Stormcast Eternals – Lord-Exorcist
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5"
5
3+
9
WARSCROLL

Lord-Exorcist

The Lord-Exorcist has power over the spirit as well as the mortal form. He can hurl back daemons, gheists and even the souls of corrupt and evil foes. Those he judges redeemable he may save, though in times of war these are few indeed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Redemption Stave
Redemption Stave2"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 95
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Grand Convocation
 • Sempiternals Grand Convocation

DESCRIPTION

A Lord-Exorcist is a single model armed with a Redemption Stave.

ABILITIES

Redemptor Casket: Each redemption stave incorporates a casket for the containment of malicious spirits.
At the start of your shooting phase, roll a dice for each DAEMON or NIGHTHAUNT unit within 6" of this model. On a 4+ that unit suffers 1 mortal wound.

MAGIC

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

Purifying Blast: Slamming his stave onto the ground, the Lord-Exorcist unleashes a wave of power that blasts the spirits of the unworthy from their bodies.
Purifying Blast has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 6" of the caster. Add that unit’s Bravery characteristic to the roll. If the result is less than 10, that unit suffers D3 mortal wounds. Halve the Bravery characteristic (rounding down) of DEATH and DAEMON units for this spell.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, HERO, WIZARD, LORD-EXORCIST
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.
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.

The ORDER keyword is used in the following Stormcast Eternals warscrolls:

The STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

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© Vyacheslav Maltsev 2013-2021