Sylvaneth – Gladewyrm

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Endless Spell WARSCROLL


Gladewyrms are ferocious subterranean creatures formed from concentrated life magic, and are used by the Sylvaneth to protect the realmroots from eldritch invaders. When called upon, they leave their patrols along the spirit paths and erupt from the earth to aid their summoners.

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: Only WIZARDS from the Sylvaneth faction can attempt to summon this endless spell. This endless spell is summoned with a spell that has a casting value of 7 and a range of 6". If successfully cast, set up 1 Gladewyrm wholly within range of the caster.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and it can fly.

Death From Below: Erupting in the midst of the battlefield, Gladewyrms sow destruction with their fearsome mandibles and bladed carapaces.
After this endless spell has moved, roll a dice for each unit within 1" of it. On a 3+, that unit suffers D3 mortal wounds. This ability has no effect on SYLVANETH units.

Healing Mist: More than mere predators, Gladewyrms exhale emerald clouds of life magic that revive all children of Alarielle.
After this endless spell has moved, roll a dice for each SYLVANETH unit within 6" of this model. On a 3+, heal up to D3 wounds allocated to that unit.

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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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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 WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Ylthari
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
© Vyacheslav Maltsev 2013-2024