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.
Unit Size: 1 Points: 740
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
This warscroll can be used in the following warscroll battalions:
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Teclian Vanguard
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.
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.
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.