Idoneth Deepkin – Isharann Tidecaster
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6"
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WARSCROLL

Isharann Tidecaster

Isharann Tidecasters are the Idoneth’s most potent frontline wizards, capable of directing the surging currents of the ethersea in order to alter the momentum of battle or to steal the very breath from their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pelagic Staff
Pelagic Staff1"24+3+-12
Vicious Bite
Vicious Bite1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Isharann Tidecaster is armed with a Pelagic Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Royal Council

COMPANION: This unit is accompanied by a Spirit Guardian armed with a Vicious Bite.

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

Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a ward of 5+.

Master of the Ethersea: Adding their arcane mastery to Isharann rituals, a Tidecaster can manipulate the ethersea like no other.
If any units with this ability are part of your army, you can pick 2 different Isharann rituals to influence the ethersea during the battle instead of 1.

Riptide: Staring fixedly at a group of foes, the Tidecaster creates a sudden vacuum in the ethersea that robs her victims of their breath. Those who do not drown where they stand are left disoriented and gasping for air.
Riptide is a spell that has a casting value of 7 and range of 18". If cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, HERO, WIZARD, ISHARANN, TIDECASTER
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

Leader
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.

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

Leader
© Vyacheslav Maltsev 2013-2022