Idoneth Deepkin – Isharann Tidecaster
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Isharann Tidecaster

Summoners of the phantasmal seas and masters of the arcane energies of the deeps, Isharann Tidecasters are the most potent of Idoneth Deepkin battle wizards. Theirs is the magic of the crushing depths and of the endless abyss of ultimate repression. Tidecasters use their skills to soak foes with surging waves of fear or to drown them beneath the surging tides of the ethersea.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pelagic Staff
Pelagic Staff1"23+3+-D3

Unit Size: 1      Points: 105
Battlefield Role: Leader
Base size: 32mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Royal Council


An Isharann Tidecaster is a single model. They smite their foes with sweeping blows of their Pelagic Staff.


Spirit Guardians: Isharann Tidecasters are protected from harm by an ethereal manifestation of creatures from their undersea domains.
The first wound allocated to this model each turn is negated.

The Wide Ethersea: Isharann Tidecasters are the Idoneth’s main practitioners of the arcane arts. It is they who command the tidal magic that surrounds an Idoneth army.
If this model is the general of your army, at the start of the first battle round you can declare that the Tides of Death table will be reversed. If you do so, the Ebb Tide ability is used in the first battle round, the High Tide ability is used in the second battle round, the Flood Tide ability is used in the third battle round, and the Low Tide ability is used in the fourth battle round. Then the four Tides of Death steps are repeated in reverse order, starting with Ebb Tide.


An Isharann Tidecaster is a WIZARD. They can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. They know the Arcane Bolt, Mystic Shield and Riptide spells.

Riptide: The Tidecaster stares fixedly at their foes.The victim struggles for breath, drowning in clear air.
Riptide has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for that unit. In addition, at the start of your next hero phase the unit suffers D3 mortal wounds.

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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.

The ISHARANN keyword is used in the following Idoneth Deepkin warscrolls:


The WIZARD keyword is used in the following Idoneth Deepkin warscrolls:

© Vyacheslav Maltsev 2013-2021