Lumineth Realm-lords – Alarith Stonemage
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6"
5
5+
8
WARSCROLL

Alarith Stonemage

First amongst Teclis’ disciples to learn the ways of the aelementiri, the Stonemages bring the might of the mountain to the battlefield. They can control rocks, boulders and even gravity itself to crush and confound their adversaries.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of the High Peaks
Staff of the High Peaks3"D33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alarith Temple

DESCRIPTION

An Alarith Stonemage is a single model armed with a Staff of the High Peaks.

ABILITIES

Stonemage Stance: A Stonemage is able to adopt a stance that allows them to deliver blows with shattering force. Nearby Alarith Stoneguard can emulate their movements to land equally powerful attacks.
At the start of the combat phase, you can say that this model will adopt the Stonemage Stance. If you do so, this model and any friendly ALARITH STONEGUARD units wholly within 12" of this model cannot make a pile-in move in that phase. However, until the end of that phase, improve the Rend characteristic of melee weapons used by this model and those friendly units by 1.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Gravitic Redirection spells.

Gravitic Redirection: The caster reduces gravity around them to almost zero, redirecting the force to weigh down a nearby foe.
Gravitic Redirection has a casting value of 5. If successfully cast, until your next hero phase, the caster can fly.

In addition, you can pick 1 enemy unit within 18" of the caster. If you do so, that unit suffers 1 mortal wound and, until your next hero phase, that unit’s Move characteristic is halved and it cannot fly.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, ALARITH, HERO, WIZARD, STONEMAGE

The ALARITH and STONEGUARD keywords are used in the following Lumineth Realm-lords warscrolls:

None
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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 AELEMENTIRI keyword is used in the following Lumineth Realm-lords warscrolls:

None
Leader

The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:

None
Leader
Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021