One of the most powerful sorcerers in all the cosmos, Teclis is rightly known as the Mage God by his worshippers. When his power is joined to that of the Hyshian moon-spirit Celennar, entire armies can be annihilated through his divine spellcraft.
Unit Size: 1 Points: 720
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
Archmage Teclis is armed with a Lunar Staff and the Sword of Teclis.
WIZARD: The number of
spells this unit can
cast is determined using the
Archmage ability below. Teclis can attempt to
unbind any number of spells in the enemy
hero phase. If this unit is part of a Lumineth Realm-lords army, it knows all of the spells from the
Lore of Hysh, the
Lore of the Winds and the
Lore of the High Peaks in addition to the other spells it knows.
MOUNT: Celennar, Spirit of Hysh, is armed with Moonbright Talons.
Archmage: When Teclis concentrates deeply enough, not even the most powerful wizards in the Mortal Realms can unbind his spells. Although, this power is not as it once was, thanks to the scars gifted by Nagash.
At the start of your
hero phase, you must say how many
spells this unit will
cast. The number of spells it can cast are shown on the
damage table above. If you say 1 spell, when it attempts to cast that spell, it is automatically cast with a
casting roll of 12 that cannot be modified (do not roll 2D6) and it cannot be
unbound. If you say 2 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6). These spells can be unbound. If you say up to 4 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 10 that cannot be modified (do not roll 2D6). These spells can be unbound.
Aura of Celennar: The presence of Celennar grants nearby allies arcane knowledge.
Add 1 to
casting,
dispelling and
unbinding rolls for friendly
LUMINETH REALM-LORDS units wholly within range of this unit’s
Aura of Celennar ability. The range of the
Aura of Celennar ability for this unit is shown on the
damage table above.
Discs of the Aelementiri: Teclis has mastered all four aelementiri disciplines. He carries at his belt magical discs that can cause the realm around him to absorb hostile magic.
At the start of your
hero phase, in addition to
casting spells, this unit can automatically
dispel 1
endless spell (do not roll 2D6). In the enemy hero phase, this unit can automatically
unbind 1 enemy spell (do not roll 2D6).
Seeing Stone of Celennar: A priceless gift from Celennar to Teclis, this allows the bearer to see the flow of magic itself - and alter it to his whim.
Each time a friendly unit within range of this unit’s Aura of Celennar ability is affected by the abilities of an
endless spell summoned by an enemy
WIZARD or a spell
cast by an enemy
WIZARD, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit. Then, if the dice roll was successful, pick 1 enemy unit within 18" of that unit. That enemy unit suffers D3
mortal wounds.
Protection of Teclis: Teclis opens his arms wide, creating a field of glowing energy that protects all of his allies that are nearby.
Protection of Teclis is a spell that has a
casting value of 10 and a range of 18". If successfully cast, until your next
hero phase, friendly units have a
ward of 5+ while they are wholly within range of the caster. This spell cannot be cast in the same phase as
Protection of Hysh.
Storm of Searing White Light: Beams of light shoot out from the caster's forehead, cleaving through nearby enemies.
Storm of Searing White Light is a spell that has a
casting value of 10 and a range of 18". If successfully cast, roll a dice for each enemy unit within range and visible to the caster. On a 1, nothing happens. On a 2-4, that unit suffers D3
mortal wounds. On a 5+, that unit suffers D6 mortal wounds.