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

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10"
16
4+
10
WARSCROLL

Archmage Teclis and Celennar, Spirit of Hysh

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.
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 TABLE
Wounds SufferedArchmageMoonbright TalonsAura of Celennar
0-6Cast 1, 2 or up to 4 spells616"
7-9Cast 1, 2 or up to 4 spells512"
10-12Cast 2 or up to 4 spells49"
13+Cast up to 4 spells36"
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, HERO, MONSTER, WIZARD, TECLIS

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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.
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
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.
19.3.2 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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

Protection of Hysh

The caster opens their arms wide, creating a field of glowing energy that protects all of the casters allies that are nearby.

Protection of Hysh is a spell that has a casting value of 8 and a range of 9". 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 hero phase as Protection of Teclis.

© Vyacheslav Maltsev 2013-2024