Lumineth Realm-lords – Hyshian Twinstones

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Endless Spell WARSCROLL

Hyshian Twinstones

In moments of peril, Hyshian Twinstones can be conjured from the heart of the Realm of Light and to the battlefield. Here they act as reservoirs of magic, for as one stone is drained of power, the other replenishes, forming a perfect aetheric feedback loop.

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, terrain features, other endless spells, invocations and objectives.

Only LUMINETH REALM-LORDS WIZARDS can attempt to summon this endless spell.

Reservoir of Power: The twinstones glow brighter with each spell cast, forming a reservoir from which the Lumineth can draw greater power.
After this endless spell is summoned, place a dice beside it with the ‘1’ facing up. Each time a spell is successfully cast by a WIZARD within 12" of this endless spell and not unbound, increase the value of the dice beside this endless spell by 1, to a maximum of 6.

Before a LUMINETH REALM-LORDS WIZARD within 12" of this endless spell attempts to cast a spell, that WIZARD’s commanding player can say that they will draw on the power of the Twinstones. If they do so, they can add the value of the dice beside this endless spell to the casting roll. Then, after the effect of that spell has been resolved, this endless spell is removed from play.

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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.
© Vyacheslav Maltsev 2013-2024