Lumineth Realm-lords – Sanctum of Amyntok
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Endless Spell WARSCROLL

Sanctum of Amyntok

The ground splits to form a ritual circle around the mage and the life force of the realm springs forth in a crackling shield. Based around the rune Yngra, a sigil synonymous with rescue as well as imprisonment, the shield turns baleful spells and attacks into flashes of blinding light.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: Use model

PARTS: This endless spell has 3 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 3". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 3" from all other models, terrain features, other endless spells, invocations and objectives. The parts of the endless spell must be set up touching each other so that they form a ring with the caster inside. Only LUMINETH REALM-LORDS WIZARDS can attempt to summon this endless spell.

A WIZARD in a garrison cannot attempt to summon this endless spell, and if this endless spell is summoned, the WIZARD that summoned it cannot join a garrison until this endless spell has been removed from play.

LINKED: If the model that summoned this endless spell is removed from play, then this endless spell is removed from play.

STATIONARY: While this endless spell is on the battlefield, the model that summoned this endless spell cannot move.

BARRIER: While this endless spell is on the battlefield, range and visibility to and from the model that summoned this endless spell is measured to and from this endless spell instead.

Sigil of Yngra: The sanctum turns baleful spells and attacks into flashes of blinding light.
Subtract 1 from hit rolls and add 1 to save rolls for attacks that target the model that summoned this endless spell while this endless spell is on the battlefield. In addition, at the end of the combat phase, if the model that summoned this endless spell was targeted by any attacks in that phase, roll a dice for each enemy unit within 3" of this endless spell. On a 1-3, nothing happens. On a 4-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers D3 mortal wounds.
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.

The LUMINETH REALM-LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
© Vyacheslav Maltsev 2013-2021