Lumineth Realm-lords – Scinari Calligrave
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Scinari Calligrave

A Calligrave is an arcane specialist who changes reality with the stroke of a brush. Those runes he paints upon his enchanted parchments emblazon the battlefield a moment later, his spells writ large to burn the foe – or even erase them from existence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Calligrave Blade
Calligrave Blade3"D33+3+-1D3

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 32mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Bladelord Host
 • Lumineth Battlehost
 • Starshard Battery


A Scinari Calligrave is a single model armed with a Calligrave Blade.


Realmscribe: With intense concentration, the Calligrave inscribes a rune whose vast, blazing parallel simultaneously appears upon the battlefield.
Once per battle, in your hero phase, instead of attempting to cast any spells with 1 friendly model with this ability, you can roll a dice. Add the number of the current battle round to the roll. On a 5+, pick a point anywhere on the battlefield. For the rest of the battle, do not take battleshock tests for friendly LUMINETH REALM-LORDS units that are wholly within 9" of that point, and add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS WIZARDS that are within 9" of that point.


This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Erasure spells.

Erasure: With a deft flourish, the Calligrave swiftly scribes a rune that opens gaping wounds in the flesh of a foe or concentrates on creating a more intricate symbol in preparation to wipe the target from existence entirely.
Erasure has a casting value of 7. If successfully cast, pick 1 enemy HERO within 24" of the caster. You can either inflict D3 mortal wounds on that HERO or mark them for erasure. However, if that HERO is already marked for erasure, then instead they suffer D6 mortal wounds and they are no longer marked for erasure.

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.
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.

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

Leader, Behemoth
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

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