Sylvaneth – Gladewyrm
This warscroll does not meet the selection criteria (see Settings tab).
Endless Spell


Gladewyrms are ferocious subterranean creatures formed from concentrated life magic, and are used by the Sylvaneth to protect the realmroots from eldritch invaders. When called upon, they leave their patrols along the spirit paths and erupt from the earth to aid their summoners.

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


A Gladewyrm is a single model.

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


Summon Gladewyrm: The earth splits apart as a sleek, serpentine form heaves itself free, eyes blazing with arcane energies.
Only SYLVANETH WIZARDS can attempt to cast Summon Gladewyrm. It has a casting value of 7. If successfully cast, set up a Gladewyrm model wholly within 6" of the caster.


Burrowing Doom: Gladewyrms burst into reality from beneath the earth, summoned from deep within the realmroots.
When this model is set up, the player who set it up can immediately make a move with it.

Death From Below: Erupting in the midst of the battlefield, Gladewyrms sow destruction with their fearsome mandibles and bladed carapaces.
After this model has moved, roll a dice for each unit within 1" of it. On a 3+ that unit suffers D3 mortal wounds. This ability has no effect on units with the SYLVANETH keyword.

Healing Mist: More than mere predators, Gladewyrms exhale emerald clouds of life magic that revive all children of Alarielle.
After this model has moved, roll a dice for each SYLVANETH unit wholly within 6" of this model. On a 3+ heal up to D3 wounds allocated to that unit.

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 SYLVANETH and WIZARD keywords are used in following Sylvaneth warscrolls:

• Ylthari
Leader, Behemoth
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.
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.
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.

The ENDLESS SPELL keyword is used in following Sylvaneth warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021