Soulblight Gravelords – Necromancer
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5"
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6+
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WARSCROLL

Necromancer

Necromancers are those mortals who, in their quest to attain mastery over death, wield the foulest Shyishan magics. At their command, the undead rise from their graves, granted an unholy impetus by their masters even as they shield them from harm.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mortis Staff
Mortis Staff1"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

A Necromancer is a single model armed with a Mortis Staff.

ABILITIES

Undead Minions: The Necromancer pulls servants of death into harm’s way to protect the flow of their reanimating magic.
Roll a dice before you allocate a wound or mortal wound to this model if it is within 3" of any friendly SOULBLIGHT GRAVELORDS SUMMONABLE units. On a 3+, that wound or mortal wound is allocated to 1 of those units instead of this model.

MAGIC

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 Vanhel’s Danse Macabre spells.

Vanhel’s Danse Macabre: The undead are filled with magical energy that causes them to jerk forwards and attack with tireless, unnatural speed.
Vanhel’s Danse Macabre has a casting value of 6. If successfully cast, pick 1 friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit wholly within 18" of the caster. Until your next hero phase, if that unit has fought only once in the combat phase, when it is your turn to pick a unit to fight, that unit can be picked to fight for a second time if it is within 3" of any enemy units.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEATHMAGES, HERO, WIZARD, NECROMANCER
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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 SOULBLIGHT GRAVELORDS and SUMMONABLE keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
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.

The DEATHMAGES keyword is used in the following Soulblight Gravelords warscrolls:

Leader
Behemoth

The NECROMANCER keyword is used in the following Soulblight Gravelords warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021