Lumineth Realm-lords – Myari Lightcaller
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6"
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WARSCROLL

Myari Lightcaller

Myari Lightcaller has great experience in battling arcane curses, especially the Katophrane Curse that once emanated from the Mirrored City. With his deep wisdom and arcane prowess, few can withstand his might.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beams
Searing Beams18"33+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Enlightenment
Staff of Enlightenment1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 235
Battlefield Role: Leader
Notes: Single, Unique. Myari Lightcaller and Myari’s Purifiers must be taken as a set. Although taken as a set, each is a separate unit.

Myari Lightcaller is armed with Searing Beams and the Staff of Enlightenment.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Auralan Battlehost
 • Bladelord Host

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your hero phase, when this unit attempts to cast its first spell in that phase, it is automatically cast with a casting roll of 9 that cannot be modified (do not roll 2D6), but it can be unbound.

Scryowl Familiar: Nothing escapes the piercing gaze of Myari’s familiar, Ulari.
Add 1 to casting, unbinding and dispelling rolls for this unit. In addition, at the start of your hero phase and at the start of your shooting phase, you can pick 1 enemy unit within 24" of this unit and not visible to it. That enemy unit is visible to this unit until the end of that phase.

Dazzling Light: The caster surrounds themselves and nearby allies with blinding light, forcing foes to avert their gaze.
Dazzling Light is a spell that has a casting value of 6 and a range of 6". If successfully cast, until your next hero phase, subtract 1 from hit rolls for attacks that target the caster and subtract 1 from hit rolls for attacks made with missile weapons that target other friendly units wholly within range of the caster.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, YMETRICA, HERO, WIZARD, MYARI LIGHTCALLER
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Leader
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.
© Vyacheslav Maltsev 2013-2022