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Stormcast EternalsDais Arcanum
Endless Spell Warscroll

Dais Arcanum

A Dais Arcanum can be harnessed by a Stormcast wizard to carry them across the battlefield. It can bear a rider upon the winds of Azyr and bolster their mastery of the aetheric arts.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell Warscroll

DESCRIPTION

A Dais Arcanum is a single model.

ABILITIES

Arcane Enhancement: The magical energies of a Dais Arcanum are attuned with those of the wizard that rides upon it.
While a model is on a Dais Arcanum, it can attempt to unbind one extra spell in each enemy hero phase.

In addition, if a model on a Dais Arcanum attempts to dispel that Dais Arcanum, the attempt is automatically successful (do not roll any dice).

Winds of Azyr: The Dais Arcanum glides on arcane currents to evade incoming attacks.
While a model is on a Dais Arcanum, add 1 to save rolls for attacks that target that model.

MAGIC

Summon Dais Arcanum: The wizard calls down a single bolt of lightning which strikes the ground at their feet, leaving behind a perfect sigmarite disc. Alighting upon it, the wizard is carried into the air.
Summon Dais Arcanum has a casting value of 6. Only STORMCAST ETERNAL WIZARDS that do not have a Wounds characteristic of 6 or more, are not part of a unit with 2 or more models, and are not already on a Dais Arcanum, can attempt to cast this spell. If successfully cast, set up a Dais Arcanum model within 1" of the caster and more than 3" from any enemy models and then place the caster on top of it.

As long as the Dais Arcanum remains on the battlefield, the Dais Arcanum and the caster are treated as a single model from the caster’s army that uses the caster’s warscroll as well as the endless spell rules. It is treated as an enemy model by the opposing player’s army.

A model on a Dais Arcanum has a Move characteristic of 12" and can fly.

If a model on a Dais Arcanum is slain, that Dais Arcanum is immediately dispelled and removed from play along with the slain model.

If a Dais Arcanum is dispelled and the model on it has not been slain, set up that model wholly within 6" of the Dais Arcanum and more than 3" from any enemy models, and then remove the Dais Arcanum from play. If it is impossible to set up that model, it is slain.

KEYWORDS
ENDLESS SPELL, AZYR, DAIS ARCANUM
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.
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.
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.

The ENDLESS SPELL keyword is used in following Stormcast Eternals warscrolls:

Endless Spell Warscroll

The AZYR keyword is used in following Stormcast Eternals warscrolls:

Endless Spell Warscroll
Army List
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© Vyacheslav Maltsev 2013-2019