Lumineth Realm-lords – Archmage Teclis and Celennar, Spirit of Hysh
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WARSCROLL

Archmage Teclis and Celennar, Spirit of Hysh

Teclis is a paragon of magical talent, a deific presence who has only become more powerful since uniting his soul with the lunasphinx Celennar. Their mastery of light protects the Lumineth armies whilst searing the foe to scattering ashes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lunar Staff
Lunar Staff18"12+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword of Teclis
Sword of Teclis1"24+2+-3D3
Moonbright Talons
Moonbright Talons1"3+3+-22
DAMAGE
Wounds SufferedMoveMoonbright TalonsAura of Celennar
0-412"616"
5-710"512"
8-108"48"
11-136"36"
14+4"24"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 740
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Teclian Vanguard

DESCRIPTION

Archmage Teclis is a named character that is a single model. He is armed with the Sword of Teclis and the Lunar Staff, and he carries the Discs of the Aelementiri.

CELENNAR: Teclis is accompanied by Celennar, Spirit of Hysh, who attacks with Moonbright Talons. For rules purposes, Celennar is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Archmage: When Teclis concentrates deeply enough, not even the most powerful wizards in the Mortal Realms can unbind his spells.
At the start of your hero phase, you must say if this model will cast 1 spell, 2 spells or up to 4 spells. If this model will cast 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 this model will cast 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). Enemy WIZARDS can attempt to unbind these spells.

If this model will cast 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). Enemy WIZARDS can attempt to unbind these spells.

Aura of Celennar: The presence of Celennar grants nearby allies arcane knowledge and insight.
Add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS units within range of this model’s Aura of Celennar ability. The range of the Aura of Celennar ability for this model 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.
In your hero phase, in addition to casting 1, 2 or up to 4 spells, this model can automatically dispel 1 endless spell (do not roll 2D6). In the enemy hero phase, this model 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 model’s Aura of Celennar ability is affected by an endless spell or a spell cast by an enemy WIZARD, you can roll a dice. On a 4+, ignore the effects of that spell or endless spell on that unit. Then, pick 1 enemy unit within 18" of that unit. That enemy unit suffers D3 mortal wounds. The range of the Aura of Celennar ability for this model is shown on the damage table above.

MAGIC

Teclis is a WIZARD. The number of spells that he can cast is determined using the Archmage ability above. He can attempt to unbind any number of spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield, Protection of Teclis and Storm of Searing White Light spells.

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 has a casting value of 10. If successfully cast, until your next hero phase, roll a dice each time you allocate a wound or mortal wound to a friendly unit wholly within 18" of the caster. On a 5+, that wound or mortal wound is negated. This spell cannot be cast in the same hero 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 has a casting value of 10. If successfully cast, roll a dice for each enemy unit within 18" of the caster and visible to them. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, MONSTER, HERO, WIZARD, TECLIS
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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.
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.
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.
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.
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.
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.
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.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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 MONSTER keyword is used in the following Lumineth Realm-lords warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm
© Vyacheslav Maltsev 2013-2021