Lumineth Realm-lords – Ellania and Ellathor, Eclipsian Warsages
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6"
8
3+
8
WARSCROLL

Ellania and Ellathor, Eclipsian Warsages

The twins Ellania and Ellathor are prodigies, lacking in experience, but making up for it with unalloyed excellence. Fate smiles upon them, for their patrons are gods – Teclis has gifted the mage Ellania with his tutelage, just as Tyrion favours Ellathor.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Altairi
Altairi1"42+3+-2See below
Dianaer
Dianaer1"23+3+-1D3
Moonbright Talons
Moonbright Talons1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 285
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. This unit can be included as an ally in any army that has an ORDER general.

DESCRIPTION

Ellania and Ellathor are named characters that are a single model. They are armed with the blade Altairi and the staff Dianaer.

COMPANION: Ellania and Ellathor are accompanied by the lune-owl Atheane, who attacks with her Moonbright Talons.

ABILITIES

Aspect of Celennar: Ellania enjoys the protection of Celennar and is accompanied by an owl familiar that grants her a measure of the moon-spirit’s arcane knowledge and insight.
Add 1 to casting, dispelling and unbinding rolls for this model.

Realm Wanderers: Ellania and Ellathor travel the Mortal Realms searching for knowledge, helping any who fight for Order along the way.
This model can be included as an ally in armies that have an ORDER general. In addition, if this model is within 3" of your general at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point. However, this model can never be a general.

Altairi: Tyrion has gifted Ellathor with an enchanted blade of awesome power that blazes with increasing intensity from the moment it is unsheathed in battle.
The Damage characteristic of Altairi is equal to the number of the current battle round.

In addition, once per battle in your shooting phase, you can declare that Ellathor will unleash a blazing sunbolt. If you do so, pick 1 point on the battlefield within 12" of this model that is visible to it and draw an imaginary straight line 1mm wide between that point and the closest point on this model’s base. Roll a dice for each unit that has any models passed across by this line. On a 2+, that unit suffers a number of mortal wounds equal to the number of the current battle round.

Sudden Translocation: Should Ellathor use Altairi for too long, he will start to be overwhelmed by its arcane power, and Ellania will be forced to transport him away from the battle lest he be transformed into a creature of blazing fury.
At the end of the combat phase, roll a dice if this model fought in that phase. If the roll is less than the number of the current battle round or less than the number of wounds allocated to this model, heal up to D6 wounds allocated to this model then remove it from the battlefield. Then, set up this model anywhere on the battlefield that is more than 12" from any enemy models. If this is impossible, this model is removed from play but does not count as having been slain.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Salvation of Hysh spells.

Salvation of Hysh: A veil of magical energy like a shimmering aurora descends upon the caster, protecting them from harm.
Salvation of Hysh has a casting value of 6. If successfully cast, until your next hero phase, roll a dice each time a wound or mortal wound is allocated to the caster. On a 5+, that wound or mortal wound is negated.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, VANARI, ILIATHA, HERO, WIZARD, ELLANIA AND ELLATHOR
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.
14.5 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 SCINARI keyword is used in the following Lumineth Realm-lords warscrolls:

Leader

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

None
Artillery
Battleline
Leader
© Vyacheslav Maltsev 2013-2021