Lumineth Realm-lords – Rune of Petrification
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Endless Spell

Rune of Petrification

The dreaded Rune of Petrification is unleashed only in the direst peril, for once it has been summoned, it cannot easily be dispelled – and its curse is fearsome indeed. Those enemies who linger nearby will find their flesh hardening and turning to stone until they are but inert statues, monuments to their own folly in opposing the Lumineth.

Unit Size: 1      Points: 70
Battlefield Role: Endless Spell


The Rune of Petrification is a single model.


Summon Rune of Petrification: The caster calls forth a hovering sigil ripped from the crust of the realm underfoot.
Summon Rune of Petrification has a casting value of 8. Only LUMINETH REALM-LORDS WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Rune of Petrification model wholly within 18" of the caster.


Turn to Stone: Any foes who remain too close to this hovering sigil will find their flesh hardening and turning into stone, until soon they are nothing more than lifelike statues.
At the start of the movement phase and at the end of the movement phase, roll a dice for each unit that is within 6" of this model. On a 4+, that unit suffers D3 mortal wounds.

In addition, subtract 1 from run and charge rolls for units within 6" of this model. This ability has no effect on LUMINETH REALM-LORDS units.

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
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.
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.

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

Endless Spell
© Vyacheslav Maltsev 2013-2021