls:

Leader, Behemoth

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

Endless Spell
© Vyacheslav Maltsev 2013-2020