Seraphon – Bound Emerald Lifeswarm
Endless Spell

Bound Emerald Lifeswarm

Imbued with the healing powers of Ghyran, an Emerald Lifeswarm buzzes across the battlefield, seeking out the dead and dying and restoring their lives and vigour.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell

DESCRIPTION

A Bound Emerald Lifeswarm is a single model.

PREDATORY: A Bound Emerald Lifeswarm is a predatory endless spell. It can move up to 10" and can fly.

MAGIC

Summon Bound Lifeswarm: By channelling arcane energy into the most minute sparks of life found within the death and corruption around them, a wizard can summon a swarm of verdant insects amidst the buzzing of thousands of tiny wings.
Summon Bound Lifeswarm has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Emerald Lifeswarm model wholly within 15" of the caster.

ABILITIES

Bounteous Healing: Squirming into the gaps between rent flesh and broken bones, the insects of the Emerald Lifeswarm seal the wounds of the living and return the dead to the fight through restorative magics.
After this model is set up or after it has moved, the player that set it up or moved it can pick 1 unit within 1" of it. They can either heal D3 wounds that have been allocated to that unit or, if no wounds are currently allocated to the unit, they can return a number of slain models to that unit that have a combined Wounds characteristic equal to or less than the roll of a D3.

KEYWORDS
ENDLESS SPELL, BOUND, EMERALD LIFESWARM
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.

The SERAPHON and WIZARD keywords are used in following Seraphon warscrolls:

Leader
Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020