Cities of Sigmar – Amethyst Knellmage

This warscroll does not meet the selection criteria (see Settings tab).
CITIES OF SIGMAR WARSCROLL
Amethyst Knellmage
5"
5
6+
2
Strange and unnerving are the Amethyst Knellmages, masters of Shyishan magic. Their bizarre, bell-shaped helms are topped by hammer-wielding skeletal figures that toll a percussive rhythm; the wizards swing their deadly scythes in time to each soul-shaking peal.
CITIES OF SIGMAR WARSCROLL
Amethyst Knellmage
MELEE WEAPONS
AtkHitWndRndDmg
Amethyst Scythe
Amethyst Scythe34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SIGMARITE WAR MACHINE, Any SIGMARITE INFANTRY

Your Hero Phase
7
DEATHLY CANDLELIGHT: The Knellmage channels so much Shyishan energy through their Reikenorian candle that they wreathe themselves in an eerie, disconcerting witchlight.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands for the rest of the turn.
KEYWORDSSPELL

Once Per Turn (Army), Your Hero Phase
OMINOUS PRESENCE: The Knellmage heightens the intensity of their Reikenorian candlelight, taking on an even more dreadful aspect.

Effect: Make an arcane manipulation roll of D6. On a 3+, for the rest of the turn, when picking a target for the ‘Deathly Candlelight’ ability, you can pick a visible enemy unit within 18" of this unit instead of within 12".

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, CITIES OF SIGMAR, SIGMARITE

The ORDER keyword is used in the following Cities of Sigmar warscrolls:


and others...

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:


and others...
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The CITIES OF SIGMAR, SIGMARITE and WAR MACHINE keywords are used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2026