Cities of Sigmar – Mistweaver Saih
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8"
5
6+
8
WARSCROLL

Mistweaver Saih

A Mistweaver Saih is a powerful enchantress. Drifting amidst a swirling, sorcerous haze, she flickers in and out of sight at will, sowing confusion and paranoia amongst those who have drawn her ire. Amidst the carnage the aelven enchantress remains disturbingly serene, the eye at the heart of a storm of illusory horror and bloodshed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aelven Blade
Aelven Blade1"34+4+-1
Mistweaver’s Staff
Mistweaver’s Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Notes: Single

DESCRIPTION

A Mistweaver Saih is armed with an Aelven Blade and Mistweaver’s Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Glimmermist: Once per turn, when this unit is picked as the target of an attack, you can say that the Mistweaver will shroud herself in glimmermist. If you do so, this unit’s Save characteristic is 1+ instead of 6+ until all of the attacking unit’s attacks have been resolved.

Illusory Assault: Illusory Assault is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 3D6. If the roll is greater than that enemy unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that enemy unit’s Bravery characteristic, it suffers D6 mortal wounds instead.

KEYWORDS
ORDER, CITIES OF SIGMAR, AELF, HERO, WIZARD, MISTWEAVER SAIH
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Army List
Warscrolls collated
Faction Rules
• Allies
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
© Vyacheslav Maltsev 2013-2021